VHB 2026 Errata

I think another problem is the definition of the artillery trait “ Artillery weapons shoot projectiles along a ballistic trajectory, allowing them to ‘lob’ shots at targets out of sight. When firing at a target that can be seen, Artillery weapons follow the usual rules for ranged attacks.” While it’s true Artillery can fire directly it does so poorly while some direct fire weapons can also fire indirectly (cannons, some auto cannons it varies). I think we need to redefine the artillery trait giving it a -6 when trying to fire directly and a Indirect fire trait for cannons that are capable but with a extra -2 since they are not artillery.
 
On page 115 and 116, on the stat tables for energy weapons.
  1. the AP and Blast values for the fusion guns make no sense. The rapid fire x and y variants gain armor pen, while the rf variant of z stays the same, and there is a MASIVE jump in armor pen and blast radius from y to z. Having armor pen and blast radius increase by 2, and then by 12 makes no sense when the RF variants have each gun increase their AP and blast radius by 5.
    I just can't imagine those values where on purpose. I mean the RF versions are way more expensive and a TL higher, but even comparing RF guns to the guns of their same TL, the RFX(TL14) has higher armor pen than the Y gun (also TL 14). Why would shooting a less powerful shot more often make each shot better at armor pen?
    (Suggestion) Give standard guns the same AP as the RF versions(Maybe the same damage and range too). So you trade higher cost and TL for the auto rating. So both X and RFX have AP 10, Y and RFY have AP 15, and Z and RFZ have AP 20. And since the blast values of the non RF guns are equal to their AP in the book, the blast values would be updated too (EG: RFY would have blast 10, Y would have blast 15)

  2. Again with the Fusion guns. The non RF variant's ranges range from 2 to 10 km, but the RF variants all have a range of 5km. So the RFX gun has over double the range of the X gun, while the RFZ gun has half the range of the Z gun. Makes no sense.

  3. The prices (in Mcr) of the different rapid fire plasma guns goes 2, 3, 34. I assume the price of the RFC plasma gun is supposed to be 4 Mcr, not 34.
 
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On page 132, I am confused by the wording of the Fast Regenerator Trait's price.
"Each application triples the Cost per Space of the vehicle."
It says 'cost per space of the vehicle' not the base cost, so does it triple the cost per space of the vehicle including all the price modifiers added to it? I came across the trait while making a three space biotech walker, and I wished to give it Fast Regeneration three times, but with all the traits and camouflage and such I'd added to the vehicle, the cost per space of the vehicle was 55,333 Cr. Would giving it Fast Regeneration 3 multiply the cost per space by 3 cubed? That would make the walker cost 1.49 million credits per space. Or would it only add the base cost per space of the walker (10k) multiplied by 3 cubed, making the walker cost 325,333Cr per space?
Even that lower value still seems extremely high for the value given.

The Self-Repairing Hull (Page 64) is extremely similar, but it's price is +50Kcr per space. Much simpler, but the price is the same whether it is on a building or a grav vehicle which doesn't seem right. If the price was +some percentage of the base cost (like 500% or 1000%), like most of the Features, i think it'd make more sense.
 
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On page 132, I am confused by the wording of the Fast Regenerator Trait's price.
"Each application triples the Cost per Space of the vehicle."
It says 'cost per space of the vehicle' not the base cost, so does it triple the cost per space of the vehicle including all the price modifiers added to it? I came across the trait while making a three space biotech walker, and I wished to give it Fast Regeneration three times, but with all the traits and camouflage and such I'd added to the vehicle, the cost per space of the vehicle was 55,333 Cr. Would giving it Fast Regeneration 3 multiply the cost per space by 3 cubed? That would make the walker cost 1.49 million credits per space. Or would it only add the base cost per space of the walker (10k) multiplied by 3 cubed, making the walker cost 325,333Cr per space?
Even that lower value still seems extremely high for the value given.

The Self-Repairing Hull (Page 64) is extremely similar, but it's price is +50Kcr per space. Much simpler, but the price is the same whether it is on a building or a grav vehicle which doesn't seem right. If the price was +some percentage of the base cost (like 500% or 1000%), like most of the Features, i think it'd make more sense.
Options that add to the cost per space do not apply to systems or components. In the spreadsheet, prior to adding anything else, you can see that it is acting on the base cost, and adding systems like controls, sensors or weapons do not have their costs increased by healing.
Self-repairing Hull is a layered system to seal holes. The flat rate reflects a cost per abstracted surface area unit. There is no reason it should care about what sort of surface area it is covering. I could see wanting to differentiate between light and reinforced hulls, but not grav vehicle/ATV/building. All are mass produced to resist whatever atmosphere (or relative lack of) the user needs and you already pay extra for that.
 
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