Rules questions (Errata?)

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sjmiller
Weasel
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Rules questions (Errata?)

Postby sjmiller » Thu Oct 24, 2013 6:40 pm

I have a couple of questions that do not seem to be answered by the errata or FAQ, so I am hoping I can get some clarity here.

On page 8 of the rulebook, the example of Critical Hits seems to be in error. It says that a ship with 2 critical hits on the Dilithium Chamber would suffer 4 extra damage. The table on page 9 seems to indicate it would have 1 extra damage. Even if one took the full example of 2 critical hits on both the Impulse Drive and the Dilithium Chamber, it would still only have 2 extra damage. Am I right in assuming the example is incorrect?

On page 15, regarding Scouts, it says that detecting a ship with the Stealth trait would increase the Stealth score by one for the remainder of the turn. Shouldn't it be decreased? It does not make sense that detecting a hidden ship would make it harder to hit.

I will continue reading and see what else catches my eye, but I would appreciate some help with these questions.
Stephen J. Miller
Ancient Gamer and Curmudgeon
Traveller junkie since 1979
billclo
Greater Spotted Mongoose
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Re: Rules questions (Errata?)

Postby billclo » Thu Oct 24, 2013 7:11 pm

sjmiller wrote:I have a couple of questions that do not seem to be answered by the errata or FAQ, so I am hoping I can get some clarity here.

On page 8 of the rulebook, the example of Critical Hits seems to be in error. It says that a ship with 2 critical hits on the Dilithium Chamber would suffer 4 extra damage. The table on page 9 seems to indicate it would have 1 extra damage. Even if one took the full example of 2 critical hits on both the Impulse Drive and the Dilithium Chamber, it would still only have 2 extra damage. Am I right in assuming the example is incorrect?

On page 15, regarding Scouts, it says that detecting a ship with the Stealth trait would increase the Stealth score by one for the remainder of the turn. Shouldn't it be decreased? It does not make sense that detecting a hidden ship would make it harder to hit.

I will continue reading and see what else catches my eye, but I would appreciate some help with these questions.
You can ignore the rules concerning scouts, as there are newer rules in one of the recent Captain's Logs (playtest) that work differently.

The text is incorrect; use the table. Another fine example of poor editing...
Rambler
Lesser Spotted Mongoose
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Re: Rules questions (Errata?)

Postby Rambler » Thu Oct 24, 2013 7:23 pm

sjmiller wrote:I have a couple of questions that do not seem to be answered by the errata or FAQ, so I am hoping I can get some clarity here.

On page 8 of the rulebook, the example of Critical Hits seems to be in error. It says that a ship with 2 critical hits on the Dilithium Chamber would suffer 4 extra damage. The table on page 9 seems to indicate it would have 1 extra damage. Even if one took the full example of 2 critical hits on both the Impulse Drive and the Dilithium Chamber, it would still only have 2 extra damage. Am I right in assuming the example is incorrect?
This one is answered in the FAQ. Table is right example is wrong.
sjmiller wrote: On page 15, regarding Scouts, it says that detecting a ship with the Stealth trait would increase the Stealth score by one for the remainder of the turn. Shouldn't it be decreased? It does not make sense that detecting a hidden ship would make it harder to hit.
A ship with a Stealth Score of 4+ when detected would increase its save to 5+ making it easier to hit.

l never liked the way that was worded. I just sounds wrong but it is technically worded right.

Now that I said that you can just ignore the whole section. The Star Fleet Universe approved Scout Rules are in Fleet Update#2. That whole section should be struck from the Main Rulebook as non of the ships even use the.
sjmiller wrote: I will continue reading and see what else catches my eye, but I would appreciate some help with these questions.
Keep them coming.
Family Motto since 1861. A good run is a heck of a lot better than a bad stand.
sjmiller
Weasel
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Joined: Tue Aug 07, 2007 4:25 am
Location: Minneapolis, MN USA

Re: Rules questions (Errata?)

Postby sjmiller » Thu Oct 24, 2013 8:54 pm

Rambler wrote:
sjmiller wrote: On page 15, regarding Scouts, it says that detecting a ship with the Stealth trait would increase the Stealth score by one for the remainder of the turn. Shouldn't it be decreased? It does not make sense that detecting a hidden ship would make it harder to hit.
A ship with a Stealth Score of 4+ when detected would increase its save to 5+ making it easier to hit.

l never liked the way that was worded. I just sounds wrong but it is technically worded right.

Now that I said that you can just ignore the whole section. The Star Fleet Universe approved Scout Rules are in Fleet Update#2. That whole section should be struck from the Main Rulebook as non of the ships even use the.
Thanks for the info on Critical Hits. I can't seem to find the scout rules in the Fleet Update #2, but since none of the ships in the main book use those rules, it doesn't really matter, does it?
Stephen J. Miller
Ancient Gamer and Curmudgeon
Traveller junkie since 1979
Steve J
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Re: Rules questions (Errata?)

Postby Steve J » Thu Oct 24, 2013 9:01 pm

The new Scout rules are in ACTA Journal #1. Escorts and other new ships (such as the revised New Jersey class Battlecruiser) are in Fleet Update #1, and Dreadnought variants and other ships are in Fleet Update #2. IIRC, ACTA Journal you have to pay for the download, the others are free.

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