Copyright © by Steve Jackson Games Incorporated.
P. 4. Under Calculations, the page reference for the simplified cube root table is p. 138.
P. 8. The fourth paragraph under Rotors that now reads "Select one of these rotor types for the vehicle." should be changed to "Select an autogyro rotor (TL6) or one of these helicopter rotors:"
P. 12. Under B. Aerostatic Lift, lift fans are TL7.
P. 14. Under Power Systems, the page reference is p. 81.
P. 17. Under Wing Volume, stub wings are 0.02 × body volume.
P. 18. Add a new paragraph under the Total and Structural Surface Area paragraph: "Arms and Area: Arms will have a Reach (p. B102) in yards of 0.5 × the square root of their area, rounded to the nearest whole number."
P. 19. In the Vehicle Structure Table, the cost multiplier for Extra-Light Frame Strength is x0.25.
P. 20. In the Gasbag Weight and Cost Table, the Weight multipliers for TLs 5-, 6, 7, and 8 should be 0.012, 0.008, 0.006, and 0.004 respectively.
Under "Hit Points" make an extra line by combining the entries for "Mast" and "Open Mount" so it reads "Each Mast or Open Mount . . . its area×2"
At the bottom of the first column, add a new one-sentence paragraph: "Optionally, calculate component HPs (p. 183)."
P. 21. Under Variable Sweep Wings, add this new last sentence to the paragraph: "(See also p. 160.)"
Under Metal Armor, change "Metal (TL5)" to "Metal (TL1)".
P. 22. In the second paragraph for Ablative (TL7) Armor, the plastic armor used to protect Car Wars autos is TL8 expensive ablative armor.
Change the Weight Modifier for TL8 cheap Metal armor to 0.5 in the Armor Table.
P. 29. In the Motive Thrust paragraph under the Harness Table, replace "multiply by 2" with "multiply by 2 if flying or by 20 if swimming".
P. 32. In the Example, 200 kW is about 268 horsepower.
P. 36. In the Cost note under the Rocket Engines Table, multiply the weight by $100 if a fusion rocket.
P. 37. In the Weight column on the Solid Rocket Table, change the TL3-4 entry from 2.2 to 1.
P. 38. Under Magnetic Levitation (Mag-Lev, TL7) on the Mag-Lev Lift Table, the listed Cost should be $50 at TL7, $8 at TL8, $2 at TL9+.
P. 39. Under the Stardrive Table, the units for power requirements for entering hyperspace or opening a jump point are kWs (kilowatt-seconds). The other units are correctly kW (kilowatts).
P. 40. Under Teleportation Drives, change "100 times" in the third paragraph to "10 times".
P. 43. In the Mechanical Artillery and Guns Table, under the 105mm howitzer Damage entry "6d×9" should be "6d×9[10d]".
P. 47. In the second paragraph under Communicators (TL6), delete the last sentence (which began "Ordinary radio frequencies . . .") and replace with "Unless noted, communicators can't penetrate water and (except FTL) get 10× range in space."
P. 52. Under Radars, immediately after the first paragraph of the second column, just before the Example, insert "In space, non-FTL radars, ladars and AESAs get 10× range (and thus +6 Scan)."
P. 62. In the first paragraph under Terminals last sentence, insert the words "or battlesuit" right after "unmanned vehicle" in the last sentence so that it now reads "Unless the computer is intended strictly for an unmanned vehicle or battlesuit, or as a backup, it should have at least one terminal."
P. 63. In the Computer Programs Table, Gunner is TL7 and Personality Simulation (limited) is TL8.
In the second-column paragraph immediately above Routine Vehicle Operation, change the first sentence (which began "Because computer brains . . .") to read "Skill points placed in mental skills count quadruple; regardless of skill points, no robot skill program's skill level can exceed that of the programmer (as set by the GM)."
P. 65. In the Arm Motor Table, divide all volumes by 10.
P. 67. Under Bore (TL7), replace "vehicle's total volume in cf" with "vehicle's (surface area/10)" in the fourth sentence so that it now reads: "The vehicle's subterranean speed in yards per hour can be determined by dividing the bore's tunnelling speed by the vehicle's (surface area/10)."
P. 69. On the Entertainment Facilities Table, in the entries for Stage and for Holoventure Zone the numbers in the Power column (0.1 and 1) should have '*' next to them.
P. 71. Under Vehicle Storage, an External Cradle is TL1.
P. 73. Under Maneuver Controls, Computerized (TL7), change the end of the paragraph's first sentence to read "one or more computer terminals or a battlesuit." Then change the last sentence of that paragraph from "cost $1,000, regardless of propulsion system cost" to "costs $1,000 (free if battlesuit)."
P. 74. Delete the paragraph "Normally there is no weight, volume or cost for crew stations; that's included in the systems they operate."
Under Battlesuit System, replace the entire text with "Battlesuit System: See p. 80." and insert the following: "Bridge Access Space: Optionally, large craft may group important crew stations together as a "bridge." These often have extra access space, enabling officers to easily move about, supervising subordinates."
P. 75. On the Crew Station Table, delete the entry for Battlesuit. Replace with:
Bridge Access Space, –, ×3, –
(That is, weight is unchanged, volume is tripled, and cost is unchanged).
P. 76. In the first paragraph under Accommodations, replace "except sailors" with "except sailors or lifting gas riggers" in the first sentence.
P. 78. Under Provisions, delete the word "full" in "full life systems" in the last sentence.
P. 82. On the Muscle Engine Table, change TL2-4 to TL1-4.
P. 83. In the Internal Combustion Engine Table, the Fuel entry for the TL6 Standard Diesel is 0.04D, not 0.004D, and the fuel entry for the TL7 Marine Diesel is 0.035D, not 0.04D.
P. 84. In the Gas and MHD Turbines Table, in the second line under MHD Turbines, TL is 8 and Cost is $200*.
P. 86. In the Nuclear, Antimatter and Mass-Energy Conversion Power Table, the second and third entries under Antimatter Reactors are for TLs 12 and 13, respectively.
In the "years" column the entry for the last antimatter reactor entry should be changed from "30" to "5".
Under Exotic Power Plants, in the Soulburner description (top of second column) change "A TL2+ mage" to "A TL1+ mage"
P. 89. In the second paragraph of the second column, the page reference for the Reaction Mass and Fuel Table is p. 90.
P. 90. In Reaction Mass and Fuel Table, the fire number for Metal/LOX should be 13, not 9.
P. 92. In Defensive Surface Features, under Retro-Reflective Coating, delete "TL8-" so that it reads "any laser beam" rather than "any TL8- laser beam" in the first sentence.
On the Concealment and Stealth Features Table, change the TL of Camouflage from 1 to 0.
P. 93. In first column, fourth paragraph, first sentence (which begins "RAP Protection weighs") change "0.4 lbs. and costs $1" to "8 lbs. and costs $20."
On Force Field Grid table, cost for TL13+ Deflector Field is $62.5, not $112.5.
P. 94. Under Top Decks, second paragraph, second sentence, "take 1/6 the area" should be "take 1/3 the area". In the following paragraph "superstructure area/5 for body area/6" should be changed to "superstructure area/3 for body area/3".
P. 96. In the Solar Cell Table, the first entry is 7, not L7.
P. 99. Under sidebar How Long is My Barrel add this sentence to the end the second paragraph: "If electromag or grav guns, double the resulting barrel length if low-powered or quadruple if normal-powered."
P. 102. Under Loading Mechanism, move revolver (TL5) and mechanical Gatling (TL5) into the main list of options for cannon, and delete the rest of the second sentence in that paragraph. Having a barrel size greater than 60 mm will reduce RoF (as per p. VE107), but is legal.
Pp. 102, 111. Kinetic-Energy-Class Ammunition and the Ammunition Types by Class and TL table: Needle ammunition is TL8, not TL6, since bore sizes of 2mm or less are not available until then.
P. 106. In Weight (Wt.), in the "S" paragraph, put an asterisk after "S depends on bore size." so it now reads "S depends on bore size*." Then, under the conventional guns formula, just after the extra barrels line but before "Round off to two digits" and Example add "* At TL6+ treat bore size as half its actual diameter if low-power or 1/4 diameter if extra-low-power."
P. 107. In the Fast Autoloader paragraph under Rate of Fire, change "15mm" to "20mm" and "15.1mm" to "20.1mm".
Tangler-type bursting rounds use the burst radius, cost, etc., for CHEM rounds.
P. 108. The following erratum has been deleted:
The formula for Cost Per Shot (CPS) is CPS = WPS × C × T. Change the "Cl" and "Tl" in the text to "C" and "T" as well.
The correct erratum is: In the Cost Per Shot (CPS) example, divide by Tl(1) rather than multiplying by Tl(1), as correctly indicated in the CPS formula.
P. 112. In the Ammunition Table, Canister ammunition has a damage of (2.7×KE)/B. Shrapnel ammunition has a damage of 1d. Beehive ammunition has a damage of (2.7×KE)/B. Micronukes have a cost of "spcl."
Pp. 112, 119. Add this note after the endurance formulas under Space-Combat Missiles and Endurance (End): "If the formula results in END under 0.5 second, the missile design is not feasible. Alter the speed of the missile and try again!"
P. 113. In the notes, after "C is the bore size cubed - B×B×B" add ". Exception: If under 20mm, C is 400×B".
Under Special Cases of Ammunition Statistics, minimum CPS is $1,000 at TL8, $500 at TL9, $200 at TL10 or $100 at TL11+ for SICM.
Delete the word "full size" in front of "nuclear warhead".
Also, add new sentence to Special Cases paragraph: "HEAT/HEDP damage only applies to direct hits; calculate damage for near misses as if it were an HE warhead."
In the sidebar Building Bombs under Special Warhead – Fuel-Air Explosive, in first sentence, change "usable only" to "often used".
P. 114. In the Warheads section, make these two additions: Under the list that begins "TL6+: AP*," add "CHEM" to the warhead types, and put a '*' after APEX. Under "Warhead cost (wcost):" to the list that begins "×$20 if LE" add "CHEM" to the warhead types.
Under Self-Destruct Systems, add "(see p. 70)" after "this may be a self-destruct system".
Pp. 114-115. In the sidebars, the bombing rules have been revised, as follows:
At the end of the sidebar, insert:
Dive-bombing (TL6): Some planes can deliver bombs in a flat, accurate trajectory by diving at the target. A plane must have an aDecel of 20 mph/s (and thus aMR 5+) or more to do this. It must dedicate at least 50 percent of its speed to diving (see p. 155) for each turn of the dive. Each consecutive turn of diving reduces the -9 bombing penalty by 1, until it is canceled out after nine seconds of diving. The pilot may Aim normally during the dive. The bomb must be carried on a hardpoint, limiting Gunner skill to Piloting-3 (see p. 177). All benefits of diving are lost if the pilot loses sight of the target. Range to target is determined at the end of the dive. Relative speed between plane and target will be 0, making the dive-bomber a target itself!
P. 117. Add this to the end of the first paragraph under Motors: "Minimum missile speed is 75."
Under Stealth, the page references in the second paragraph are to p. 91.
P. 118. Under Damage, Kinetic Energy (Crushing or Impaling) Damage change the bold formula to read "DAM = D×V×A×W" (the addition is the ×W).
Add this note under Kinetic Energy (Crushing or Impaling) Damage: "Damage is affected by warhead size. Multiply KE damage by 0.5 if small, 0.625 if modest, 0.8 if normal, 0.9 if big or 1 if huge."
P. 120. Replace the third paragraph of the page (that began "Record the torpedo's or missile's . . .") with the following: "If END is under 0.5, lower Spd and try again! Otherwise, record Spd and End."
In the sidebar, under 1/2D range and under Max range, change "divide by 10" to "divide by 2" in reference to TL4- weapons.
P. 125. In the Damage (Dam.) formula in bold delete the "E" value, and put an asterisk next to the "O" in the formula, so that the formula now reads "Damage = (square root of O*)×B×T.
Under the note for B following Damage (DAM) replace "0.04 for gravity or stunner" with "0.04 for gravity, 0.4 for stunner" and for paralysis guns, change 1.6 to 0.3.
Delete the entire "E" paragraph under Damage (DAM) (the one that begins "E also depends" and ends "E is always 1") and replace with this new paragraph: "* If output is under 1,000 kJ, multiply O by 0.03 instead of finding its square root."
Under the note for T following Damage (DAM), change "Remember that rainbow lasers are TL9, not TL8" to "Note: Particle beams under 10,000 kJ, and all rainbow lasers are TL9; antiparticle beams under 10,000 kJ are TL13."
Under Half Damage Range, "* If UV laser, B is 60" should be "If UV laser, B is 60, if IR laser, B is 170."
P. 126. Under Special Cases of Ammunition Statistics, minimum CPS is $1,000 at TL8, $500 at TL9, $200 at TL10 or $100 at TL11+ for SICM.
In the Beam Weapon Accuracy Table, the first four ranges should read below 150, 150-199, 200-299, and 300-449, respectively.
In the Hand-Held Weapons (Continued) sidebar, under the Rcl. heading, in the note that begins "T is 2 at TL3 . . ." change the entire T entry to read "T is 0.666 at TL3-5, 0.75 if late TL5, and 1 at TL6+".
In Maximum Range, under 1/2D and Max Ranges in Vacuum move the entry for neutral particle beam from the "× 10 if . . ." listing to the "× 50 if . . ." listings, so that it follows rainbow laser rather than flamer.
P. 127. Under Cost, replace "except UV, IR or rainbow models" with "except rainbow models".
P. 130. Immediately after Ground Pressure Table, in the sentence "Vehicles with small wheels or railway wheels have no off-road speed" delete the reference to small wheels, so that it now reads "Vehicles with railway wheels have no off-road speed."
P. 131. In the second column, the short entry for Planing needs to be rewritten to read as follows:
Planing: If a vehicle's aquatic thrust is at least [(Hl × 5) + 5]% of its loaded weight, it gets extra speed by planing – skimming over the water. Multiply its top speed by 2. If a hydrofoil, calculate planing, then apply hydrofoil modifier.
P. 135. Under Aerial Maneuver Rating, in the last sentence change "use the lower result" to "use the higher result".
P. 136. Under Mag-Lev Performance, Deceleration is 40 mph/s times mMR.
P. 137. Under FTL Speed, in first paragraph, third sentence, delete the words "hyperdrive" and "hypershunt or". Then delete the entire second paragraph (that begins "For warp drives . . .") and replace with "For hyperdrive or warp drives, speed is based on hypershunt or warp thrust factor divided by loaded mass in tons and multiplied by X (see p. 39)."
P. 148. Under Hazard Control Rolls, Damage, change the first sentence to read: "Damage: Taking 5 or more points crushing or explosive damage per ton of vehicle mass from a single damage roll (or if a burst, the group's highest roll) is a hazard."
P. 154. Under Running Aground, first paragraph, last sentence, change "If it exceeds its draft, it is a head-on collision" to "If less than draft, it is a head-on collision."
Under Sinking, in second paragraph, change "1d yards" to "1 yard".
P. 165. Under Advanced Hex Grid Movement, Suggested Scale, change "100 miles (176,000 yards)" to "1,000 miles (1,760,000 yards)" and change "10 space hexes per combat round" to "2 space hexes per combat round".
P. 173. Under Vision The Mk.1 Eyeball, 2nd paragraph, "average spotting range" should be "maximum spotting range" and in the next sentence "beyond 2,000 yards" should be "beyond 200 yards".
P. 175. Add "Bombs - Releasing bombs" to the Gunner Specializations list.
P. 177. Under Vehicular Combat Modifiers, delete the note "(minimum skill 12)" from the entry for Neural Interface Targeting System.
P. 179. Damage Effects, Waterline Damage, last sentence, change "Vehicle Action chapter" to "Combat chapter".
In the Indirect Fire sidebar, at end of the first paragraph, change "increases the weapon's maximum range" to "multiplies Max range by 2.5 (5 if a missile)."
P. 180. In the sidebar Indirect Fire (Continued), make these changes: The modifier for "Relying on observer to find target" is changed from "-5**" to "0**". Under **, "penalty is reduced" should be "this is increased" and "increased by the amount it fails by" should be "decreased by the amount it fails by".
Under Correcting Fire, change the last sentence to read "To correct fire, roll again, but at a +4 bonus for the first shot or +8 for the second, with an added +2 for each subsequent shot at the same target; however, the total bonus for correcting fire cannot exceed the weapon's Accuracy."
P. 181. Under Partial Motive Power or Thrust Loss, the page reference for the cube root table is p. 138.
P. 182. The Component Damage Table now reads in full:
3 - Fuel: One fuel tank in the location hit is damaged. See also the Fire and Explosion sidebar, p. 184. Cascades to Power.
4 - Passenger: One person or robot who is a passenger in the hit location takes the damage. Cascades to Cargo.
5 - Propulsion/Lift: One propulsion system, lift engine or fan or contragravity component within the hit location takes the damage. Cascades to Weaponry.
6 - Cargo: If the vehicle has cargo space, the hit does damage to any stowed cargo (including stowed vehicles). If there is excess damage or no cargo, cascades to No Special Effect.
7 - Equipment: One item of miscellaneous equipment (items from the Miscellaneous Equipment or Instruments and Electronics chapters, including arm motors) or a life support system in the hit location takes the damage. Cascades to Crew.
8 - Crew: One person or robot serving as crew in the hit location takes the damage. Cascades to Passenger.
9 - Power: One power plant or energy bank in the body or subassembly hit takes the damage. Cascades to Propulsion/Lift.
10 - Weaponry: One weapon within the hit location takes the damage. Cascades to Equipment.
11 - No Special Effect: The hit passes through the vehicle, doing no damage except to the location's overall hit points. Apply any remaining damage to the armor on the opposite side of the vehicle. If any damage remains, the projectile (unless it was explosive) passes right through and continues on out that side, and may even strike another target outside the vehicle, if it is in the line of fire! See Hitting the Wrong Target, p. B118. If this occurs, apply only the remaining damage to that target.
12 - Fuel: As 3, above.
13 - Passenger: As 4, above.
14 - Propulsion/Lift: As 5, above.
15 - Cargo: As 6, above.
16 - Equipment: As 7, above.
17 - Crew: As 8, above.
18 - Power: As 9, above.
P. 183. Under Components and Damage, in the reference to fuel tanks, in the third paragraph immediately following the Component DR Table, the first sentence should read "A fuel tank checks for fire (see p. 184) if damage from a single damage roll exceeds 10% its current hit points; if reduced to 0 hit points, it bursts and all fuel is immediately lost." For the next sentence, replace "Instead," with "Also".
P. 184. In the Fire and Explosion sidebar, under Fuel Tanks, in its first paragraph, "at least 5%" should be "at least 10%".
In the second paragraph under Fuel Tanks, first sentence, "each second" should be "every 10 seconds".
P. 187. In the table under Space Combat, move "neutral particle beam"up to ×50.
P. 193. Under Homing Missiles, Passive Electromagnetic Homing (PEH) can be used as either OH, IIRH, ARM, or PRH. All four options can be tried for lock-on.
In sidebar Bursting Class Submunitions (Continued), third paragraph, first sentence, delete "or if its attack misses,".
P. 195. The third paragraph under Using Inertial Guidance (IG) Missiles should begin "Once launched", not "One launched". In the very next sentence "use its skill" should be "use the Gunner's skill".
P. 197. Under Exotic Missile Abilities, Evasion, replace the first sentence with "Any TL8+ brilliant missile can be programmed with an "evasive" course; this halves effective speed and thus range."
P. 204. Under Vehicle Quality – Cheap, Fine and Very Fine Vehicles, insert the word "unmodified" before cost in the second sentence of the first paragraph (". . . twice the vehicle's UNMODIFIED cost . . ."), the second sentence of the second paragraph ("only one-quarter the UNMODIFIED cost") and the just after 1/20 in the third paragraph ("1/20 unmodified cost").