STAR FLEET BATTLES OFFICIAL ERRATA BOOK (REVISED XX MAY 94). THIS FILE IS COPYRIGHT (c) 1994 AMARILLO DESIGN BUREAU. DO NOT REPUBLISH OR REUPLOAD WITHOUT PERMISSION. PERMISSION MAY BE OBTAINED FROM AMARILLO DESIGN BUREAU, POST OFFICE BOX 8759, AMARILLO TX 79114. YOU MAY ALSO CONTACT ADB ON VARIOUS COMPUTER NETWORKS. While our new mandate prohibits "addenda" (arbitrary changes), it does provide for "errata" (the correction of mistakes). The definition of "mistakes" is limited to typos, loopholes, and contra- dictions, and does not extend to items which some players find unfair or unbalanced. Players might be shocked to see "just how much" is supposedly "wrong" with the Doomsday edition; DO NOT BE. Most of what is here consists of correcting typos or rules cross references; some data is provided to resolved contradictions, plug loopholes, or answer questions left unanswered. Very few items actually change any published rule, and the only if it was absolutely necessary. (A0.TOC-BS) TABLE OF CONTENTS for Basic Set is missing (D6.7) Low Power Fire Control. (A0.TOC-J) TABLE OF CONTENTS for Module J lists Lyrans, who are not in that product. It should list Annexes 6 and 12. (A1.11) Third paragraph should refer to the "combined Designer's Edition" rather than Commander's. (A2.1) Second paragraph: Movement at speeds greater than one hex per turn requires warp energy. (A4.1) You should read (D3.0) except (D3.5) and (D3.6). (B3.1.7) If a ship is being boarded and no one has control for EA purposes, the ship operates under Emergency Life Support. It is specifically not possible to turn off life support (to a specific area, or to the entire ship) to cause enemy crew units to die, even if you are sacrificing your own crew units in the process. (C1.313) Add "Step 1A. Change in Temporal Elevation (G31.152) except seeking weapons" after "Step 1. Monsters move." Change step 5 to read "Seeking weapons move or change temporal levels." (C1.321) When a scenario begins, players plot the first turn, then, on Impulse #16, plot the entire second turn. (C1.3223) ...from a given ship, unit, object, OR HEX." See (C1.322). (C1.3224) ...from a given ship, unit, object, OR HEX." See (C1.322). (C1.3226) ....continuing to pursue the hex that the target was destroyed in until entering that hex or until the eight impulse delay in (C1.3222) is complete. (C1.323) Delete "In this alternative, players must use the 32-impulse chart at all times." The 32-impulse chart is the only chart in the Captain's or Doomsday Edition. (C1.33-A) The contingent allocation (H7.61) is authorized only for HETs and EM, not for speed changes. (C1.33-C1) Reference to (C3.343) should be to (C3.433). (C1.454) NOTE: See also the "striking moray eel" in (C1.42). (C1.46) 2nd Paragraph: "...the Federation CAPTAIN would ...." (C1.7) Exception, dogfighting shuttles may collide; see (J7.662). (C2.111) Reference to (G7.36C) should be (G7.36B). (C2.112) Practical speed is actually (C2.411), not (C2.41). Reference to (G15.2) should be to (G15.26). It should be noted that warp- tacticals don't come under this limit, but since you can't do them at speed 30 it's pretty much irrelevant. (C2.12) Should read "...the number of warp ENGINE energy points..." (C2.14) The Federation Battle and Starliner pods, when detached from a tug, are also sub-light units and are also in Basic Set. (C2.24) The reference to (C2.41) should be to (C2.411). (C2.411) The reference to (G14.36) should have been to (G14.34). (C2.412) Note that erratic maneuvers are part of the effective speed. (C2.43) Under Practical speed: "Warp power divided by..." should be "Warp ENGINE power divided by..." (C2.45) If two ships are connected by tractor beam, their effective speed is equal to the sum of their pseudo-speeds, plus terrain- induced movement. (C2.452) EXAMPLE: "practical speed" of 4 affecting a Wild Weasel should be "maneuver rate" (C2.42) twice. (C2.452) Reference to (C2.413) should be to (C2.414). (C3.434) Shuttles (including seeking shuttles), PFs, and Andromedan satellite ships which have just launched from their carrier, tender, or mothership have not satisfied their turn or sideslip modes, and must move directly forward as their first movement unless they HET. (C3.45) Contradiction: Tractors do not reset turn mode. Rule (G7.331) is correct; (C3.45) is wrong. (C3.46) Orbits (P8.0) can also change facing. (C3.52) Energy allocated to braking must be used. (C3.88) Directed Turns modes also affect probes fired as weapons. (C4.36) Error; being released from a tractor beam does not reset the turn mode. See (C3.45); (G7.331) is correct. (C5.13) Should read "and which does not move under its own power" as it can perform a Zero Energy Turn if orbiting, towed, or moved by terrain. A shuttle which does not move under its own power for an entire turn may make a Zero Energy Turn of up to 180 on the last impulse of that turn. Reference to (P8.43) should be to (P8.433). (C5.221) Note that a unit does not have to be doing tactical maneuvers in order to use reserve power for this purpose, see (C5.5). (C5.52) Reference to (C2.443) should be to (C3.443). (C6.33) HETs are conducted at whatever point in the Order of Precedence (C1.313) that the unit conducts normal movement. Units at speed zero HET first within each category. (C6.37) Add: "...or if uncontrolled (G2.212)." (C6.39) The reference to (G7.54), which should have been to (G7.55) is in error, as not even a fighter breaking a tractor can HET more than 180 on any single HET. (C6.42) Non-fighter shuttles cannot perform HETs unless specifically allowed this capability in their own rules section. (C6.5421) Assigned guards are not "knocked out" but might be killed if the box they are guarding is destroyed (D7.832). (C6.5473) Add a cross reference to (FP1.14). (C6.551) See (P2.435) in the event the unit tumbles into a planet hex. A ship cannot tumble off of a fixed map; if it is about to do so it will stop in the last hex. (C6.562) Should read "for each unit of the tug's PRACTICAL speed before the pod was separated...." (C7.121) This example was misworded; "...and CANNOT disengage that turn." should be "...but CANNOT disengage that turn...". (C7.124) Within the restrictions of this rule, the ship may fire any weapons it has charged (including the launching and guiding of seeking weapons), or had the excess, usually non-movement, power to arm while it was attempting to accelerate away. (C7.13) See (J1.71). There should be a blank line above this rule. (C7.131) Note that fighter EW rules (EWFs, pods, and lending from the carrier) and chaff packs function normally during this period. (C7.21) This means that you can get away with hauling off a captured ship if no one else is around to interfere with you. (C7.3) Destroyed warp engines must be dropped in order to sublight disengage. (C7.52) Last sentence: Fighters, MRS, and SWACS can use (C7.13). (C8.21) A ship can declare Emergency Deceleration even while it is not moving in order to cancel planned acceleration under (C12.0). (C8.25) The reference to (C1.34) should be to (C1.35). (C8.412) Note that movement power that would normally be spent for movement during the post-deceleration period after an Energy Allocation Phase is treated under (C8.102) during that subsequent turn and is converted to shield reinforcement. (C8.413) Reference (C3.52) should be (C3.523). (C10.131) This does not mean that the shuttle cannot turn its EM off (or on) during a turn, only that it cannot regain the point of speed dedicated to erratic maneuvers during that turn. (C10.14) Should read "...i.e., 3 MOVEMENT points...1.5 MOVEMENT points..." (C10.24) The specific restriction on pinwheels using EM is (C14.132). (C10.311) Appropriate point in the Sequence of Play is in Stage 6A4. (C10.45) Note that shuttles using EM will only add one (C10.13) to their effective speed for purposes of this rule. This is irrespective of Ace status, however green pilots will add two, equal to their cost in movement to perform the maneuver. (C10.46) Should read "See (C10.18) for the reduced cost of EM for a Legendary Navigator." (C10.514) Does not apply to mineFIELDS as per (M7.11). (C10.55) Ships in orbit cannot use EM (P8.45). (C11.25) Should read "Add one to the quick reverse die roll (C6.31)." (C11.31) Reference to (K1.62) should be to (K1.624). (C12.24) The reference to (C1.324) should have been to (C1.33). (C12.242) Unplotted accelerations may not be within 8 impulses of each other. This requirement is not cancelled by (C12.314). (C13.11) When docking to an orbiting base, the ship will have to position itself in the hex that the base will enter by orbital movement. (C13.411) Should read "This does not include power used for repair systems (G17.0) working on the transferring ship." (C13.4811) Internally-docked ships can launch normal shuttles/PFs. (C13.71) Andromedan ships dock to the TR beams of their bases, and must use a TR beam as a tractor to maintain docking. (C13.722) Delete the duplicate word "damaged." (C13.723) Seeking weapons targeted on an externally docked ship will not be diverted by a WW launched by the base it is docked to. (C13.81) This rule does include plasma-Fs held in stasis boxes, and plasma-Ds in racks must be deactivated. (C13.921) The second use of (C2.4) should have been to (C2.411) as that is the rule that defines PRACTICAL SPEED. (C13.944) Note that in this situation, the mine considers the combined ships to be the size class of the larger ship, and if set for a smaller size class than the larger ship (or a size class larger than the larger ship) the mine would not accept the target and no roll would normally be made. Note that the owner of the mine may roll the die in any case and announce that it did not trigger since the ships would detect the mine under (M7.34). (C14.1) Elements unique to one ship are transferred to other ships in a Pinwheel. E.g., a ship equipped with aegis can use the aegis fire control system and is able to allow any other ship in the PW to use that system. All units in a PW benefit from the ECM or ECCM generated by any single unit. If a scout is part of a PW, and lends itself defensive ECM, all units in the pinwheel will benefit from this ECM until the sensor is destroyed or blinded. This transfer of abilities does not apply to X-ship abilities which are restricted to the X-ship itself. Example, the two free points of ECCM generated by an X-ship in a PW are only applied to the firing of the X-ship's weapons. (C14.233) Reference (C14.33) should have been (C14.222). (C14.42) Note that the reference to the transfer of power being limited is incorrect, and (C14.11) is correct. (D1.4) Reference to (G13.01) should be (G13.301). The line of fire is traced from the center of the hex the firing unit is in to the center of a target unit's hex. If the line of fire passes through blocking terrain, it is blocked. Even though you could fine a line of fire between the two units that does not pass through any blocking terrain hexes, direct-fire would be still blocked. (D1.51) PFs can be fired at only if the entire crew has been evacuated. (D1.53) The term "fired upon" applies if the weapon has a chance of scoring one or more damage points, regardless of whether or not actual damage results from the die roll. (D2.32) The + and - hexes extend in a regular pattern out to the full range of the applicable phasers. Second paragraph; "The ship CANNOT fire into..." should be "The right side wing phaser(s) CANNOT fire into..." (D2.33) The + and - hexes extend in a regular pattern out to the full range of the applicable phasers. Note that the F5 comment includes all ships that use that boom (such as the E5) and the E4 series. (D3.331) The five boxes of "minimum shields" are the first to be destroyed and the last to be repaired. (D3.3411) When taking damage, it must be taken in the specific order: General Reinforcement, Specific Reinforcement, printed SSD boxes. This is NOT at the option of either player. (D3.41-B) The Order of Precedence is used if both units are scheduled to move on the same impulse, with the slower ship moving first, etc. (D3.411) The reference to the "example above" refers to the comments in rule (D3.41) about the illustration in (D3.402), not to the illustration itself. (D3.43-C) The player owning the TARGET ship selects the shield. Even if nothing changes, this decision can be changed each impulse. (D3.543) The reference to (G13.51) should be to (G13.517). (D4.2) If using NVC then see (D6.4). (D4.222) Add: See (D4.323) and Annex #7E. (D4.223) Exceptions: Reference to (G2.1) should be to (G2.2). (D4.321) See (C6.5423) for another special case. See (C6.555) for additional damage that is part of the same volley. (D4.323) Move plasma racks from DRONE into the TORP section of this rule. (D4.351) If a player has only center hull remaining, he must score any F or A hull hits on center hull; he cannot choose to ignore them. (D4.40) Some players are confused by this and think that an Excess Damage hit can be scored on anything. This is not the case; these alternative uses of an Excess Damage hit (i.e., cargo, mine rack, repair) are listed on Annex #7E. (D5.0) See (C13.4812) for internally-docked units. (D5.12) The listed explosion strength on the Master Ship Chart is not modified by the existence or non-existence on the unit of any unexpended weapons (including mines or drones). (D5.13) Reference to (P2.767) should be (P2.76). (D5.2) First Paragraph: The explosion value of a ship is not reduced if it drops or has dropped its warp engines. The explosion value of a PF is not reduced if it drops or has dropped its warp booster packs. (D5.2) Second paragraph: Do not add the explosion strength of bases to which the exploding ship is docked. This rule does not apply to two ships docked by (C13.9). (D5.31) "See (D3.4)." should be "(See D3.42)." (D5.42) Reference to (G13.554) should be (G13.52). (D5.51) This can be done if all but the last two crew units can be evacuated under the provisions of (D21.21). (D5.54) This rule applies to the movement plot, not the Energy Form. (D6.111) Reference (G13.331) should have been (G13.332). Reference to (D6.11) is more properly to (D6.113). (D6.115) The reference to (G13.33) should be to (G13.332). Add to the end: "The Intrepid could roll for lock-on to the KR under (G13.333) during the turn in the lock-on step of any impulse." (D6.126) This procedure is also used for cloaked ships during the fade-in/out process. UIMs cannot be used unless the UIM can function at both the true and effective range. (D6.1263) "...would have an effective range of FOUR." (D6.211) Delete the word "that" from "..., and THAT electronic...". The phrase "..at even that range." is referring to the example above of the D6 firing at the Kzinti ship. (D6.3) Delete EM (C10.42) from the list of systems not used. (D6.312) If reserve power is used in the last 8 impulses to change a circuit between ECM and ECCM, that circuit is committed to the new mode into the first impulses of the next turn. If you want to use it for the other type, you can allocate power specifically to that type of EW, which won't become effective until the 8-impulse restriction has passed. The EW points bought with reserve power on the last turn will be lost at the end of that turn, however. You could allocate power to the same type of EW as the reserve power was used for, in which case it would be effective immediately, then switch with reserve power after the eight impulse delay. (D6.3142) The reference to the #1 limit refers to the limit established in (D6.3141). (D6.3144) A unit can generate six points of ECM and receive from a scout six points of ECM AND six points of ECCM. (D6.3146) Rule number should be this, not (D6.31460. (D6.316) EXAMPLE: Note that the reference to Impulse #11 should be to Impulse #15 due to the eight impulse delay. (D6.32) Any change in ECM status is announced; (D6.315). The amount of ECCM a given unit is generating has to be announced if it has Active Fire Control. Natural or built-in ECCM does not have to be announced, unless it exceeds what the unit is allowed to generate. If the unit does not have active fire control, the amount of ECCM it is generating is announced only if it activates its fire control and is revealed the instant the fire control is activated, but gains no benefit until the fire control is fully active. (D6.33) Impulse #11: Reference to MRS beginning lending is incorrect; this takes 8 impulses (J1.343). Also, this lending begins in Step 6B8 under "release of restrictions." (D6.33) Impulse #15, First paragraph: Clarification; The wild weasel had to be launched at a speed of five in order to exit the hex of the FF before seeking weapons hit it. (D6.33) Impulse #15, Second prgh: The CV only had the four points to offer the fighters, but might have used reserve power to generate more which the fighters could not accept, unless it was ECCM. (D6.33) Impulse #18, Second paragraph: spelling error. "The drone hits on the frigate are resolving,...". "resolving" should be "resolved". There is also an extra space between the comma and ECM. (D6.34) Step 1: Reference to "planets" should have been "terrain". (D6.37) Note that as with an existing tractor link, any change in the EW equation will not affect an existing stasis field. (D6.373) This rule is wrong. See (D6.3146). (D6.394) The reference for fighter ECM is (J4.47). (D6.411) "Drone Rack" should be "Drone Hit." (D6.43) Delete reference to Annex #7P. (D6.47) Each of the allies attack and score casualties separately. (D6.5) UIMs are Commander's Level, not Optional. (D6.521) The die roll to determine if a UIM has burned out is a public roll and can be observed by your opponent. (D6.55) The limitations in (D6.51) apply to overloaded disruptors. (D6.56) UIMs cannot be purchased as cargo and then plugged in as replacements during a battle. (D6.612) See (D6.66). (D6.623) The reference to (G24.18) should be to (G24.161). (D6.63) Slightly contradicts the Sequence of Play as to the exact moment that fire control is switched. The Sequence of Play is correct (Initial Stage 6B1 of Impulse Activity Segment). (D6.631) Note the exception to the cost in (D6.7). (D6.64) Reference to (G13.13) should be to (G13.131). There is an extra space between "inactive" and "mode" the second time. (D6.68) This also applies to fighters and shuttles. Also see (G2.23). (D6.681) There is a partial exception in (G2.24). (D6.682) A shuttle identified as a seeking weapon can be fired at; a shuttle not so identified cannot be fired at in this case. (D6.73) If a ship is using low-power fire control, it cannot increase its rate of fire/launch by using passive fire control with other weapons. LPFC can be detected as such at all ranges. Reserve power can increase LPFC to normal active fire control under (D6.633). (D7.12) Note that no adjustments in crew casualties (D7.21) are needed, despite the variable BP size. (D7.13) However, see (G9.31). (D7.18) Note that ships with poor crews (G21.141) have various penalties in boarding party combat. Ships with outstanding crews have various advantages shown in (G21.241). (D7.21) It takes two BPs to make a crew unit. (D7.21) Third prgh: Each of the non-allied races would take casualties at the same rate. All would lose the first BP on the 50th point of internal damage, the second on the 60th point, and so on. The last two boarding parties for each "side" are protected by the first prgh. (D7.362) While one casualty point can be scored on a given control room (having no real effect), no more than one control room can have this damage applied at any given time. Any subsequent control room casualties, whether by voluntary or directed damage, must be scored on the same room until it is captured. (D7.423) STEP 2B: In cases where BPs of various crew quality levels [i.e., (G21.141) and (G21.241)] are on one "side," resolve casualties caused by each force separately, then add the total. (D7.45) The example violates the "beachhead"Êrules in (G8.322/3) and should read: During Turn #6, the three Federation ships send 13 boarding parties onto the ship. Of these, however, 10 are sent at the higher non-combat rates (G8.32) and cannot be used offensively. The other three combine with the seven survivors from the original wave to form a single group of 10 squads. The Klingons still have 4 boarding parties. At the end of Turn #6, the Federation rolls a "4" meaning he has scored four casualty points. The Klingons roll a "2" which is adjusted to a "3" by the security station, scoring only 1 casualty. The Federation player uses the Step 3 options to insist that the four casualty points be resolved by destroying two Klingon boarding parties; otherwise the Klingons could give up another control room. (This is a mistake on the Federation player's part since there are so few Klingon forces. If he had skipped step 3, the Klingons would have had to give up one control room and some of their remaining troops, or ALL of their remaining troops.) The Federation player gives up one Marine unit. The battle continues. (D7.46) Boarding parties cannot destroy boxes on a unit unless that unit has been captured (D7.5). Rule (D16.0) might change this. (D7.502) If a ship disengages with an ongoing boarding action still in effect, the scenario is extended aboard that ship until the boarding action is resolved. (D7.51) Reference to (G9.431) should be to (G9.432). If the required guards are not provided, any excess unguarded enemy crew units can be formed into militia as per (D15.83). Prisoners cannot be executed; life support must be maintained. Militia can convert itself back into crew units, but marines cannot. (D7.51) Unguarded crew units may voluntarily destroy one system box for every four crew units that are unguarded. (D7.51) Until the skeleton crew arrives, the ship cannot move or operate any systems, except that life support will continue and the shields will remain at the same operating status as they were immediately prior to the capture (assuming power is available). No shield reinforcement can function without the skeleton crew. During Energy Allocation, continue the previous power to the shields (except reinforcement), allocate power to life support, to fire control (if it was operating immediately prior to capture), allocate power to recharge any batteries, and then leave the remainder of the power unallocated. (D7.531) "The ship DROPS RELEASES control..." should be "the ship DROPS OR RELEASES..." (D7.538) If a base is captured, the capturing player will learn the location of all command-detonated mines after the current scenario and before the next one. (D7.539) The capturing player may destroy one box on the SSD of the captured unit for every five boarding parties or crew units that are not involved in guarding prisoners or operating the ship (D7.51). (D7.54) To operate these systems requires the skeleton crew in (D7.51). AWR, active fire control (needed for various non-weapon systems), and shields can be used. The capturing player cannot deactivate life support if this would result in casualties among the original crew on board. The capturing player begins controlling the ship on the Energy Allocation Phase that is at least 32 impulses from the point at which he has met the conditions of (D7.51) skeleton crew. (D7.541) "...armed and used..." should be "...charged and used...". (D7.55) See (D7.541) for an exception regarding shuttles. (D7.55) These items can be used on a captured ship in a subsequent scenario. Any fighter pilots or PF crews would be Green (J6.22). (D7.551) These items (except for extra-galactic technology) can be used on a captured ship in a subsequent scenario. (D7.553) Note that Andromedan, Tholian, or Seltorian specific technology is lost and cannot be reactivated. Other systems, such as aegis, can be restored as part of the conversion process. (D7.60) ADD: If the shuttle has a BP aboard, then see (D7.836) and (D7.831). Fighters may not be boarded (J4.42); exception (D7.631). (D7.602) If the "issue is in doubt" the shuttle cannot move or fire any weapons. It can drop chaff, but it cannot lay mines or control seeking weapons. It cannot take any other action unless specifically permitted by a rule. (D7.62) This data is right; the chart elsewhere is wrong. (D7.622) These booby traps can be voluntarily deactivated by the owning player prior to launch. (D7.632) Reference to (D7.633) should be to (D7.6332). (D7.634) Add "as in (J1.52)" after "cannot launch within 1/4 turn". (D7.821) Even if the transporter being used for a hit-and-run raid is destroyed by an enemy hit-and-run raid on the same impulse, a surviving boarding party still returns to its own ship, and is not stranded on the enemy ship. (D7.824) In the first and third cases "target" should read "system". (D7.831) The reference to (D7.8) would be clearer as (D7.81). (D7.836) It is not possible to conduct an H&R attack on a shuttlecraft in flight. When enemy troops try to capture the shuttle, the guards provide a +1 die roll modifier for (D7.6). (D7.8375) This does not apply to adjacent boxes covered by (D7.8374). (D7.85) The reference to (G13.16) should be (G13.161). (D7.86) "...(including all type..." should be "...(including all types..." (D8.2-10) Note that external bays are each a single bay, so that it is possible for a Tholian Black Widow to have nine jammed shuttle bay doors in effect at a single time. Shuttles can still crash aboard (J1.612) a ship with jammed shuttle doors. It is not possible to crash out of such a bay because (J1.635) says that even enemy shuttles launch by the normal rules. (D8.23) An Orion could still double his engines, although he would still only be able to move speed one. (D8.23) When resolving power loss by (D22.0), all energy allocated to movement may be cancelled immediately. (D8.31) The first roll to attempt to repair a critical hit can be made immediately at the end of the turn regardless of whether the hit occurred on Impulse #1 or Impulse #32 . (D8.32) For a Legendary officer to repair fire control or maneuver critical hits he must be in a control box. Also see (G22.412). The rule about scoring casualties by hits on the previous duty station reflects that the "destroyed" box which the officer is repairing cannot be destroyed again (at least until he has repaired it). (D9.21) "For each two units of energy allocated to damage control, THE DAMAGE SCORED TO one shield box may be erased..." (D9.4) The reference to (D10.54) should be to (D10.544). (D9.441) The term "completed" means that unfinished Continuous Damage Repairs remaining at the end of a battle are completed before using (D9.4). (D9.443) All damaged shuttles are repaired between scenarios of a campaign and do not count against other repair limits or capabilities. (D9.45) The reference to (D6.52) should be to (D6.522). (D9.47) See also (G17.13). (D9.76) Shield boxes repaired under this procedure do count as repaired systems, i.e., a ship with a damage control rating of four that repaired four shield boxes under this rule would not be able to repair any other systems. (D9.99) Synopsis of Rules in Other Products. Add (D23.0) Shock. Change (D14.0) to Emergency Damage Repair. (D10.262) There is an error; panels can be reduced to a lower level at any time, but there is an eight impulse delay between reducing them to a lower level and raising them back to the reinforced level. (D10.27) Changes in the level of PA panels, are made in the Operate Shields Step of 6B7 Marines Activity Stage [exception, (D10.24)]. Within that step, panels may be deactivated or activated, reduced to standard level or raised to reinforced level. The list here provides the sequence by which this is done. (D10.31) Andromedans cannot choose to begin a scenario with their panels already holding energy. If the panels of an Andromedan ship are not operating, they cannot be degraded, and they will not absorb any damage. They can still be destroyed on "drone" hits scored on the ship. (D10.32) The degradation status of an Andromedan ship's panels is known whenever it appears on the map if not using (D17.0) Tactical Intelligence. If TacIntel is used, degradation status can be detected at Level I, the same level that the energy in the panels can be detected. (D10.321) All damage received by a given panel bank during a single "Stage" combine their fractional damage points for purposes of rounding to calculate panel degradation. (D10.3212) Correct gravity wave reference is (P9.311). (D10.33) Leak points scored versus Andromedan units with armor are still scored against hull boxes, circumventing the armor. This is an effect of the way the PA panel system operates. (D10.332) Reference to a D8 should be to a C8. (D10.424) Power unable to return to batteries (D10.72) ignores step #1 but treats all panels on the ship equally under Step #3. (D10.424-2) This step refers to an Energy Module in the hanger of the ship releasing the energy. (D10.51) Unpowered or dropped PA panels can be destroyed by hit-and- run raids (D7.8). Active PA panels can be hit-and-run only if there are unpowered or dropped panels to transport through. (D10.52) If the bank is degraded to 0%, transporters (including enemy transporters) can operate through it. (D10.543) This rule is correct; (D14.23) is wrong. (D10.546) Additional degradation scored on the panel under repair will also be cleared when the repair is completed. If the panel is destroyed while this form of repair is being performed all repair points applied to the panel are lost. In this latter case the ship is considered to have expended one of its (D9.76) repairs and a unit with repair systems (G17.0) to have expended one of its (G17.26) repairs. (D10.55) Power in batteries that are destroyed is lost, not released. (D10.56) The level of degradation of Andromedan PA panels is always known; see (D10.32). (D10.6) There are numerous errors in this example that will be corrected in a later printing. (D10.715) Delete the comment "(or rather, never left them)". (D10.722) Only motherships can commit more than 1/5 point to transporters. Reserve power in excess of two points per transporter cannot be committed before the moment of use and is limited to the amount used. (D10.724) Delete the comment "(or rather, never left them)". (D12.13) The example refers to a D6V. (D12.33) If no damage is taken until after the SP is launched, there can be no chain reaction in the case shown in the example due to (D12.301). (D13.21) Aegis fire can be used versus any seeking weapon or shuttle within six hexes, the defensive nature is solely a reference to its limitation in engaging only small targets and it is not necessary for such a target to be approaching the aegis-equipped ship. This does include ECM drones escorting enemy warships. (D13.23) Low-power fire control is not sufficient; see (D13.524). (D13.24) Orions are allowed to have aegis only on special carrier escorts in mercenary units; see (R8.R7). (D14.23) EDR CAN be used to repair PA Panels as per (D10.543). (D14.31) This should read "five or less." (D17.14) These restrictions and requirements apply only to probe drones used for Tactical Intelligence (D17.0). (D17.215) Delete this rule. (D17.25) Prolonged observation cannot affect targets at strategic ranges. Prolonged observation cannot affect units using hidden cloaking unless the unit has previously had a lock-on to the cloaked target. (D17.3) The crosses on the chart are probe drones per (D17.14), not probes (G5.0) as shown on chart and in notes below. Probes per (D17.151) use the ship column. (D17.4 Level B) Size of plasma should have a reference to (FP1.323) which defines warhead strength as a known item. (D17.4 Level F) Reference (D17.19) should have been (D17.197) as this is the specific rule covering ADDs. The fighters detected on the balcony will be identified at Level H if the balcony can be seen at that point. (D17.4 Level I) As the presence of drones or plasmas on scatter packs is not reported under this rule, except that fighters or MRS shuttles used as SPs will be reported as carrying whatever portion of their weapon loads they are actually equipped with. The presence of mine racks in Orion Option mounts can be determined. Degradation status of PA panels is known. (D17.75) The +5 range modifier is added after multiplying the range by the appropriate coefficient. (D18.16) If the surprised ship is destroyed, units may escape under catastrophic damage (D21.0), but all will be treated as unarmed (not even phasers can be fired until the shuttle spends a full turn in a friendly shuttle bay) and with no chaff or packs. (D18.19) A temporal elevator cannot function until the base is released from surprise. (D18.33) Reference to (G22.25) should have been (G21.25). (D18.34) Reference to (G22.15) should have been (G21.15). (D19.222) Tame boar cannot be used. Targets for wild boars cannot be closer than five hexes range. (D19.311) Scenario (SH33.0) is in Module S1. (D19.313) A space should separate "See(G19.46)..." in last sentence. (D20.21) This should refer to the "hidden unit" not the "cloaked unit". (D21.31) Reference to (G8.11) should have been (G8.112). (D21.3443) Reference to (D22.5) should have been (G22.5). (D21.414) The units able to carry the largest numbers of crew units will have precedence in the escape procedure, e.g., all admin shuttles must escape before any fighters can escape. (D21.56) Poor Crews should have the mark. (D23.12) Repairing a disruptor as a shorter-ranged version will not reduce the shock effects caused by that weapon. (D23.242) "...from the batteries or power absorber panels..." should read "...from the batteries and/or power absorber panels..." (D23.25) TYPO: 2nd line, the statement "...eithe rin the form..." should read "...either in the form...". (E1.11) "...during the Direct-Fire WEAPONS SEGMENT of the..." (E1.17) A player always has the option of simply firing his weapons into open space. Doing so imposes the delays of (E1.50). Note that heavy weapons may be discharged under (E1.24). (E1.24) Reference to (D7.412) should be to (E7.412). (E1.24) The amount of energy discharged from each weapon is known unless defined otherwise, e.g., (R1.7). (E1.6) Narrow salvoes might be used effectively at long range when the enemy is known to have a few points of reinforcement, as any damage which does not penetrate the reinforcement is meaningless. (E1.61) Plasma bolts of various sizes can be in a single narrow salvo. (E1.613) Disruptors of different ranges can also 'happen' on Klingon battle tugs. Should have read "DERFACS OR UIM support", not AND. (E2.23) Reference (E2.41) should be (E2.151). (E2.33) "...(perhaps after detected...)" should be "...(perhaps after detectING...)" (E3.22) "...of the Impulse Procedure." The word "the" is missing. (E3.62) DERFACS is automatically repaired (at no cost) between scenarios. (E4.411) Discharge is defined in (E1.24). (E4.44) (E4.41) should be to (E4.413). (E5.33) The mine will "trigger" and explode OR if a captor will fire/launch on the next direct-fire or seeking weapons launch phase as appropriate. (E5.42) There is an 8-impulse delay between firings when switching modes between turns, similar to that for the G-rack. (E5.53) BATS has ADD-30 (R1.2); BS has ADD-12. (E5.62) Legendary weapons officer SUBTRACTS 1 from the die roll. (E5.74) Typo: "...even if some of the original rounds in the ADD were FILLED [not 'filed'] with type-VI drones.] (E6.33) Replace "weapons" with "units." (E6.99) Synopsis of Future Products (at the end of section E). Add the Web Fist (E14.0) in Module C2 to this list. (E7.42) Players must use the data on the chart and SSDs rather than doubling the results themselves. (E7.421) Damage to phasers is not restricted by (D4.321). (E7.5) There is no cost for this "refit." (E8.5) The reference to (E1.57) should be to (D1.57). (E9.211) A TRH must be loaded as 3 + 3, it cannot be loaded 2 + 4, or 4 + 2. (E9.2134) There is no delay caused by the application of reserve power to upgrade a TRL loading to TRH. Even if the point of reserve power was applied on Impulse #32 of a given turn, the weapon could complete loading during the subsequent Energy Allocation Phase and be fired on Impulse #1 as a TRH. Note that if the weapon begins arming with reserve power, the quarter turn delay (H7.532) applies. (E9.422) If a TR is used as a source for negative tractor energy, all of the energy in that tractor-repulsor is used as negative tractor at that point. The weapon can begin recharging normally on the following turn, and can be used on that turn as a normal tractor with no delay since negative tractor does not require the use of a tractor beam (G7.354). (E9.43) Reference to (E9.21) should have been to (E9.23). (E10.22) The procedure of extending the arming of a hellbore can be continued indefinitely, and is not limited to a single turn. (E10.33) If fired in the same hex as a target with a zero-radius ESG, a non-overloaded hellbore will produce no damage to the ESG (it will be treated as a discharged weapon). (E10.412) The second paragraph and third paragraphs are indented an extra 5 spaces, and they should not have been. The example should have 10 points of internal damage, not 9. (E10.64) Hellbore feedback operates normally if an ESG field is struck by the hellbore at a range of 0. (E10.714) ...and if the ESG is dropped, any remaining direct-fire hellbore damage is applied directly to the facing shield of the ESG- generating ship. (E10.73) Should refer to "each DIRECT-FIRE overloaded hellbore". (E11.17) Each flotilla of six (not less) PFs, whether casual or formal, counts as one "ship" for this equation. Fighters do not count at all. (E11.25) It is not possible to produce a PPD with one pulse. (E11.362) See (E11.546) for an exception when PPD pulses cannot be cancelled. (E11.57) Reference to (E11.343) should be (E11.353). (E12.231) Cast web can be extended into a circular anchored web, but it must have legal anchors for this to be possible. Cast web cannot be extended to become a self-supporting globular web. (E12.233) A non-Tholian unit in a web hex when it forms (whether as cast anchored web, or free-standing web that has solidified) is subject to all the restrictions and procedures of (G10.59) when it is next scheduled to move. (E12.24) If anchored web is cast into the hex of a unit, it suffers the effects of (G10.59) on its next scheduled movement. (E12.25) It would be possible to include both 3406 and 3605 in a valid straight web, but not one with the end points given in this example. (E12.55) The strength of a cast web is announced when it is cast. (E12.562) A SWAC or MRS not currently committed to lending to its ship or squadron could defend against the cast web. (E13.25) Should read "the other points" as there could be five or less. (E13.25) Typo: "...the other four points..." should be "...the other points..." as it might have fewer points. (E14.254) Delete: "This is an exception to (E14.212)." No one knows what that means. (E16.5) This rule also applies in the case of a shield cracker fired at a shield that was already down or dropped. (F1.221) In a given impulse, all seeking weapons of a given type are launched simultaneously. See Segment 6B6 for the order in which different types are launched. (F1.23) A player does not have to verbally announce which mount launched a drone or plasma, but must provide the required information if asked, even if asked after the weapon was launched. This rule takes precedence over (D17.91). (F1.24) See also (FP1.312). (F2.131) If a seeking weapon HETs, its next subsequent move must be straight-forward; it cannot turn or sideslip on that move. (F2.132) A seeking weapon which does not move on the current impulse, but which could enter the current hex of the target on its next movement, cannot use an HET to avoid this movement (F2.21-1). (F2.21) Reference to (F2.13) should be (F2.132). (F2.23) Reference to (F2.13) should be (F2.132). (F2.24) See also (F2.5). (F2.314) If a drone is held in a tractor and rotated (by any unfriendly unit) into the hex of the targeted unit, it impacts immediately. (F2.332) The correct reference for Wild Boars is (FD5.255). (F2.336) This applies to SP and MW also. (F2.411) ECM drones escorting other drones DO impact the target of the drones, but unless they have an explosive module on board, they will do no damage to it, even if the target is another drone (FD1.562) or a shuttle. (F2.412) Two-space Swordfish drones equipped with phaser-3 modules do continue on and impact their target after firing their phaser, but will only cause damage if there is an explosive module aboard. Swordfish drones equipped with phaser-2 modules burn up completely when the phaser is fired. (F2.435) Reference to "drone" should be "seeking weapon." (F2.436) See (C7.22) in the case of self-guiding seeking weapons which have their own lock-ons to a disengaging ship. (F2.5) Note that for purposes of this example it is assumed the plasma torpedo's warhead was still powerful enough to kill the drone at the point of impact. (F2.54) If both weapons hit the ship, they strike the same shield. (F3.211) Anti-drone racks do not count as drone racks for purposes of establishing whether a ship is armed with seeking weapons. (F3.216) Note that only the ship firing the PPD can provide the control channel (E11.151). (F3.333) The reference to (F3.4) should be to (F3.42). (F3.34) The controller of a seeking shuttle is never identified until the seeking shuttle is itself identified by the (G4.2) Lab procedure, or the (G24.25) Special Sensors procedure, or the (G5.25) Probe procedure. Add to end "...and except Death-Rider PFs (K7.11)." (F3.42) This rule does NOT imply that it is possible to regain control of a seeking weapon that was released; see (F3.4). (F3.421) This rule states that no OTHER unit can gain control. This does NOT imply that the original owner can regain control; the basic rule (F3.4) already prohibits that. (F3.425) Delete "like other seeking weapons". (F4.11) If the ballistic unit enters a third hex adjacent to the target hex without having entered the target hex, it will begin "evading" the target hex from that point. (F4.411) A cloaked target is not "an acceptable target" unless the SP (or the ship controlling it) has a lock-on to the cloaked target. (F4.412) Seeking weapons on ballistic trajectories can never hit ships or bases in space. (F4.413) While a scatter-pack can be targeted on a hex, that hex cannot provoke release of the submunitions. Only a valid target can trigger this release. (F4.422) See (FD7.363) for the number of channels required at the instant of release. (FD1.2) The name of the stage is "Seeking Weapons Stage." (FD1.51) Add web-fist (E14.215). (FD1.52) These ECM points are treated as "natural sources" (D6.3143). Add particle cannons (E17.54). (FD1.54) A player is not required to announce the number of damage points that were actually required to destroy a given drone, only that the drone was destroyed by the damage scored against it. Example: A type-VI drone is destroyed by a bolted plasma-F at five hexes range. The bolting player only knows that the drone was destroyed, not that it took only three points of damage to do so. If the drone were a type-IV frame with three armor modules (12 damage points to destroy, six point warhead), the bolting player would be told only that the drone was not destroyed by the bolt. (FD1.561) A suicide shuttle will destroy its target only if it has enough explosive force to do so. (FD1.71) Change "...resolve damage from drones...." to "...resolve damage from seeking weapons..." (FD1.8) A fighter used as a scatter pack benefits from its built-in ECM, but cannot receive lent EW from any unit but a scout. (FD2.11) Notes: See (FD2.54) and (FD2.55) for special restrictions on the type-VI drone. Unarmored type-III drones are always destroyed by four damage points whether they are single-space drones, or two-space type-IIIXX drones (Y77). It costs 1.0 points to trade a speed-8 type- I drone for a speed-12 type-III drone. For 0.5 points, you would get a speed-8 type-III drone, which technically does not exist (although it theoretically could). (FD2.21) This rule is incorrect regarding the service date of type-II drones. Rule (FD10.65) is correct. (FD2.221) Type-III drones already have ATG, and type-VI drones have a form of ATG, and neither has a special designator. (FD2.222) Extended range drones become available Y93. "Range 100" means that the drone has an endurance of 100 turns. (FD2.32) Notes: The noted percentages apply to type-I or type-IV explosive drones. (FD2.421) Two one-space drones (or four 1/2-space drones on an E- rack) can be loaded in the same time as one two-space drone. (FD2.445) These drones come at no cost, and are proportional to the loading of the racks. (FD2.45) D-racks are another exception. Special drones must observe the proportional reload requirement (if identical reloads are not available, the reloads must be of the next most restrictive and expensive type), except for the LAST special drone in each percentage category. Thus, four Limited (10%) drones on a ship with double reloads would have to be deployed as two in the racks (and paid for) and two in reload storage. Any 25% drones have to be first used as reloads for the second rack-mounted 10% drone. Note specifically that (FD2.45) does not allow you to purchase some special drones and then declare that all the special drones on your ship were loaded in the racks at the start of a scenario with the regular drones in reload storage. (FD2.454) Ships are not required to pay for the drone speed that is general availability, and might for tactical reasons have some slower drones on board. Extra drones purchased as such can be of any available speed. (FD2.51) Reference to (E5.23) should be to (E5.41). Note that type-H drone racks also include a magazine of type-VI drones. (FD2.54) Reference to (J3.3) should be to (J3.304). (FD2.55) Obviously, movement induced by another means (e.g., black holes, being tractored) does not count against the 12 hexes of the drone's range. (FD2.56) The "8-hex range" refers to the lock-on range. (FD3.0) Drone rack types A, B, C, D, and F were in service in Y65. Type-E drone racks entered service in Y160. Type-G drone racks entered service in Y165. (FD3.4) Base Stations have type-D drone racks. (FD3.41) Type-D racks cannot hold type-VI drones; see (FD2.51) for the reason why. (FD3.43) While type-D (and type-H) drone racks do not have formal reloads, if reload drones became available (transferred from another ship, purchased as extras, stored in cargo boxes, etc.) they could be loaded into an unused magazine in this manner. (FD3.46) A given launcher cannot have drones in one magazine and type-D plasma torpedoes in another. An Orion base can have both types or racks so long as there is an even number of plasma racks, with each "pair" covering the entire 360 arc (180 each). (FD3.6) All of these "differences" cease to exist after the type-F racks are replaced with type-A. (FD3.7) The unique nature of type-G drone racks requires that their loading must always be planned (FD2.421). They do not automatically reload ADDs when empty as ADD racks do (E5.74). (FD3.71) Note that the 8-impulse delay applies if the rack is switching from ADDs to normal drones. If it fired as an ADD launcher on Impulse #32 of one turn, it could continue to fire as an ADD launcher on Impulse #1 of the following turn with no delay. If it launched a drone on Impulse #32 of one turn, it could not launch a drone or fire as an ADD until Impulse #8 of the following turn. If it fired as an ADD on Impulse #32 of one turn, and the player wanted to launch a drone from the rack during the following turn, he would have to wait until Impulse #8 to do so. (FD3.72) This data is correct; that on various Fed SSDs is unclear. (FD3.86) BATS also have this type of ADD; BS do not. (FD4.3) The original (unrefitted) design of the B10 (8 racks, launches four per turn) should be on this list, but since the ship could not have been completed before the refit, it would never have existed. (FD4.4) The limit in the second paragraph refers to the number of racks, each launching at its own maximum rate. (FD4.5) This should refer to controlling a number of seeking weapons, rather than a number of drones. (FD5.131) The reference to (G13.334) should refer to (G13.3345). (FD5.133) Note that in the case of the cloak, if the drone did not have its own lock-on to the cloaking target, it would lose tracking and be removed from the board. (FD5.252) If there are more than two targets that meet the drone's targeting, select the nearest one as the target. If they are equally near, determine the target randomly (by die roll) for each drone. (FD5.255) When the drone starts looking for acceptable targets, it goes for the first in terms of distance of those acceptable targets. Thus, if it was set to pursue either a frigate or a DN, and both were in its range limit, it would pursue whichever was closer to it, even though the player might want it to pursue the other target instead. If two or more targets are equally close, the actual target is determined randomly by placing duplicate counters of each possible target into a cup and drawing one to maintain the secrecy of the drone's target. For multiple drones, have a neutral player observe these draws. (FD5.257) A drone launched on either a Tame Boar or Wild Boar trajectory will ignore any unit protected by an active WW when it begins to search for targets. It will accept a wild weasel launched by such a unit as that type of unit as any other drone would. If a unit voids such a weasel, and the drone is within 12 hexes of the unit, the drone will accept the unit as its target, but if the distance is more than 12 hexes, the drone will go inert and be removed from play. (FD5.26) Reference to (F3.31) should be to (F3.33). (FD5.3) Reference to (F3.4) should be to (F3.5). (FD5.99) Basic Set synopsis of (FD8.0) should refer to three or five submunitions rather than two or three. References should be added for (FD15.0) and (FD16.0) which are in Module J. (FD6.32) Probe drones cannot detect minefields (M7.11), but can be used to identify individual mines (M7.52). A probe drone cannot detect a chain or command mine. (FD7.2) It takes 32 impulses to convert an SP back to being a shuttle; this can be done simultaneously with unloading any SP drones. (FD7.241) The explosion value is not increased if the drones had extended range. (FD7.25) No deck crew is needed to unload a drone rack. (FD7.31) Always use true range. If a scatter pack has met its release conditions, it will release its submunitions even if there is no unit that can control them at that point. This will result in the submunitions being lost if they are incapable of gaining their own lock-ons. (FD7.322) The reference to (C10.13) should be to (C10.132). (FD7.331) Note that while a scatterpack will meet its release condition on the shuttle launch step of its eighth impulse, it will not be able to actually release drones until the ninth impulse. (FD7.3342) The last two cross references in this rule are reversed; (FD7.333) should be where (FD7.331) appears, and vice versa. (FD7.341) Should read "The second drone is targeted on the nearest enemy unit other than the primary target." The player can establish, when launching the SP, which specific drone will be the "first" drone targeted. (FD7.35) "The guiding ship" should be "The guiding unit". (FD7.35) If a lock-on was retained to a cloaked ship, the SP will release its submunitions normally versus that target, using the true range to establish its release parameters. If using (G13.6), the moderator will have to determine when these conditions are met. Randomly targeted submunitions will ignore a cloaked unit that meets their targeting parameters if their guiding unit does not have a lock-on to that unit. (F3.45) does apply for transfer of control of SPs. (FD7.371) Type-VI drones on random targeting will attempt to acquire a cloaked unit within their detection range, but if they fail to gain a lock-on will target the next acceptable target. (FD7.373) These provisions apply to those drones distributed randomly. The first drone (FD7.341) will be targeted on the primary target. The player can establish, when launching the SP, which specific drone will be the "first" drone targeted. (FD7.392) The ship could load these "foreign" weapons onto a corresponding foreign fighter by (J4.8962), but only during a scenario. (FD7.42) An SP that is recovered before it released its drones can be relaunched by the side that originally owned that SP after it has been serviced for 32 consecutive impulses. During this 32 impulses, deck crews could add drones to and/or remove drones from the SP. (FD7.44) A fighter used as an SP is no longer part of its squadron (at least until it is recovered and launched with a pilot.) Reference to (FD7.38) should be to (J8.33). (FD7.442) A fighter-SP held aboard could have the SP systems removed by a deck crew and then launch as a normal fighter. It takes one deck crew action under (FD7.445) to remove the SP systems. (FD7.45) It requires one turn to prepare a shuttle as a dummy SP or to unprepare it. Suicide shuttles can be prepared immediately because their command guidance is simpler. The shuttle will head for one target and continue until impact. (FD7.45) References to (FD7.416) should have been to (FD7.412). (FD8.11) The reference to other races copying the type-IV is to using that technology on type-I and type-III drone frames. (FD8.13) is correct in saying that type-IV multi-warhead drones are available to all races from Y170. (FD8.13) Reference to (FD10.0) should be to (FD10.6). (FD8.14) A type-I-MW has three submunitions. (FD8.222) Reference to (FD2.252) should be (FD5.252). Reference to (FD2.256) should be (FD5.256). (FD8.41) The first paragraph assumes a speed-8 type-III drone, which theoretically could exist. The standard speed-12 type-III with speed- 12 submunitions would cost 4 points. (FD9.126) A given ECM drone destroyed during the movement or direct- fire segments of a given impulse is still considered to provide its benefits to the unit it is protecting until the end of the step in which it was destroyed. (FD9.2) The ECM drone is not revealed as such by its actions. (FD10.16) Stingray drones cannot ever carry ADDs; Stonefish can. (FD10.4252) The reference to (FD5.242) should have been (FD5.21). (FD10.43) The reference to (F8.44) should have been to (FD8.44). (FD10.6) A carrier with six heavy fighters counts as a carrier with 12 standard fighters. (FD10.6) Type-VI drones are not included in any of the calculations to determine how many special drones a given ship or fighter squadron may carry. (FD10.632) This should refer to "limited" availability. (FD10.65) This rule is correct, and (FD2.21) is incorrect. (FD10.66) Use warhead spaces, not drone body spaces, for this calculation. (FD10.67) This rule is mis-numbered as (SP10.66). (FD11.0) This drone was available in Y174 to all races. (FD11.21) Swordfish drones commit to fire during movement when their firing parameters are met. The fire is resolved in the Direct Fire Weapons Stage 6D2, although the reference for this was buried in (FD15.212). During the interim between commit and fire, the Swordfish could be prevented from firing by various means (e.g., turned off by special sensors) or distracted (e.g., by a wild weasel) to a different target. (FD14.0) This drone was available in Y174 to all races. (FD15.215) 'IIf' should be 'If'. (FD15.23) This creates a technical exception to (FD15.2141) as the range is considerably less than the normal one hex minimum. (FD15.255) Reference (R1.15E) should have been (R1.15B). (FD16.0) Para 3: The higher-speed bus must also meet the restrictions of (FD8.24). (FD16.255) Reference (R1.15E) should have been (R1.15B). (FP1.11) Exception: (FP7.0). (FP1.13) A plasma-R can be downloaded as a plasma-S prior to the Y170 invention of the plasma-S, but cannot fire as an M or L. (FP1.131) To some extent (FP1.93) the two-turn-F is an exception. (FP1.14) See also (C6.5473). (FP1.15) You cannot voluntarily "destroy" a plasma torpedo tube on your own ship in order to claim the use of (FP1.72) to "hold" the torpedo until sometime in the subsequent turn. (FP1.312) The target of a plasma torpedo must be announced when it is placed on the board, unless using (F3.6). (FP1.313) The "friendly fire" rules (D1.5) will create some exceptions to this rule. (FP1.33) Reference to (F2.3) should be to (F2.32). (FP1.42) If a unit that is a target of a plasma torpedo enters the hex of that torpedo as part of its movement, the torpedo strikes the target and is not regarded as having moved that impulse for purposes of warhead reduction. (FP1.51) The warhead strength decreases with range, as is shown on the plasma torpedo tables. Once the warhead strength reaches zero, the torpedo has no further effect or function and the counter is removed from the board. Terrain-induced movement (black hole, nebula) does not count as movement for purposes of lowering the warhead strength. (FP1.71) This does not apply to fighters with plasma-torpedoes and is superseded by (J1.332). (FP1.74) In this case the torpedo could not be launched ballistically (FP1.14). (FP1.82) Reference to (P4.1) should be to (P4.22). (FP1.83) The reference to (G16.0) should be to (G16.62). (FP1.87) Reference to (G7.86) should be to (G7.26). (FP1.91) Note that plasma-F launchers can use rolling delay (FP1.221), but cannot use (FP1.93). (FP1.96) A torpedo increased with reserve power during the original arming cycle can be held. (FP2.23) This should read: "No unit smaller than size class-3 can be armed with a plasma-S." rather than a "plasma-R." While the rule as published is correct, that condition is already covered by (FP2.13) and the restriction does apply to the plasma-S as well. (FP2.41) The Romulan K5R in Basic Set carries F-torps. (FP5.11) Note that it is the LAUNCHER which launches the EPT, the torpedoes themselves cannot do so. (FP5.22) A torpedo held by rolling delay (FP1.223) can be completed as an EPT. (FP5.34) Note that if the target has general shield reinforcement (D3.341) up, the strength of this must be subtracted from the EPT's warhead before calculating shield or internal damage. (FP6.0) PPTs (and wild weasels) have existed for very nearly as long as plasma torpedoes. (FP6.11) PPTs are always available, unless the ship was "surprised" (D18.12) or used the PPT in an earlier battle in a campaign which defines that there was not sufficient time to reload expended PPTs. (FP6.23) Note that the PPT can only simulate the largest non-EPT torpedo the launcher is capable of launching. (FP8.23) Note that this rule includes plasma-armed MRS shuttles. (FP8.31) Should be Direct-Fire Weapons Stage, not Phase. (FP8.331) Should be Direct-Fire Weapons Stage, not Phase. (FP9.18) This should say that plasma-Ds have the ECCM not ECM of the controlling unit (FP4.32). (FP9.22) If a fighter with a type-D lands, the 25 turns is counted from the moment of landing and does not include time spent in flight or during previous visits to the bay. (FP10.3) Reference to (FP9.21) should be to (FP9.22). (FP10.312) Extra plasma-Ds can be bought under (S3.2). They are treated like drones, and their price is given in Appendix 6. (G2.22) Crippled ships do not have to pay for TACs on the first half of a turn when they would not be able to use them. (G2.233) ...limited to five hexes RANGE unless.... (G2.24) This rule creates an exception to (D6.681). (G2.26) Temporal Elevators cannot be used, and cease to function, if the base is uncontrolled. (G3.11) GENERAL: This rule is misnumbered as (G3.12). (G3.12) Reference to (G17.0) should be to (G17.25), reference to (G28.0) should be to (G28.2). (G4.0) Reference to (SM5.5) should be to (SM2.46). (G4.13) Reference to (G5.0) should be to (G5.2). (G4.13) The term "administrative shuttles" includes (for purposes of this rule) manned MSS, manned MLS, and GAS shuttles. This rule also covers manned MRS and SWAC shuttles, and manned fighters with sensor pods (J11.42). (G4.2) See (M7.51) identifying mines. "extend" should be "extent". (G4.232) Reference to (FP5.5) should be to (FP1.32) and (FP5.242). (G4.24) The aegis system uses the same rules as the laboratory procedure for the information gained, but uses (D13.31) to determine if the information is gained or not. (G4.31) Reference to (G2.0) should be to (G2.11). (G4.44) No power is needed for TacIntel (D17.228). (G5.21) See (H7.42) to begin arming as a weapon with reserve power. Reserve power can also be used to arm scientific and tactical intelligence probes. (G5.23) Probes fired into a nebula have a reduced range (P6.72). (G5.32) The reference to (H7.42) should be to (H7.53). (G5.332) Diagram should show a six-hex range. The extra hex is directly forward of the last shaded hex. (G6.20) Note the option stated in (G6.25). (G6.22) The reference to Klingon boarding parties on hit-and-run raids should be deleted as the number of Klingon boarding parties has no effect on the chance that the crew will mutiny. (G6.224) If both a crew (whether poor or outstanding) and a legendary marine major are aboard the ship, their effects are cumulative on the mutiny die roll (G22.122). This should refer to (G21.244), not to (G24.224). (G6.23) Reference to (G2.0) should be to (G2.11). (G6.25) The decision is made when the mutiny occurs, but before it is rolled for. (G6.41) Note that the mutineers might succeed in deactivating the self-destruct given enough time (G6.434). (G6.42) The officers are allowed to attempt destruction of the rear hull immediately after boom separation. (G6.435) Note that if enemy boarding parties are on the mutinous ship, they may be able to avert the self-destruct system under (D7.71), but they will not be able to breach the security doors any faster than the mutinous crew. Rule (D16.0) may have more advanced rules which may enable enemy boarding parties to be beamed directly onto the boom. (G7.12) "Tractor Beam Action" should be "Operate Tractors". (G7.122) Reference to (C6.54) should be to (C6.545). Reference to (G18.0) should be to (G18.672). (G7.162) Multiple tractor beams could tractor several objects (one per available beam) at the same point in the sequence of play. (G7.2) Reference to (G10.116) should be to (G10.1163). (G7.25) is in error; (G7.251) is correct. (G7.252) Once you pull yourself to the planet, you will have to land by one of the procedures in (P2.4). (G7.271) If a unit has a tractor applied to a mine, and the ship moves, the tractor link simply breaks and the mine is unaffected. (G7.272) Note that as even ballistically-targeted weapons will go inert if tractored by a friendly unit; (F4.5) does not form an exception to this rule. (G7.273) If a ship attempts to force or drag another ship off a fixed map, the non-tractoring ship is released from the tractor at the edge of the map unless special scenario rules say otherwise. An enemy ship cannot be towed off of a fixed map unless that ship has been captured. The towing ship must leave with the towed ship or the tractor link is deemed broken. (G7.3) "Tractor Stage" should be "Operate Tractors Step". (G7.32) Note that the facing of the non-moving unit is only changed under (G7.322) and not as a result of any movement by the towing unit. (G7.3223) Reference (C2.4) is now (C2.411). (G7.323) Add a reference to (J1.621). An object must be lifted from the surface (P2.44) before "towing" can begin. (G7.324) Reference to (C2.413) should be to (C2.46). Acceleration limits are based on practical speed (C2.21), not pseudo-speed (C2.413). (G7.325) Should read "...no additional cost in movement points expended by the moving ship for..." (G7.33) "Tractor Beam Action" should be "Operate Tractors". (G7.333) Reference to (J3.45) should be to (J3.452). (G7.337) Tractor links to a unit are not broken unless that ship tumbles (C6.553), or a towed ship suffers a breakdown (G7.3223). (G7.341) Add "...or better." to the end. (G7.342) Tractor Beam Step is Operate Tractors Step. Transfer is made by adjusting records. (G7.351) Note that tractor energy is lost when the tractor is released and cannot be used again, see also (G7.414). The reference to (H7.12) should be to (H7.1). (G7.357) Reference to (G13.43) should be to (G13.432). Reference to (J3.45) should be to (J3.452). (G7.359) Reference to (G12.11) in fourth paragraph should be to (G12.01) and/or (D21.43). (G7.36) See also (G7.3223). (G7.36-B) The sentence "The pseudo speed cannot exceed 15..." assumes that both ships have the same movement cost. If the movement costs are different, one will have a higher pseudo-speed and the other a lower one. For example, a CA (move cost 1.0) and a DD (move cost 0.5), both generating 30 points of warp movement, would have pseudo speeds of 20 (for the CA) and 10 (for the DD) as each tried to move the combination. In the case of ships with plotted speed changes, assume that the current speed is continued for the entire turn. When a tractored unit announces that a mid-turn speed change is going to take effect, the pseudo speed is then recalculated based on the new speed and again assumes that that speed was used for the entire turn from that point. (G7.36-C3) If two ships are tractored on Impulse #32, both perform any HET maneuvers during Impulse #32 even if the ship in question is the one that will not conduct its movement until Impulse #1 of the next turn. The movement of the second ship must be executed as originally stated on the subsequent impulse, and cannot be changed even if there are tactical reasons that indicate he should change it. (G7.37) Should say "...when two or more ships are..." (G7.375) In the second paragraph, (G7.37) should be (G7.371). (G7.41-B) Reserve power can be used to initiate or reinforce a tractor link. (G7.412) Reference to (D6.33) should be to (D6.633). See also (D6.11). (G7.42) Note that the player who is maintaining the tractor must announce his intention to either maintain or drop the tractor link. If he announces that he will not maintain it, there is no auction. (G7.51-B) Note that the reference to "points" at range two or three is to the amount of power needed to have one EFFECTIVE POINT of tractor energy at those ranges (G7.6). Rule (F4.5) is not an exception. (G7.522) Note that the application of any tractor energy at all will cause the seeking weapon to go inert; the fact that you were trying to wrest it from an enemy tractor and never actually held it has no effect. Note that as even ballistically targeted weapons will go inert if tractored by a friendly unit, (F4.5) does not form an exception to this rule. (G7.54) Note that as ships move before shuttles and seeking weapons in the Order of Precedence (C1.313), a suicide shuttle carried along in a tractor tunnel (G7.9433) might be death-dragged before it reached its target. Regardless of the speed of a given drone, it cannot be death-dragged as a shuttle can. (G7.55) If the fighter is not able to accelerate to its maximum speed due to acceleration limits (C12.34), it will not be able to break the tractor with this maneuver. See also (C10.134). (G7.63) The "such a case" referred to is "at a range of 3." (G7.713) Reference to (G10.56) should be to (G10.562). (G7.717) In the case of mines, see (M2.21). (G7.718) Add reference to (G7.713) after "...larger size class." (G7.74) The Federation CA should be a DN as equal-size ships cannot rotate each other (G7.715). (G7.75) Reference to (G10.562) should be to (G10.71). (G7.813) A proximity photon would detonate as a standard photon scoring 8 damage points. Note that proximity fuzes INCREASE detonation radius. (G7.85) "Tractor Beam" should be "Operate Tractors". (G7.91) The fourth item should read "A Federation DD tractors a Federation DN..." (G7.93) See also (G7.3222) and (C6.0). (G7.943) A scout (G24.23) or wild SWAC or PFS cannot attract a drone held in a tractor beam in this manner. (G7.9433) Note that a unit nominally in the "tractor tunnel" between two units can be tractored separately and held by either of the units or a third unit. (G7.9434) The reference to (G7.943) should be to (G7.9433). (G7.98) Reference to (J3.45) should be to (J3.452). Exceptions: Docked units (C13.947) and tractored bases (G7.90). (G8.11) Exception, (G13.421); see also (G19.47) for cases where two transporters are needed. (G8.113) This rule cannot move explosive ordnance (G25.3). (G8.17) Reference to (G13.42) should be to (G13.421). Reference to (D6.62) should be to (D6.623). (G8.23) The reference to (H7.34) should be to (H7.344). (G8.242) The reference to (C12.0) should be to (C12.24). (G8.321) Reference to (M3.0) should be to (M3.22). (G8.322) "Example:" should be "Example, part IV:" (G9.141) If not using (G9.23), wounded are killed. (G9.142) Only uncrippled shuttles can be used in this role. If the shuttle is crippled while overcrowded, its remaining time before critical overload is halved, rounding fractions up, e.g., if the shuttle had five turns remaining when it was crippled (not counting the current turn), it would have three turns remaining after being crippled. The casualties for damage scored to the shuttle are only scored when the shuttle is crippled. (G9.21) Exception: (G9.231). (G9.232) If insufficient time will be available for recovery during a campaign, this will be provided in specific scenario rules. (G9.233) Legendary doctors CAN cure "dead" crew units (G22.611). (G9.32) Note that after the first forty internals, every ten internals from that point kills a crew unit AND a boarding party. Reference to (D7.2) should be to (D7.21). (G9.411) See (K1.31) for casualties to PF crews. (G9.424) Crew units transported to an undermanned ship during a turn count as crew on that ship (if sent for that purpose) during the Energy Allocation Phase that is more than 31 impulses from the point at which they arrived on the ship. Thus, crew units transported aboard between Impulse #2 and Impulse #32 of Turn #5 do not count as crew on the ship until the Energy Allocation Phase of Turn #7. Crew units transported over on Impulse #1 of Turn #6 count as crew during the Energy Allocation Phase of Turn #7. This applies for (D7.51) in manning a captured ship. (G9.421) There is no effect on nimble status or EM. (G9.422) This one system per crew unit is in addition to the systems listed in (G9.42). (G9.431) Two BPs become one crew unit. (G9.433) Marines are boarding parties. (G9.45) See (G11.23) in the case of computer-controlled ships. (G10.0) Delete reference to (G10.52). (G10.111) The ship and the asteroid can simultaneously be anchors in the same hex. (G10.112) Reference to (P3.0) should be to (P3.34). (G10.113) Should read "segment of web." Note the exception created by free-standing webs (E12.22). (G10.114) Delete reference to (P2.546). (G10.115) Should read: "adjacent to one or two other hexes". (G10.1163) A unit serving as an anchor cannot be displaced (G18.671). See (G16.682) for an anchor placed in stasis. (G10.1165) A valid anchor point at a sideslip hex (G10.115) would not be a corner. Note that web laid with a consistent pattern of side- slips is considered to be straight line for this purpose, even though several hexes along its length will not be exactly 180 apart. (G10.1167) A unit serving as a web anchor cannot use EM (C10.51). (G10.12) There is no way to convert a linear web into a globular web. (G10.1314) Both large and standard asteroids can be anchors. If the victory conditions require destruction of the planet or asteroid, this can be achieved even if the "sack of rocks" remains. Note also (G10.114). The rings (P2.223) of a planet that has them can be used as web anchor points and operate as asteroid anchors for all purposes. (G10.1333) Such a web cannot drop its anchors and become globular. Any dropped anchor would cause the connected segments to collapse. (G10.211) The first hex laid is considered an exception to the part of this rule that requires each hex laid be adjacent to at least one other hex of that web. (G10.212) Note exception: free standing web (E12.232). (G10.223) Longer than any SINGLE scenario would last. (G10.31) Reference to (G10.4) should be to (G10.41). (G10.33) Reserve energy should properly read reserve power. Should read "at the END of Impulse #16." (G10.42) The web would be strength 16 as (G10.321) and (G10.322) say to ignore fractions. (G10.511) EXAMPLE (Replaces Previous): A Klingon D7 enters a 24-point web hex during Impulse #14 of Turn #3, while moving at a speed of 12. The D7 then accelerates on Impulse #15 (this was planned in Energy Allocation) to a speed of 24. During Impulses #15-#32, it accumulates 14 movement points. During the turn, the Tholians increased the strength of the web to 26, but it deteriorated to 25 at the end of the turn. At the start of Turn #4 the Tholians increase the strength of the web to 28. The D7 continues moving speed 24 initially, and accelerates to speed 31 on Impulse #15, generating its 14th movement point on Impulse #18. However, this is a total of 36 impulses so the ship does not move on Impulse #18. On Impulse #24, the ship accumulates its 22nd movement point on Turn #4, and can count the 6 movement points accumulated during Impulses #25-#32 on Turn #3. Thus, the D7 moves out of the web on Impulse #25 of Turn #4. (G10.522) If a ship tractors a size-6 or smaller object in a web, the object will not be damaged by the ship's subsequent movement (although a friendly seeking weapon will go inert), but the tractor beam will break. The unit could be pulled out using (G10.56) with an assumed movement cost of zero, assuming it is not an anchor. (G10.53) Tholian auxiliaries (e.g., AxCVs) count as Tholian ships even if some were built by foreign powers. (G10.551) The fast drone would be destroyed immediately if the web was strong enough to inflict the required damage. (G10.56) Anything not serving as an anchor, not just a ship, can be pulled out of the web. See (G10.522) which means that a drone or shuttle could only be pulled from a web by a stationary ship. (G10.561) The tractoring ship must be in a hex adjacent to the tractored ship. (G10.562) Either ship can provide the tractor link; only a ship maintaining a tractor link can provide power. If done at extended ranges (G7.6), the power will be reduced appropriate to the longer range before being applied to pull the ship out of the web. The ship pulled from the web moves only one hex, which will not take it into the hex of the other ship if the tractor link was established at longer ranges. (G10.563) The trapped ship can either maintain the tractor link and use the (G10.561) procedure, in which case the ships just move (rather than one ship being pulled into the other ship's hex) or the trapped ship can put power into the tractor link (if it is the ship maintaining the tractor), in which case it uses the (G10.562) procedure, and is pulled into the hex. (G10.5634) Note that only the tractoring ship can control rotation, so the rotation examples assume that the rotating ship is the tractoring ship and the rotated ship is the tractored ship. (G10.593) Reference to (G10.52) should be to (G10.521). (G10.62) The last sentence of the second paragraph should be "...combinations of WEBS fired through." (G10.66) Other controlled units, such as MSS (M8.3), PFMs (M8.33), death riders (K7.0), and Probe drones in monster scenarios (FD6.22) are also not blocked. (G10.71) Reference to (G10.116) should be to (G10.1163). (G10.751) If a gravity wave passes over a web, there will be a corresponding reduced strength segment of the gravity wave from that point forward. (G10.75) TERRAIN: Web hexes do not protect ships from asteroids in the same hex. Webs can be laid in asteroid, planet (no atmosphere), dust cloud, radiation zone, ion storm, or heat zone hexes. Webs cannot be laid in planet (with atmosphere), black hole, pulsar, star, or nebula hexes. Webs cannot be anchored to a comet or tournament barrier. (G10.833) The generators cannot maintain the webs at a strength greater than the WS-0 condition. In the case of the "buzz saw" (three spiral webs radiating from the base) all are treated as "2nd layer" webs. (G12.543) Rear hulls without impulse engines obviously cannot move under impulse power. (G12.73) Hull on all separated sections is treated as "center" hull. Both sections retain the seeking weapon control ability of the original (intact) ship. (G12.81) The cloaking device is in the same area as the Emergency Bridge. If there is no Emergency Bridge, it is in the same area as the main bridge. (G12.82) The UIM and DERFACS systems are in the same area as the main bridge. On Neo-Tholian ships, they are in the rear hull. (G12.83) The T-bombs and transporter artillery rounds are stored in the rear section for all separated ships. (G12.88) Aegis systems in Klingon ships with separable booms are tracked as follows: Non-carrier escort Klingon ships (most D5s, B10s, and the B11) leave the system in the rear hull. Carrier escort versions of Klingon ships have aegis in both the rear hull and the boom, but cannot use it unless they raise full fire control. Aegis on Federation ships goes with the saucer. (G12.99) A critical hit in effect on a Neo-Tholian ship remains in force on both sections if it separates. If a Tholian Command module docks to a rear hull, and either is under the restrictions of a critical hit, the effects of that critical hit apply only to the section that was originally affected, although a Command Module could attempt to repair the critical using the improved damage control rating of the combined ship. (G13.132) Reference to (D6.63) should be to (D6.633). (G13.133) Reference to (G13.42) should be to (G13.421). Reference to (G13.43) should be to (G13.432). (G13.15) Reference on chart to (G13.303) should be to (G13.302). Reference after chart to (G13.31) should be to (G13.301). (G13.161) The reference for cloaking device and hit-and-run is (D7.85) not (D7.8). Reference (G13.15) should be (G13.118). (G13.162) The modifiers in (D7.7) apply. A Legendary Officer can only affect one of these. The "attempt to block self-destruction" procedure does not apply to the cloaking device. (G13.18) Reference to (G13.9494) should be to (C13.9494). (G13.303) Type-VI drones ARE affected. Exception: (G13.344). (G13.331) The EW factor is the differential calculated in (D6.34) under Step #3. (G13.3323) Reference to (G13.55) should be to (G13.552). (G13.37) Direct fire weapons are affected by (G13.34); seeking weapons by (G13.35). Type-VI drones ARE affected. This table does not adjust the damage caused by explosions, including collateral damage (J3.3). (G13.371) A positive modifier can result from the effects of (G13.361) when combined with (G13.62). (G13.401) Die roll is in the 6B3 Lock On Stage (G13.331). See the example under (G13.3323) for the precise sequence. (G13.41) Shuttles cannot crash aboard a cloaked unit, even if they have a lock-on. The player owning the cloaked unit must voluntarily provide a homing signal to the specific unit attempting to land aboard by any means in order for a landing to be possible. Enemy boarding parties on the cloaked unit cannot provide such a signal. See (G13.5) for laying a mine from a cloaked unit. (G13.43) A unit may fade in or out of cloak while held in a tractor beam, but will not gain the full benefits of the cloak while so held. (G13.442) Reference to (G13.51) should be to (G13.515). (G13.556) Mines may be laid from mine racks or dropped from shuttle bays by a cloaked unit without voiding the cloak. The mine will NOT become active until the cloaked unit has met the requirements of (M2.34), and this is based on true range, not effective range. (G13.51) Note that the reference here to the fire control being considered inactive does not mean that a weasel would not be voided if the fire control was activated as the ship came out of cloak. (G13.52) Should read "...void the cloak on the impulse of the explosion..." (G13.541) Note that since the ECM of the weasel is lost once the fade-out is completed, this ECM will not be present for the calculations in (G13.33) to retain lock-on. (G13.55) Should read "A ship with a FULLY ACTIVE cloaking device...." (G13.552) Change "can be" to "is". (G13.552) Note that the period of this lock-on lasts only until the next roll to retain lock-ons in the Sequence Of Play. See the example in (G13.3323). (G13.555) There are two versions of this rule. The second one is correct. See (M4.435) for captor mines. See (M5.1121). (G13.612) The true range as well as the bearing to the cloaked unit must be announced, and bearing is based on a specific 60 arc. (G13.617) When weapons are fired at or impact on a hidden cloaked ship, the judge makes any required die rolls secretly, determines the amount of damage (based on the range to the actual hex, and other factors), and announces this. Weapons fired at an out of arc target are announced as causing "no damage" after the judge makes a meaningless die roll. (G14.13) Monitor pallets (R1.22E1) should be added to this list. (G14.33) This does not include sensor, scanner, damage control or excess damage boxes, but does include all internal boxes. (G14.34) Reference to (C2.46) should be (C2.411). (G14.41) Note exception to facing in (G14.42). (G14.42) Reference to (R11.15) should be (R11.N1). (G14.431) The text "...one pod on the centerline in a side position..." should read "...one pod in a side position, it could arrive with a single pod in the centerline position." (G14.62) A pseudo-pod counts as a real pod for (G14.431). (G14.64) If a hit-and-run is executed against a pseudo-pod (not aborted by EW or general shield reinforcement) the BP will automatically return, no matter what is actually rolled for the hit and run raid, and report the deception. (G14.74) Tugs (and LTTs) can deploy small ground bases. Two small ground bases are carried in place of one pod except as noted below. Internal cargo space cannot be used for bases. Races without tugs or LTTs cannot deploy ground bases. (G14.741) ISC DPTs can carry one small ground base in place of their cargo pack. (G14.742) Romulan SPHs carry one small ground base in place of each cargo module, not two. Romulan Freight Eagles can carry two small ground bases in place of their cargo pallet. (G14.743) Lyran Tugs can carry two small ground bases in place of each pallet or pod. (G14.744) Tholian CPCs and LTTs can carry two small ground bases, but cannot carry cargo packs while performing this mission. (G14.745) Andros carry small ground bases as per (R10.3316). (G15.11) Each individual Orion Captain will have to choose his own moment to self-destruct. (G15.203) The phrase "cannot be used as reserve power" means that the ship cannot suddenly double its engines in mid-turn and declare the additional power to be "reserve" power. During earlier (and more sloppily written) editions of SFB, some Orion players had erroneously gained this impression. (G15.221) Note that PFs must double all of their warp engines, and cannot double just one (G15.223). (G15.29) Note that Impulse boxes repaired as APRs, and Warp Boxes repaired as AWRs, can be given up as the box required to be destroyed as a result of engine doubling. (G15.31) Note that Annex #7H is found in Advanced Missions. (G15.44) The limits apply to the entire Orion battle force, as otherwise no ship would have enough option mounts to have a 10% availability weapon. (G15.71) The CV (R8.28) gets a +2 bonus. The chart should use "Local" instead of "Home" and "Cartel" instead of "Operating". The Orion always has the option to take fighters of a lower class than those provided by the die roll. (G15.82) The stealth bonus is lost for as long as any warp engine is doubled. (G16.31) Reference to (P8.31) should be (P8.23). (G16.41) The word "ship" in the first sentence should be "unit." (G16.42) All references to "ship" in this rule should be to "unit." (G16.43) All references to "ship" in this rule should be to "unit." (G16.45) All references to "ship" in this rule should be to "unit." (G16.51) The reference to a Klingon Starbase SSD and R description being (R3.84) is in error. This SSD and R description will be published at some point and will be numbered at that time. (R3.84) was used for the B10S. (G16.61) Nothing on a planetary, asteroid, or lunar surface can be placed into stasis. (G16.64) When the ESG generating ship is released from stasis, the ESG reforms instantly, and units that are in ESG hexes treat this formation under (G23.56). (G16.651) The last sentence of the example is in error, since (G16.71) prohibits a ship released from stasis from being stasised again within eight impulse. While Kecond's ship recovered four impulses later and could have stasised Kird, the council had already voted to give Kird the empty seat. (G16.67) Note that a ship in stasis WOULD impact an ESG field entering the hex (G23.87). (G16.7) For recycling times, the period before a unit released from stasis allocates energy is considered to be the same turn as when it was placed in stasis; the period commencing with its energy allocation is considered to be a new turn. (G16.72) Reference to (G16.7231) should be to (G16.723). (G16.721) The last four impulses of the turn are considered normally for purposes of (C12.313), even if the ship-turn would have more than that many impulses remaining. (G16.722) The last four impulses of the turn are considered normally for purposes of (C12.313), even if the ship-turn would have more than that many impulses remaining. (G16.723) The four impulses are considered the last four impulses of the turn for purposes of (C12.313) and for other purposes. (G17.1325) Add references to (K2.61) and (J4.818). (G17.243) Reference to (G17.12) should be to (G17.121). (G18.12) If a displacement device is destroyed during the (6D) Direct-Fire Weapons Segment in which its use was announced, as a result of any damage prior to the Displacement Devices Operate Step, the device does not operate in any way. The ship, whether a self- displacement or a displacement of another unit, is not displaced in any way and not under any of the restrictions as a result of displacement (G18.42). (G18.32) If an Andro and a non-Andro ship are docked together, and another Andro attempts to displace the combination, (G18.323) is the operative rule. (G18.321) Reference to (G18.333) should be to (G18.33). (G18.42) If a displacement device is destroyed, your displacement is canceled. Since no displacement, not even a displacement attempt, actually took place the ship is unaffected by the displacement attempt. (G18.425) The term "other large object" refers to objects of planetary size. In the case of a moon, use (P2.231). (G18.511) An Andro announces his displacement direction by defining a shield arc, as he is not limited to moving down a single hex row. (G18.511) This refers to the "3 ECM for the target" for a poor crew. The effects of outstanding crews and legendary officers do not apply. (G18.53) A displaced unit recovers from disrupted fire control at the same point in the impulse procedure that it was displaced, thus a unit would recover on the fourth impulse but would not be able to fire direct-fire weapons without the restrictions of (D6.68) until the fifth impulse. (G18.65) A unit displaced into an ESG hex is always outside the ESG. (G18.662) Note that other "stellar" and "planetary" bodies are accounted for, but all are essentially versions of suns and planets. (G18.671) A unit can only displace over a single strand of web, not over multiple strands, in a single displacement. In this case, the ship would materialize in a hex of the second web. Displacing out of a web hex counts as displacing across it for all purposes. (G19.11) A mothership can replace sat ships with energy modules or pseudo-satships without permission of the opponent. (G19.213) Last sentence should read "...is recorded as it occurs AND IS resolved as a single volley." (G19.25) Released PA power is not "transferred power." (G19.26) 5th sentence: Use the damage control rating on each satellite ship, then again on the mothership. (G19.29) No tractors or tractor energy is required to hold a satellite ship inside a hangar. (G19.44) Whether a satellite ship is held in a tractor beam or not at the time of its recovery is irrelevant to the recovery, the transporting of the satellite ship aboard the mothership breaks the tractor. (G19.442) A satellite ship may begin using erratic maneuvers immediately (same impulse) upon launch by transporter or displacement device. (G20.34) Energy cannot be transferred voluntarily from an Energy Module to a satellite ship. (G20.43) Should refer to the required 12 (not 10) damage points. (G21.01) Pods added to a tug are treated separately for crew quality. (G21.1122) This loss cannot be changed during the turn. (G21.133) This cannot reduce the ship to less than one shuttle. Fractions of .5 or .75 are rounded up, 1.5 shuttles becomes 2, but 2.25 shuttles is also 2. (G21.142) Note that admin shuttle pilots are always treated as "good". (G21.211) The "net ECM shift" should read "net EW shift." A die roll of less than one is treated as one; do not shift to the next lower column. (G21.2124) The seventh point is free if the first six are paid for. (G21.224) Reference to (C5.234) should be to (C5.233). (G21.242) Note that admin shuttle pilots are always treated as "good". (G22.111) Standard civilian freighters cannot roll for legendary officers. (G22.123) No more than one officer of each type can be operating on a given ship at any one time. (G22.133) See (D8.32) and (D24.32) for an exception. (G22.222) Reference to (S6.1) should be to (SM5.47). (G22.223) The second die roll uses only one die, not two. (G22.23) Legendary captains begin all scenarios in "captain mode." He might have functioned in ONE other mode between two consecutive scenarios of a campaign. (G22.414) These repairs are in addition to those done under (G17.132) and (G17.133). There is no reduction for repairs the engineer did during the scenario. (G22.43) Note that the increased power provided by a legendary engineer does not increase the cost to operate a cloaking device, as to do so would be a penalty. (G22.46) Tholian legendary captains cannot function as engineers. (G22.51) A legendary major of marines modifies the die roll of one group of up to 10 boarding parties. (G22.712) A legendary weapons officer's scanner adjustment factor allows him to fire weapons out to one hex greater than their maximum listed range. (G22.72) A legendary weapons officer does not modify the die rolls for UIM breakdown or displacement device operation. Note that his EW or scanner modification effect may aid either system. (G22.73) This is for direct-fire weapons only. (G22.86) Note that the effect of this modifier is to subtract one from the die roll for an HET or to add one to the die roll for a quick reverse. (G23.122) There is no "gap" between the two ESGs (at the same radius), so if the double-field struck a unit in stasis, this would be resolved just as if the unit was not in stasis. If two 20-point fields struck an object requiring 35 damage points to destroy, one field would be reduced to zero and the other to 5 regardless of whether the target was in stasis or not. (Of course, if the target was in stasis it would take no damage.) (G23.5132) Word 'form' should be 'from'. See (G23.513) when the line of fire is along a hex spine. (G23.571) Reference to (C1.31) should have been to (C1.313). (G23.572) Reference to (C1.31) should have been to (C1.313). (G23.61) Note that a chain mine with a disabled detonator would trigger immediately when the ESG detonated the mine controlling it. (G23.612) Reference to (M5.133) should be to (M5.113). Note that as per (M5.113) inactive mines WILL detonate. (G23.72) Items outside of the field are not damaged when the ESG- generating ship leaves the hex, or when those objects themselves leave the hex. (G23.843) In the event that a non-overloaded hellbore (which cannot fire at a range of 0) which is legally fired at a target (even a "speck of space debris") more than that range, intersects an ESG at range zero, treat this as having hit the ESG at a range of one. (G23.843) Reference to (E1.5) should be to (D1.56). (G24.12) There is no delay between the use of a given sensor on consecutive turns, whether it changes functions or not. (G24.133) Reference to neutron star should be to White Dwarf. (G24.1342) PPTs do blind sensor channels. (G24.15) See (G24.1841) for an exception. (G24.17) Base SSDs in R1 show what the special sensors are destroyed on. (G24.21) Reference to (J4.98) should be to (J4.93). (G24.211) NOTE: This is known even if using (D17.0); see (G24.2115), (G24.36), and (D17.194). (G24.2174) Reference to (J4.996) should be to (J4.966). (G24.219) No single unit can be lent more than six points of offensive EW. OEW applied by one scout against another scout has no effect on the second scout's ability to use its scout functions. (G24.221) Three attempts on the same drone must be on different impulses, and the second and third attempts are not committed until the attempts on previous impulses are resolved. Attempts on three different drones could be made on the same impulse. (G24.223) The reference to (G22.72) should be to (G22.722). (G24.223) This applies even if the drone is a type-III or ATG- equipped and had assumed its own guidance. (G24.23) A scout cannot attract drones which are following a tractor beam (G7.943). An ECM drone attracted by an enemy scout will protect that scout. The controlling ship could release control of the drone, which would cause it to go inert unless the drone had achieved its own ATG lock-on to the scout (FD9.15). (G24.252) All attempts ON THAT IMPULSE must be declared... (G24.29) See also (D15.761). (G25.0) The cargo transfer rules are not intended to give you extra spare fighters or T-bombs or chaff packs or anything else. The rule is intended to handle those situations when a ship was actually in the middle of transferring cargo and the enemy appeared. This is the only circumstance in which items nominally stored as cargo can be used during a scenario. (G25.134) Rule (J11.41) provides fighters with a limited ability to carry cargo in small pods. (G25.211) Unless specifically provided in its description, two transporters cannot ever be used to move a single object of any size. Exceptions: (D10.524), (G13.421), and (G19.47). (G25.214) It is not possible to transport (or drop) cargo (or spare shuttles, reload drones, etc.) into space and have that cargo then "exist" for some purpose (e.g., damaging an ESG, later pickup, web anchor). A special scenario rule might provide a specific type of item that could be left in space for a time. (G25.3) This rule cannot be used to exceed the number of T-bombs available to a given unit at any time during the scenario, e.g., no non-X size class three unit can have more than four T-bombs (and associated dummies) available for use on any given turn. This rule does not allow units with cargo to purchase NSMs and lay them from the shuttle bay or an Andromedan hatch. (G26.331) Reference errors: loaned EW should be (D6.3144) and not (D6.3143); natural EW should be (D6.3143) and not (D6.3144). (G26.352) Reference to (G25.351) should be to (G26.351). (G27.15) Cloaked decoys are purchased as part of the basic force level rather than as a commander's option. They may be purchased in virtually any scenario in excess of the limit on commander's options, but will count against the overall force total and/or under the victory conditions under (S2.20) Step B. (G27.64) The decoy explodes if crash-landed. (G27.71) Reference to (G17.13) should have been (G27.13). (G28.341) The decision to put boarding parties on a shuttle is made at the instant of launch. (G30.21) Shuttles may only land in inactive shuttle boxes by "crashing aboard" (J1.612). Shuttles which crash aboard are active shuttles, and can later take off (if not destroyed). (G30.3) It is possible to use (G17.5) to "hastily activate" a system at a lower level of effectiveness. It could later be brought to full effectiveness, but only by taking it off line for an entire turn (at least) and expending the full number of repair points to activate it from scratch. (G31.242) A satellite ship inside the hangar bay of a mothership or Starbase does not absorb any of this type of damage. (G31.242) Satellite ships inside of hangars (whether on the Desecrator, or a mothership docked to an elevated base or otherwise in an elevator) do not absorb energy as a result of the elevator's effects. Some energy from the mothership's or Desecrator's panels may be transferred to the satellite in the bay by the usual energy transfer rules. (H2.4) Reference to (C2.11) should be to (C2.111). (H2.5) The Penal ships are in Module R3 (R3.R5). (H3.3) Reference (C2.1) should be to (C2.16). (H3.4) Reference changes: (G7.36-C) should be to (G7.36-B); (P3.4) should be to (P3.434). (H6.1) Reference to (D22.0) should be to (D22.15); see (H6.5). (H7.111) Reference to (H7.34) should be to (H7.4). (H7.132) Add to last sentence: This is not the same meaning for "expended" as used in (D22.0). (H7.133) Reference to (J3.12) should be to (J3.122). (H7.2) Change to: "Begin arming multi-turn weapons (H7.53) and other systems (H7.32)." Reference to (G24.214) should be to (G24.2214). PPDs cannot receive reserve power while firing. (H7.31) Reference to (D21.32) should be to (D21.31). (H7.32) Reference to (J3.12) should be to (J3.122). (H7.35) ...or braking energy (C3.53). (H7.36) Should have been a space between this rule and the next higher. Also note that power from the batteries can be sent to phaser capacitors on the same turn that the capacitor is emptied by firing the phasers. This is a particular tactic used by Andromedans to create extra room in their batteries to put power from the panels into. (H7.42) Reference to (C3.52) should be to (C3.53). Reference to (C6.0) should be to (C6.22). Reference to (C10.0) should be to (C10.113). (H7.43) EXAMPLE: Change "warp power" to "warp engine power" twice in this example. (H7.47) Reference to (C10.0) should be to (C10.113). (H7.48) Reference to (C10.0) should be to (C10.113). (H7.49) Reserve warp power can be used to execute an HET before allocated power for such an HET is used. If the allocated power is never used, it would simply be lost. An Andromedan ship would treat such allocated power as never generated under (D10.74). (H7.53) Add reference to (E11.24). (J1.1) The last word should be "shuttles" rather than "fighters." (J1.212) Reference to (J5.2) should be to (J5.21). Reference to (J4.12) should be to (J4.121). (J1.23) A manned shuttle can change facing by one or more hex sides on Impulse #32 of any turn in which it did not move. (This is done as an HET, even if the shuttle cannot normally perform HET.) (J1.26) Note that the use of the term "shuttle" in this rule does not mean that non-fighter shuttles can HET, it only means that there is some chance that a non-fighter shuttle that can HET might be added to the game at a later date. The turn modes of shuttles are not satisfied at the time of launch. (J1.31) No shuttle (including fighters) can fire a direct-fire weapon to a range of more than 15 hexes. (Some weapons have shorter ranges specified, for example, photons are limited to range 12, disruptors to range 10.) This range limit is not adjusted by pilot status. (J1.3312) Reference to (J1.21) should be to (J1.212). (J1.3323) Crippled suicide shuttles do not jettison their bombs. (J1.333) Delete text requiring the shuttle to roll for a lock-on. (Every unit has to, but with a rating of 6 the result is automatic.) (J1.334) Exception: Legendary Engineer (G22.45). (J1.34) These restrictions apply regardless of the manner of launch, whether from bay, balcony, or mech-link. (J1.343) Reference to (J4.32) should be to (J3.33). (J1.412) Add reference to (J10.13) for damage to heavy shuttles. (J1.413) Should be "fighter" not "fighting." (J1.416) Add references to (J1.64) and (J1.663). (J1.422) Spare shuttles can only be used in a subsequent scenario if the ship has an undestroyed shuttle box for that specific shuttle to operate from. (J1.503) Reference to (J1.22) should be to (J1.221). (J1.505) The speed of the launching ship has no effect on a launched shuttle. (J1.52) NOTE TO NEW PLAYERS: This is incorrect. Gorns (with Balcony & Track) and Kzintis (tunnel decks) are in Basic Set. (J1.531) Shuttles on a balcony cannot be repaired; see (J4.8). (J1.532) Aces (J6.23) in speed-15 fighters with warp packs are, in the current rules, the only fighters able to go speed 31. (J1.561) As the game evolved, this rule went through several informal revisions and became totally confused. The correct rule is as follows: Certain Federation Ships [e.g., SCS (R3.32), NVH (R2.56)] which are PFT substitutes carry heavy fighters on semi-external mech links. These are used only to hold heavy fighters (e.g., A-20 or F- 111) and are type-specific (those for A-20s cannot hold F-111s or any other fighter or shuttle). One box is required for each fighter. These are damaged on shuttle hits (a hit destroys the fighter as well as the box, link, and tractor) but can function as tractor beams. Shuttles launch and land in these links as if they were PF mech links, but are repaired by deck crews as if they were in a shuttle bay. They have ready racks for the specific type of fighter embarked. All of the adjoining mech links of this type are treated as a single "bay" for purposes of deploying deck crews, but there can be no chain reaction from one fighter to the next. (J1.594) It takes one entire turn (starting with Impulse #1) to move any shuttle to another box (or pair of boxes) within the same bay. (J1.61) Add: or shuttle mech link (J1.561). (J1.612) No shield need be dropped to land a friendly shuttle. (J1.62) Last sentence: See also (J1.66). (J1.62-2) See (J1.505) regarding launched shuttles. (J1.6202) Rule (G7.91) is a partial exception. (J1.6223) See (G7.27) for the "forced contact" rule. (J1.63) Last sentence is in relation to (J1.620) and has no relevance in regard to (J1.61). (J1.631) Add: Use the procedure in (J1.413). (J1.645) Add: "i.e., overcrowded boxes must be destroyed first and both shuttles and the shuttle box are lost." (J1.653) The two boxes must be adjacent. (J1.654) The last line should read: "...launched, but arming could not be completed. (J1.865) The shuttle can start moving as soon as the pilot is aboard, although this would be a mid-turn speed change (C12.313). (J1.866) Exception: A pilot can be transported aboard a minesweeping shuttle to take control and fly it home. (J2.12) Non-fighter shuttles cannot HET; exception (J1.23). (J2.211) Reference to (D7.0) should be to (D7.16). (J2.212) A shuttle cannot identify seeking weapons (G4.2), but could gather "information points" on non-monster objects in those scenarios where this is a victory condition. A shuttle destroyed or recovered during the turn still gains information points so long as it had become clear of the launch restrictions (J1.343). (J2.213) Reference to (J2.12) should be to (J2.13). (J2.22) A suicide shuttle is an armed warhead on launch, and will explode if it enters the hex of its target on the subsequent impulse. There is no delay in the warhead being armed. A crippled suicide shuttle will be slowed, but will not suffer any loss of warhead function. (J2.22) Reference to (FD5.31) should be to (FD5.3). (J2.2212) The maximum limit of three points per turn still applies. (J2.2213) The references to a WW should be to a suicide shuttle. (J2.226) No time is needed to prepare or unprepare a dummy SS. Reference (FD1.563) should be (FD1.562). (J2.228) It is impossible to haul a friendly active suicide shuttle into the bay as it will go inert when tractored (G7.523). (J3.116) No ship can have more than one active wild weasel on the board at any time. The launching of a second weasel voids a previous weasel at the point of launch. If two are launched at the same time, the owner designations which is first and which is second. (J3.121) If the arming of a shuttle as a WW is cancelled (at the start of a turn) before it was completed, the energy is lost and the shuttle can be launched normally with no delay. (J3.122) Should read: "...cannot use reserve power to arm a wild weasel on subsequent..." (J3.141) The pod can use its own systems normally during this preparation period. (J3.144) ISC DPT-cargo packs can be used for this. (J3.201) After "...that ship..." add: "(the one that launched the WW)". (J3.203) The WW can be targeted in its own right; in this case any seeking weapons would not revert to the protected ship if the weasel was voided. The WW is considered to be a ship of the size of the ship it is protecting for targeting purposes not covered elsewhere (e.g., cannot be targeted by aegis). (J3.21) If a WW was destroyed by death-dragging (G7.54), the hex it was occupying when the tractoring unit moved is the destruction hex. (J3.211) The explosion period lasts from the point in the Impulse Procedure in which the shuttle was destroyed until that same point in the Impulse Procedure four impulses later. Note that this might be from the Damage During Movement Stage to Damage During Movement Stage, or from Direct-Fire Weapons Damage Resolution Stage to Direct- Fire Weapons Damage Resolution Stage, depending on which stage the weasel was destroyed in. (J3.2112) "...reactivate its fire control systems." Add a reference to (D6.633) at the end of this sentence. (J3.221) It should be noted here that the WW can be recovered by tractor beam. See the last sentence of (J3.40) which implies that (J3.22) covers all means of recovery. (J3.26) Note that the wild weasel is not treated in any way as if it were the unit it was launched from for purposes of mine triggering, only as the size class, e.g., weasels launched from minesweepers do not have the benefit of (M2.45). (J3.434) See (FD9.17). (J3.435) See (D6.3144); lending can continue but has no effect while the weasel is active. (J3.452) If, after the explosion period but while seeking weapons are still tracking the destroyed weasel, the ship is tractored and dragged at any speed, the weasel would still not be voided because the protected ship itself has not taken any voiding action. Add Exceptions: Docked units (C13.947) and tractored bases (G7.90). (J3.49) Reference to (J1.21) should be to (J1.212). (J4.0) Kzinti AAS is (R5.F2) not (R5.F1). (J4.11) "When movement is called for" is based on the maximum current speed of the fighter (as adjusted for crippled status, booster pack status, and possibly EM status) even though the fighter is not actually moving. (J4.13) Reference to (J1.22) should be to (J1.223). (J4.21) A shuttle armed with an ADD rack can launch type-VI drones from that rack in any direction within the restrictions of (E5.41), but such a launch counts against the maximum number of seeking weapons the shuttle can launch under (J4.24). (J4.221) Reference to (F4.5) should be to (F3.5). Tholian and Hydran heavy fighters cannot control seeking weapons. (J4.233) Note that this rail can also be fitted with a type-VI drone. (J4.28) Type-D plasmas use a unique type of launch rail which cannot carry drones. (J4.49) Any fighter may, at any time, drop (discard, discharge) any of its weapons (including chaff, pods, or any weapon). (J4.522) A fighter using CCM is maneuvering so violently through the hex that any ship in the hex can fire any weapon at the fighter regardless of firing arcs. (J4.621) Reference to (FD2.44) should be to (FD2.443). (J4.7) The supplies listed here are included in the BPV of the carrier and do not have to be purchased separately. (J4.72) Drones in ready racks will not explode or constitute an armed fighter for chain reaction purposes. Drones on a fighter will not contribute to the explosion, but do make the fighter vulnerable to chain reactions. (J4.74) Rule (J4.898) is another exception. (J4.75) Supplies are in the same (D16.0) area as the shuttle bay. (J4.8) Note that any ship can recover a fighter, but only one with "appropriate facilities" can service that fighter. Various rules, such as (J4.8962) and (J4.895), allow most ships to provide at least some services. A fighter would never begin a scenario on a ship it is not usually based on except during a campaign. (J4.814) These deck crews cannot be transferred to another ship. If transferred as a crew unit (e.g., during an evacuation) they do not retain their abilities as a deck crew. (J4.8172) Last sentence should read: "Two more deck crews can load the ready rack in that box if there is space available on the rack. The rack cannot be simultaneously loaded by one set of deck crews and provide drones for other deck crews to load on the fighter, even if this is done in different positions on the rack." Add a reference to (J4.823). No more than two deck crews can work on any (non-heavy) shuttle. The limit on two deck crews working on one fighter also applies to shuttles. (J4.821) A deck crew loads a type-VI drone in half the time it takes to load a type-I drone. In the last line, this is one action per space. (J4.8222) Reference to (J4.896) should be to (J4.891). (J4.8225) Variants of fighters (e.g., C-refit, F-18B) can be rearmed in each other's ready racks, but obviously cannot load a weapon for which they are not authorized. If, for example, a fighter without a C-refit was in a fighter box for a fighter with a C-refit, and the ready rack held a type-I drone in a position that corresponded to a type-VI drone rail, that drone could not be loaded. Type-Is could be loaded by (J4.8962). (J4.824) Reference to (FD2.44) should be to (FD2.443). (J4.825) Reference to (GP9.22) should be (FP9.22). The drones (on a plasma carrier) and plasma-Ds (on a drone carrier) would be loaded by (J4.8962) not by the ready racks. (J4.831) At WS-III, a fusion capacitor would still be holding one charge, the other being on the fighter. (J4.835) Add reference to (J4.897). The reference to (J4.896) is valid, but this can happen only in cases where a drone-armed fighter lands on a foreign carrier during a battle. (J4.881) Reference to (J4.83) should be to (J4.832). (J4.883) The fact that a weapon was ejected from the fighter facilities is known at Tactical Intelligence Level B. (J4.886) Add reference to (J4.8224). (J4.89) Reference to (J8.842) should be to (J4.88). (J4.8962) Drones on ready racks in other shuttle boxes of the same bay count as already being in the bay. (J4.897) The escorts assigned to a Federation NVH are the only exception to the prohibition against escorts having ready racks for large fighters. (J4.9) Some aspects of this rule apply to non-fighter shuttles. Non- fighter shuttles can be lent EW by a scout channel. (J4.91) See (D6.3143) for natural sources. Non-fighter shuttles can only receive natural EW and EW lent via a scout channel. (J4.922) Non-fighter shuttles can receive lending from scouts. (J4.931) Reference (J4.923) should have been (J4.921). (J4.933) This division into squadrons (J4.462) is not strictly required, but if the fighters are not grouped into squadrons, the squadron EW lending rule cannot be used. (J4.943) Reference to (J8.41) should be to (J8.43). (J4.944) Reference to (J9.11) should be to (J9.14). (J4.965) An EW fighter doing EM can use its EWPs for itself. (J5.11) If WBPs are purchased for fighters as a Commander's Option or in a patrol scenario, they must be purchased for all of the fighters on that carrier. The extra sets of WBPs under (J5.42) are then stored on that carrier. The stockpile rule (J5.42) refers to the number of warp packs that will be available if a player purchases them for his shuttles under this rule in a patrol scenario. (J5.14) If a fighter uses emergency deceleration (J4.13), the packs are turned off. This does not count against the limit of turning the packs off once per turn. See also (J5.133) for another exception to the limit. (J5.22) A shuttle is not required to drop its warp packs due to crippling. (J5.422) The term "fighter" should be "shuttle" as extra warp boost packs could be purchased for the ship's shuttles (as well as the fighters). (J5.432) No deck crew action is required to bring the WBP to the bay from wherever it is stored. (J6.0) Reference to (J6.32) should be to (J6.324). (J6.2) The quality of a the pilot has no effect on the speed at which a fighter will be death-dragged (G7.54). (J6.222) "Erratic movement" should be "erratic maneuvers." (J6.31à) While there technically can never be a reduction below 5 (unless class level in the case causes the DF-kill score to be less), the rule is correct as written. (J6.422) This rule is used even if the legendary ace was unable to eject or the POIS was destroyed or captured. That's what makes Legendary Aces a Legend. (J6.51) This rule does not allow a green pilot to carry a pod which is normally prohibited to a green pilot. (J6.632) Reference to (J6.4) should be to (J6.422). (J6.649) There is no penalty for destroying a POIS. That is simply the misfortunes of war. (J7.11) EXAMPLE: Should read "In a single hex ARE..." (J7.122) Shuttles unable to use their weapons (at all, not just until the next turn) are considered unarmed. (J7.22) A fighter in a dogfight can receive EW points, but this has no effect; see (J4.95). (J7.32) Reference (J7.22) should be (J7.21). (J7.326) See (FD1.7) for cases when the drone is not removed. (J7.334) See the exception in (J7.332) for EW, pilot quality, etc. (J7.336 - 2) This also applies to non-fighter shuttles, and creates a temporary exception to (J6.213). (J7.43) Given a dogfight with two Fed and one Klingon shuttles, a third Federation shuttle in the hex could not join. However, a second Klingon shuttle could either challenge the third Fed shuttle or join the dogfight with the two Feds and one Klingon, forcing that to split into two dogfights. In that case, the third Fed shuttle could then join either of the new dogfights. (J7.50) In the Captain's Edition, there is only one impulse chart (with 32 impulses). This reference is a carry over from previous editions which had several charts. Also, the separate firing stages against shuttles and seeking weapons are an exception to the general rule on one set of simultaneous firings, but this applies only in dogfights. (J7.527) This applies to any shuttle with two or more phasers. (J7.53) This is an exception to (J4.24) as noted in (J7.533). (J7.533) Reference to (J7.54) should be to (J7.53). (J7.56) An FA phaser can be fired at a drone launched by a disadvantaged fighter. The only way (currently) for that to happen is a type-VI drone launched from an ADD. A shuttle in a dogfight can fire LS or RS (but not both) weapons at a target ahead or behind. It cannot fire the weapons on one side (LS or RS) at both forward and rear targets, but could fire LS weapons at a target to the front and RS to a target in the rear or vice versa. (J7.651) The "below" in the LS/RS section refers to the LS/RS section of (J7.652). (J7.652) NOTE: This is correct; the worse you are disadvantaged the more likely this particular weapon can hit him. (J7.6621) Any breakaway is done AFTER rolling for this collision. (J7.714) Any terrain in the hexes entered affects the fighter normally, e.g., collision with planet or asteroid damage. (J7.731) The "any enemy" refers to "any unit of the enemy force you surrendered to." (J7.822) This applies if any fighter in the dogfight receives asteroid damage. (J7.824) In a hypothetical battle between two Tholians, the units of one Tholian have a different frequency of web than the other, and they cannot pass each other's webs. Typo:. Tholian shuttles are never caught in their web INvoluntarily. (J8.13) The direct fire weapons are limited to a maximum range of 15 hexes by (J1.31). (J8.134) Should state: Unlike fighters, MRS shuttles can ACCEPT transfers of seeking weapons. (J8.21) Reference to (J2.212) should be to (J2.211). The T-bombs carried by an MRS are taken from the ship's stores. They do not come free with the MRS and cannot be purchased for the MRS in excess of the ship's limits. An MRS loaded with mines counts under (S4.1) as a shuttle prepared for a special mission. (J8.22) Having an MRS on a ship does not allow that ship to purchase NSMs for the MRS to lay. (J8.23) The loading rate specified is much lower than would be the case for a non-MRS, but is correct. The lower rate is due to the special arrangement of the MRS. (J8.332) Reference to (FD7.4135) should be (FD7.4153). (J8.42) Reference to (C10.52) should be to (C10.523). (J8.5) Tugs have a ready rack for an MRS but are only issued the MRS (and its supplies) if they have a battle or carrier pod. This does not allow any given tug without those pods to show up with an MRS claiming it is using the ready rack installed for use with a carrier or battle pod that might be carried some other time. In a campaign where such a tug starts with an MRS and drops the pod, the survival of the MRS is determined by the scenarios. (J9.0) The addition of the E3A made several mentions that the E2C is "unique" or the "only" such unit obsolete. In the extract of this rule on page 140 of the Basic Set rulebook, the word "element'' should be deleted. (J9.136) A manned wild SWAC can be challenged to a dogfight. It continues to function normally. However, due to the consequences of (J3.3), the enemy fighter would be advised to leave the wild SWAC alone. (J9.142) Reference to (J4.93) should be to (J4.934). (J9.2442) The seeking weapons could be diverted by (G24.23) or "destroyed" by (G24.22). (J9.2444) In this case, the SWAC does not explode. (J9.44) E-2 SWACS cannot carry fighter pods. (J9.533) See (D7.836) in the event that the E-3 is boarded while carrying a defending BP. This would not affect the operation of the larger E-3, even though the smaller E-2 loses its SWAC abilities when using (J9.332). (J9.54) E-3 SWACS cannot carry fighter pods. (J10.112) Typo: "heavy fighter" should read "heavy shuttle." (J10.33) The phaser-2 is limited to a maximum range of 15 by (J1.31). Not all heavy fighters have phaser-2s. (J10.42) The correct title for this rule is HEAVY WEAPONS. Those heavy fighters with two plasma-F torpedoes have two separate plasma-F mounts. (J11.115) MRS shuttles armed with D-torps can carry pods on the torpedo rails. SWACS (either type) cannot carry fighter pods. (J11.13) Carriers receive these pods for free in all scenarios (including Patrol scenarios) unless otherwise noted. (J11.141) An MRS can carry pods it is not able to use, but as inert items. (J11.2) Extra EW pods cost 1 point each, see Annex #6. (J11.21) Clarification: The EWPs on unlaunched fighters must be set and announced at the start of the turn. (J11.32) A fighter can drop its own chaff pack(s) and one chaff pack from each chaff pod it is carrying during each impulse. (J11.333) If used in a dogfight, the pod can fire a total of 4 times at low power before it is exhausted. After firing once at low power, it cannot be fired at normal power until recharged. After firing four times at low power, it cannot fire at all until it is recharged. Regardless of how many low-powered charges it fired, it still requires the full 1/2 point of energy to recharge. (J11.336) An armed phaser pod is treated as explosive ordnance (G25.3). An unarmed phaser pod is not. (J11.346) An ground attack pod is treated as explosive ordnance (G25.3). (J11.41) This pod is limited to "small objects" and cannot carry drones or type-D plasma torpedoes. (J11.422) Confirming: No more can be bought, even if they are listed in error on some versions of Annex #6. (J12.13) There is no restriction on replacing drones with RALADs. RALADs do not count against the racial % of special drones. (J12.23) For purposes of drone firing rate, treat RALAD as a type-VI. (J12.32) ADDs are not adjusted, as (J7.661) says. (J13.12) Casual Bases have Control Stations; these represent "key terrain" surrounding or within the location selected for the base. However, by its very nature, there will not be any Ground Defensive Systems at a casual ground base. These are constructs which take time to place, and the entire concept of a Casual Base is that it will exist for only a short period of time and then be abandoned. (J13.212) Shuttles are destroyed by the normal rules for firing on a shuttle on the surface, not as the contents of a box. Rule (R1.14C2) applies to small ground bases. (J13.221) Casual bases can activate plasma-Ds. [change] (K0.11) PFs do not use (D22.0). See Note #2 in that rule. (K1.52) Each PF buys its special drones individually. A flotilla cannot concentrate all of its special drones on a single PF (at least not without using cargo transfer during a scenario). (K1.541) This specific rule overrules the general (D17.4) Level E for PFs. (K1.61) The cost reduction for not carrying WBPs applies only in the case of PFs appearing in a scenario without their tender. (K1.63) EXAMPLE: There is an error in the example. The 2nd volley that scored 2 left warp and one center warp hits shows the die roll for the first left warp hit destroying the engine with a 5 roll, but to allocate damage normally, first the pack would have been destroyed by the two normally-allocated damage points, thus the 5 roll would only have destroyed the two engine boxes of the left warp engine. (K1.75) This also applies to fighters operated by the tender. (K1.752) PF scouts cannot lend EW to a fighter squadron, even if was launched by Fi-Cons from the scout's flotilla. A PFS can lend EW to a single fighter by this rule. (K1.756) A Scout PF does not require the use of its scout sensors to "go wild" but cannot use the sensors for any purpose while it is wild. This deceleration is not automatic; must be by legal means. (K1.8) "Valkyrie" is misspelled. (K1.91) If the impact of an ESG on a PF totally destroys the PF, the survival pod is considered to have been destroyed before it could be released. The survival pod is not placed on the map and does not further reduce the ESG. (K1.948) See the errata under (K1.91). (K1.949) PF survival pods are actual structural parts of the PF and cannot be dropped separately from the PF without effectively destroying the PF at that point. (K2.113) Reference to the LDR CC should be to the LDR BC. (K2.323) PFs (including INTs) do not have their turn modes satisfied at the point of launch. (K2.324) Effectively, EM takes effect for PFs at the end of the impulse in which they were released. (K2.33) An operating tractor beam is not required for this procedure. (K2.344) See exception in (K2.381). (K2.361) The PF crews could be given up as casualties instead of the PFT's crew, but this would make the PFs useless as there would be no one to operate them. (K2.362) For purposes of crew quality, outstanding ship crews would be treated as Good PF crews, and Ace PF crews would be treated as "normal" ship crews. (K2.38) No more than two deck crews can work on one PF. (K2.411) If the DAC calls for a damage point which the PF has and the PFT does not, the owning player can score it on the PF or move to the next column of the DAC at his option. (K2.434) This rule is incorrect; the data in (K2.432) regarding PFLs is correct. See (D18.17) for specific details of surprise. (K2.47) A PF docked to a ship could be destroyed by damage allocated to the PF (K2.41), but as this would cause an explosion that damages the PFT it would be unwise to allocate damage in that manner. A hit- and-run raid might trigger this event. (K2.621) The tractor is required to undock from an internal bay, even though this uses the (K2.32) procedure which, in most cases, does not require a tractor. (K2.641) This can be done at any mech link. It takes an entire game turn, not 32 consecutive impulses. (K2.65) The initial loading on the PFs is NOT counted against this allocation. (K2.653) There are two exceptions to this rule. In the case of plasma races, as their standard PFs are armed with plasma-Fs, the casual PFT will carry two sets of plasma-D reloads for each plasma rack on the specific type of PF carried. This is in addition to the one loading already held in each rack of the PF. In the case of Orion Pirates, if the PF selects drone or plasma racks for its option mounts, the casual tender will carry two sets of reloads for each rack. This is in addition to the one loading already held in the selected rack. NOTE that while this rule provides for the amount of drones carried, the type of drones carried will be appropriate to the PFs carried. G1Ks, for example, can only use type-VI drones, which standard G1s cannot use in the drone racks. Casual carriage of a drone-armed PFT does not confer drone-handling abilities on a ship otherwise without them. (K2.655) See Annex #7N for the number of plasma-Ds stored. (K3.13) See (K3.75) for information on this EW variant. (K3.75) These EW "pods" are destroyed by a weapons hit of the type of weapon they replaced. There is no BPV change. (K4.14) The MSSs on mine warfare PFs are another exception. (K4.3) The "explosive ordnance" penalty (G25.3) does not apply to reloading the T-bomb on a PF Leader. The transfer loads the T-bomb directly into the "mine rack" on the PFL. (K5.2) An n/a result from this chart, when scored on the DAC, is treated as "no more of that system" hit and you proceed to the next column on the DAC. (K6.13) The reference to dropping packs during the turn is obsolete; see (K1.62). (K6.32) The last sentence applies to PFs launched again. (K7.11) This rule provides that the BPV of a deathrider is identical to a standard PF of the type. (K7.14) The reference to (G24.219) refers to the fact that EW does not distract a Death-Rider as it would a seeking weapon. (K7.20) See (K7.322) for "very slow" targets. (K7.212) An autonomous Death-Rider does not require a lock-on until it goes into seeking weapon mode. (K7.412) A Boarding Party accompanying the major uses his result on the chart. (K7.424) Reference to (G22.52) should also be to (G22.54). (K7.518) There were 24 points of damage, not 25. (K7.71) Any general shield reinforcement will be dropped at the same time as the shields in this case. (K8.212) Ace PF crews can fly a PFS but this won't improve its EW abilities (K8.23). (K8.42) This chart is used even if the survival pod was seen to be destroyed on the map during the scenario. (M2.111) Reference to (J1.5) should be to (J1.502). (M2.131) Reference to (R10.1D4) should be to (R10.1D42). (M2.21) Reference to (P8.0) should be to (P8.472). Reference to (P4.1) should be to (P4.14). (M2.22) Reference (P5.35) should be (P5.23). Reference to (P9.317) should be to (P9.315). Reference to (P4.1) should be to (P4.21). (M2.34) See (C13.19) for additional information. (M2.40) Either nimbleness or cloaking may protect a slow ship from detonating every mine. Movement of the mine itself will not cause the mine to trigger, only movement of a valid target. (M2.41) While an anti-drone is, technically, a physical object, the passage of an anti-drone round through the detection range of a mine will not detonate the mine. (M2.413) This example uses a detection radius of 1 hex. (M2.414) Moving without expending movement points (e.g., pulled by a black hole) can trigger a mine (C2.451). Last line: also see (M2.43). (M2.416) Appearing by transporter (G19.41) will not, in itself, trigger a mine. (M2.45) Cloaked minesweepers do not receive this benefit. Reference to (X0.0) should be to (XM2.45). (M2.47) Example: First reference to (M2.44) should be to (M2.441). Second reference to (M2.44) should be to (M2.442). (M2.6) Reference to (M3.226) should be to (M3.222). (M2.61) The player must also record the settings (M2.14) and (M2.15). (M2.78) Add reference to (S3.27). Reference to (M9.21) should be to (M9.11). (M2.79) Add reference to (S3.27). (M2.81) See (G18.75) and (G19.49). (M2.85) Reference to (M5.112) should be to (M5.1122). Reference to (M7.5) should be to (M7.51). (M3.13) Reference to (G25.0) should be to (G25.13). (M3.14) Stored T-bombs [and NSMs (M2.7)] are destroyed by the last Excess Damage hit; see (FD2.423). (M3.22) EXCEPTION: (G13.616). (M3.221) Reference to (G8.11) should be to (G8.112). Reference to (D21.32) should be to (D21.31). (M3.224) Dummy T-bombs come ONLY with T-bombs purchased as part of Commander's Options. Dummy T-bombs cannot, under ANY circumstances, be replaced with real T-bombs. (M4.4252) TYPO: "..to a maximum range of 35 hexes from the MINE." (M4.427) Reference to (M5.28) should be to (M8.42). (M5.1121) Reference to (M2.45) should be to (M2.85). (M5.1123) Reference to (G18.0) should be to (G18.65). Reference to (G19.4) should be to (G19.41). (M5.20) A given mine can accept any number of orders in a single impulse. (M5.34) Two chain mines, two deadman mines, or one of each would violate this rule. (M6.1) The data set in this rule must conform to (M5.33); the phrase "size or distance" is irrelevant. Change text saying "hidden p