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A Game of Armored Combat: Full Errata

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0% found this document useful (0 votes)
398 views5 pages

A Game of Armored Combat: Full Errata

Uploaded by

Manlio Cipullo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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AGOAC Errata v5.

0 Page 1 of 5

A Game of Armored Combat


(Version 5.0)

The following is a compiled rules errata for the initial two printings of A Game of Armored Combat as of 6 June, 2021.

FULL ERRATA
There have been five printings of A Game of Armored Combat to date: 2018, 2018, 2019, 2020, and 2021. The first two are identical in
every way. Otherwise, you can check page 2 of the book to see which one you have: the third printing has a 2019 date, while the
fourth printing and up also has a “Corrected Xth Printing” note. Entries corrected in a given printing are marked with a number
corresponding to that printing (e.g. entries corrected in the 4th printing are marked with a ④). Entries new to v5.0 can also be found
in the New Additions section.

All errata and page number references here are for the first two printings (2018) unless specified otherwise. Please note that, in the
interests of brevity, typo and minor formatting corrections have not been listed unless they affect an understanding of the rules.

③ ’Mech Record Sheet (p. 4)


After “’Mech Data” insert the following paragraphs:
Weapon Types: In brackets after the Damage Value for each weapon are its Weapon Types. Such rules are beyond the scope of A
Game of Armored Combat and so can be ignored while playing out-of-the-box; full details regarding these rules are found in both the
BattleMech Manual and Total Warfare.
Battle Value: Directly below the Weapons & Equipment Inventory is a ’Mech’s Battle Value (BV). This is used when balancing
scenarios beyond A Game of Armored Combat; full details regarding BV are found in Total Warfare and TechManual.

③ Movement Dice (p. 8)


Last paragraph, last sentence
After all weapon’s fire is completed, remove all movement dice from the board.
Change to:
At the End Phase, remove all movement dice from the board.

③ Jumping Movement (p. 12)


Under “Into Water”, replace the paragraph with the following:
A ’Mech jumping into a water hex Depth 1 or deeper makes a Piloting Skill Roll (see p. 40), applying no modifiers for the depth of the
hex. If the PSR succeeds, the ’Mech drops out of the air safely to the bottom of the water hex. If it fails, the ’Mech tumbles to the
bottom instead, falling a number of levels equal to the hex’s depth (halve the resulting damage as normal due to falling in water;
round down).

③ Movement In Water (p. 12)


Second bullet point
plus the MP cost for entering water of that depth (1 MP if Depth 1)
Change to:
plus the MP cost for entering water of that depth (1 MP if Depth 1, 3 MP if Depth 2 or deeper)

④ Standing Up (p. 12)


Before the “Heat” paragraph, insert the following new paragraph:
Arm Damage: This has no effect on a ’Mech’s attempt to stand, with the caveats given above.

⑤ Firing Arcs (p. 14)


After the “Prone ’Mechs” paragraph, insert the following new paragraph:
Split-Location Weapons: A weapon whose critical slots are split between a torso and an arm location uses the torso firing arc.
AGOAC Errata v5.0 Page 2 of 5

④ example text box (p. 18)


Fourth paragraph, fourth sentence
The Base Target Number is the Griffin MechWarrior’s Gunnery Skill of 4
Change to:
The Base Target Number is the Wolverine MechWarrior’s Gunnery Skill of 4

③ Attack Modifiers Table (Continued) (p. 20)


Under “Physical Attacks”
a) Change the modifier for “Upper or lower leg actuator hit (each)” to: +2 and half damage to all kick attacks
b) Change the modifier for “Foot actuator hit” to: +1 to all kick attacks

④ Attacking Prone ’Mechs (p. 21)


At the end of the subsection insert the following new paragraph:
A ’Mech does not lose its Target Movement Modifier if it goes prone.

⑤ Attack Direction (p. 22)


Second paragraph, last sentence
If the straightedge crosses at the intersection of two hexsides, the target chooses which side is hit by the attack before the attacking
player makes the hit location roll.
Change to:
If the straightedge crosses at the intersection of two hexsides, the target chooses which side is hit by all attacks from the firing ’Mech
that turn before the attacking player makes the hit location roll.

③ Physical Attacks and Prone ’Mechs (p. 25)


Third paragraph, last sentence
Always determine damage inflicted by death from above attacks against prone ’Mechs using the Rear column of the table, based on
the hex side as if it were standing.
Change to:
Determine damage inflicted by death from above attacks against prone ’Mechs using the Rear column of the table, regardless of the
attack direction.

④ Charge Attacks (p. 25)


Second paragraph, second sentence
All that is required is that the attacker has enough MP to enter the hex the target occupies, and can legally do so.
Change to:
All that is required is that the target is directly in front of the attacker, and that attacker has enough MP to enter the hex the target
occupies and can legally do so.

④ Charge Attacks (p. 26)


Fourth paragraph (second on the page), at the end of the paragraph insert the following:
If the target is destroyed before the charge is resolved, the attacker moves into the former target’s hex without incident in the
Physical Attack Phase.

Death from Above Attacks (p. 27)


1) ③ Under “Weapon Attack Phase”, at the end of the section insert the following:
If the target of a DFA is destroyed during the Weapon Attack Phase, the DFA becomes a normal jump and the attacker lands
as normal.
AGOAC Errata v5.0 Page 3 of 5

2) ④ Example box, last sentence

Other ’Mechs on the map can check for LOS and fire as though the Griffin were in Hex C with an LOS height of Level 4.
Change to:
Other ’Mechs on the map can check for LOS and fire as though the Griffin were in Hex C with a LOS height of Level 5 (base
level 3, +2 for standing).

③ Damage (p. 30)


Under “Attacks”, replace the paragraph with the following:
Remember that damage comes after attacks: all attacks by all ’Mechs in a phase must be declared before you start resolving any of
them. Don't fall into the habit of bouncing back and forth between declaring and resolving for each weapon or each ’Mech.

⑤ Gyro (Torso) (p. 32)


Under “PSR Modifiers”, first paragraph, second sentence
The ’Mech’s controller must make a PSR at the end of the phase in which the first critical hit occurred,
Change to:
The ’Mech’s controller must make a PSR when the gyro's first critical hit is applied,

Hip (Leg) (p. 33)


1) ③ First paragraph, second sentence
The ’Mech’s Walking MP is cut in half (round down)
Change to:
The ’Mech’s Walking MP is cut in half (round up; apply before any leg or foot actuator damage MP reductions)

2) ⑤ Under “PSR Modifiers”, first paragraph, first sentence

+2 per hip critical hit; this modifier overrides all other critical hit modifiers from that leg.
Change to:
+2 per hip critical hit; this modifier overrides all other critical hit modifiers from that leg in previous phases.

③ Displacement (p. 40)


Last bullet point
then an accidental fall from above occurs (see p. 44) and that ’Mech is displaced.
Change to:
then an accidental fall from above occurs (see p. 44).

④ Falling Damage to a ’Mech [example text] (p. 40)


Second paragraph, first sentence
9 x 1 = 7).
Change to:
9 x 1 = 9).

⑤ Piloting Skill Roll Table (p. 41)


Delete the “Unintentional Charge” row.

③ Scenario 1: Final Exam (p. 45)


Under “Game Set-up”
Lay out the Desert #2 and Grassland #2 mapsheets as shown (see p. 46).
Change to:
Lay out the Desert #3 and Grassland #2 mapsheets as shown (see p. 46).
AGOAC Errata v5.0 Page 4 of 5

③ Scenario 3: Divide And Conquer (p. 47)


Under “Game Set-up”
Lay out the Desert #3 and Grassland #3 mapsheets as shown,
Change to:
Lay out the Desert #2 and Grassland #3 mapsheets as shown,

④ Step 7: Add Weapons and Ammunition (p. 54)


After the “Ammunition” paragraph, insert the following new paragraph:
Hatchets: ’Mechs may mount hatchets in the arm locations. To add a hatchet, an arm must have a full set of arm and hand
actuators. One hatchet per arm only.

③ Weapons and Equipment Table (p. 55)


** footnote
’Mech Tonnage / 15
Change to:
’Mech Tonnage / 15 (rounded up to the nearest whole number)

©2021 The Topps Company Inc. All Rights Reserved.


Classic BattleTech, BattleTech, BattleMech, ’Mech, and MechWarrior are registered trademarks and/or trademarks of The Topps Company Inc. in the
United States and/or other countries.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
AGOAC Errata v5.0 Page 5 of 5

NEW ADDITIONS
These are all the new entries or modifications of old entries for version 5.0 of this document. These were corrected in the 5th
printing, and may also be found in the Full Errata section in the appropriate locations, marked with a ⑤.

⑤ Firing Arcs (p. 14)


After the “Prone ’Mechs” paragraph, insert the following new paragraph:
Split-Location Weapons: A weapon whose critical slots are split between a torso and an arm location uses the torso firing arc.

⑤ Attack Direction (p. 22)


Second paragraph, last sentence
If the straightedge crosses at the intersection of two hexsides, the target chooses which side is hit by the attack before the attacking
player makes the hit location roll.
Change to:
If the straightedge crosses at the intersection of two hexsides, the target chooses which side is hit by all attacks from the firing ’Mech
that turn before the attacking player makes the hit location roll.

⑤ Gyro (Torso) (p. 32)


Under “PSR Modifiers”, first paragraph, second sentence
The ’Mech’s controller must make a PSR at the end of the phase in which the first critical hit occurred,
Change to:
The ’Mech’s controller must make a PSR when the gyro's first critical hit is applied,

⑤ Hip (Leg) (p. 33)


Under “PSR Modifiers”, first paragraph, first sentence
+2 per hip critical hit; this modifier overrides all other critical hit modifiers from that leg.
Change to:
+2 per hip critical hit; this modifier overrides all other critical hit modifiers from that leg in previous phases.

⑤ Piloting Skill Roll Table (p. 41)


Delete the “Unintentional Charge” row.

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