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All the resources you need for deep space adventure:
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Last updated November 5th, 2007
Errata & Clarifications(p9) Any player may use Luck on their team’s initiative dieroll for Player vs. Player.(p11) Special Ability Limits are now called Pools.
(P12) The Death Striker ability immediately puts a character in a state of 'dying' (-6 hit points). (p12) You may Energy Deflect an EMP gun. (p15) Shocktroopers may use this ability only to go on overwatch to attack with a personal weapon. (p19) When assisting remotely, only apply the remote module's upgrade bonus (where the primary action is occuring), not your local upgrade bonus (where you're assisting). (p19) Assistance lasts the whole phase, so you can Assist someone else's action and then leave a battlestation for that person to take their assisted action later in the phase. (p20) Carry the Fallen can also be used to drag objects beyond your Carry limit, but those objects cannot be used unless readied (penalties on movement and skill checks are cumulative). (p25) Suscepto should be “-,” not 1200 credits. (p28) Knives aren’t energized. (p29) Satchel Charges come with remote detonators (Mass 1). (p30) Upgraded personal shield has a Mass of 8. (p30) WristComps have a Mass of 1 and cost 1000 credits. (p30) You do not have to have a free hand or 'draw' a jet-pack. They are always equiped and ready. (p30) Anyone targeting a jet-packer in flight is at a penalty of -3 to hit them. (p31) You may have one of each chip type, including one of each skill chip. Skeletal Enhancements don’t give +1 damage, they only make a higher result possible. (p32) Upgrades and requistions are permanent, until destroyed or slagged. (p35) Cannon Reconfiguration must be done at the Cannon's battlestation. (p35) You may use Luck on internal personal damage against yourself. (p37) On the example tentac ship, the Engine at column 7, row 6 should be a Life Support module. You cannot place an Engine on an interior module. (p37) All 4, 5, and 6 results on ship's damage dice that penetrate shields deal 1 point of OOC, even if they are reduced to 1's for missing the silhouette. (p37) All Cannon damage attacks reduce the target ship's shields by 1. (p38) Internal damage dice you sustain is Luckable. (p40) Spacewalkers suffer unsupported Life Support damage at the end of every phase, not Round.
(p45) Dodging a missile is a Helm action, so it requires one power and generates OOC as usual.
(p45) Ramming no longer deals an automatic 1d6 of OOC, but suffers OOC as normal due to all 4's 5's and 6's on damage dice dealing a point of OOC each.
(p47) Damaged Hyperdrives lose one programming marker. Slagged lose all.
(p48) During the mission, Life Support may handle any number of crew and boarders. Before and after the mission (warp) is when you run into overstressed life support problems.
(p49) As with other modules, attempting to launch a missile puts a used marker on the module, regardless of the outcome.
(p49) Place missiles in the hex of the launching ship.
(p52) You may only gain as many Targeting Locks as your ship's Size. Apply this limit as a general rule for most open ended ship actions (for example, you can only have your ship's Size in programming markers).
(p52) You cannot ECM a missile into another ship.
(p55) Tractoring costs 1 Guns power. A Tractor cannot hold a starship (unless it is Tractor Docking), it can only move it one space closer. As always, this cannot be done within 2 hexes of a celestial body.
(p55) Tractored Missles are considered Speed 0 by the tractoring ship, and the speed of the tractoring ship for all other ships for targeting purposes. As always, the difficulty to shoot them is Distance + Speed.
(p56) Human +1 Action should instead read,
(p58) Bots count as 1 Rank each for purposes of determining Mission Difficulty (the MD).
(p59) The enemy ship is crewed with as many aliens of the ship's registry as their Life Support can handle (4 bad guys per Life Support).
(p59) Enemies don't use bots (unless the referee elects to do so).
(p65) Overwhelming Success Reward 'Private Tutelage' should read:
(p93) The center top module of the freighter is a Hyperdrive instead of a Life Support module.
(p98) The xeloxian Size 8 and 9 ships have illegally placed Science Bays. Switch the location of the Size 8 Science Bay with its teleporter and switch the location of the Size 9 ship's Science bay with the aftmost Life Support.
(p99) The Size 7 zoallan ship’s Tractor Bay at column 8, row 8, should be rotated 90° clockwise.
(p103) Beguiler, Stunner and Telekinetic also require line of sight (unless you’re a Seer). Mentally Shielded reduces personal energy weapon damage, not internal hits or melée damage.
(p103) Telekinetic can be used to wrest objects from enemies; make a Psionics skill check against 11 + the target’s Athletics skill. The degree of success equals how many spaces the object moves. If it ends up in your square, you can grab the object as a free action.
(p103) Teleporter is all new:
(PAX p32) Verdant toadstools pg 75 should reference page 31
Space Map: hex space ‘I12’ should be ‘I11’
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