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T2k V1 Errata
Kinda surprised we never had a need for this before.
Twilight: 2000 Errata 2/15/85 Play Manual Character Generation: Load is (2 x STR) + CON, as stated on the worksheet. Upkeep: Under effects of starvation, ". . . STR, AGL, CON, and AGL . .." should read, "... STR, AGL, CON, and INT ...". Referee's Manual Combat, Part 2, Damage Location: When a vehicle gets a suspension hit, go directly to component damage. After a hit does 100% damage to the suspension, further hits do not go on to any other component. (Exception: see mines.) Skills, Part 2: The maximum level in any skill is 100. Under skill improvement, teaching a skill is AVG:INS - (number of students), not 5 x number of students. Other Rules: Disease: The example of recovery fails to take into account Monk's CON, which adds 60 (5 x 12), for a total of 261. Radar: Mortar counterbattery radar may be used to fire artillery at enemy mortars without seeing them. The radar must be set up and manned, the enemy mortar must have fired at least two shots from the same position, and the operator must succeed at ESY:ELC to locate the enemy position. Friendly artillery may then fire using standard indirect fire rules, with no FO needed; corrections are not possible. Artillery counterbattery radar works the same way, but may be used to locate any artillery, not just mortars. Ground surveillance radar may be used to spot moving objects. The radar must be set up and manned, the object must be moving, and the operator must succeed at ESY:ELC. Humansized targets can be spotted at 1500 meters, vehicles at 3000 meters. Radar is unaffected by smoke, fog, etc., but is affected by trees and other solid obstacles. If successful, contact reveals nature (human or vehicle-sized), range, bearing, and speed. Indirect fire is possible. Chemical Sensors: Both types of sensors can be used to detect chemical clouds (including HC and incendiary smoke), although they cannot identify type. The chemical sniffer reveals the presence of a chemical cloud if it is within 10 times the cloud's radius of the cloud center. The optical sensor must be pointed in a particular direction and detects any cloud in the line of sight, reading out in distance. Medical Supplies: Whole blood and plasma must be kept frozen. Liquid antibiotics and insulin must be kept refrigerated. Players' Charts Skill List: The skill HB (Hunting Bow) should be LB (Long Bow). The following two skills were omitted: TVD - MBE2,3 - Tracked Vehicle Driver: Ability to drive a tracked vehicle. WVD - MBE - Wheeled Vehicle Driver: Ability to drive a wheeled vehicle. Referee's Charts Vehicle Damage Location List: FD means front deck, TD means turret deck, and BD means back deck. All entries of RD should read BD. Combat Tables: The AKM is an assault rifle, not a battle rifle. A vz59 has a magazine capacity of 33, not 17. Mines were left out. Here are the relevant combat values for mines: Code:
Type Dam Arm KDR Burst Antipersonnel x10C x4 10 20 Anti-tank x40C x4 15 30 Claymore x 5C x4 5 FASCAM x30C x4 15 30 should read R/L:G. In the notes, the terms first letter and second letter should be reversed. Disease Table: The table is not labeled. It is the table in the left column of the seventh page. Disease is present in encampments on a roll of 11 or greater, not 10. Disease is present in settlements on a roll of 12 or greater, not 11. Equipment List Automatic Pistols: The Tokarev is a 7.62mm pistol, not 9mm. Submachineguns: The Uzi has a Mag of 11. Melee Weapons: A machete costs $20. Machineguns: The MG3 costs $ 1700 and uses an NLT tripod. Heavy Machineguns: The M214 accepts 333-shot belts. The KPV accepts 33-shot belts. Vehicles: Where vehicle movement rates, fuel capacities, and fuel consumptions conflict with the travel movement table, the table is correct. The following vehicles are radiologically shielded: M-2, BMP-B, BMP-C, LAV-25, LAV-75, M-1E1, M-1E2, T-72, T-80, T-90, M-988, SAU-122, SAU-152, ZSU-30-6. Animals: The combat move of a horse is 10/20/60. The combat move of an ox is 5/10. Mines: Antipersonnel mines weigh 4 kg, 20 kg per case of 4. Anti-tank mines weigh 12 kg, 35 kg per case of 2. Claymores weigh 2 kg, 25 kg per case of 6. Radios: 5/25 km secure manpack/vehicular radios have an availability of (R/R). Rangefinders: Vehicle coincidence rangefinders cost $7000. Body Armor: The kevlar flak jacket and the kevlar vest are the same item. The plate insert jacket and the flak jacket are the same item. Both of them cover the chest and abdomen. Price List Vehicles: The availability of the 3/4-ton truck is (S/S). Melee Weapons: A bayonet costs $20. Food (price per kilogram): MRE: $8 (S/R); domestic food: $4 (V/V); wild food $2 (C/C). Fuel (price per liter): Gas: $48 (R/R); avgas: $60 (R/R); diesel: $40 (R/R); ethanol: $8 (C/C); methanol: $4 (V/V). Campaign Map Two towns were left off, both near Frankfurt-an-Oder. Rzepin is about 10 km east of Frankfurt on the road to Swiebodzin. Swiecko is about 5 km southeast, on the road to Krosno Orczanskie. Last edited by kato13; 04-01-2010 at 09:14 PM. |
#2
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Added as attachment
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#3
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Excellent, thanks for that. My copy of the errata is loooong gone.
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"It is better to be feared than loved" - Nicolo Machiavelli |
#4
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Everyone should have had this in thier box set, if anyone else is missing material form the v1 set let me know and i could post it up, I have 6 full sets of the v1 boxes
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#5
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And I though my two was overkill! :O
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#6
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I like to have a set for each potential player ya know.
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#7
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Wow...just Wow! Thanks for the support, Gabe. BTW, do you have Merc 2000? Got a lot of nice vehicles in there.
Out Here, Frank Frey |
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