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 Post subject: 2 small print errors
PostPosted: Mon Nov 21, 2011 5:09 am 
Sarge

Joined: Wed Aug 24, 2011 10:33 am
Posts: 68
Location: Ireland
Just 2 small things that I think are print errors. I figured I'd mention them in case they should be changed in later print runs, in the PDF, or put in an errata.

Very much enjoying the game. Thanks!



Page 224 - The Road to Happy Valley
The map is 4x4 but the text describes it as 4x6. Also there is no edge marked 'DPRG' on the map, which the text says is the entry edge of DPRG models.
As the map has a shaded border along 3 sides, I think that it really is meant to be 4x6 and that the right hand side third of the map is not displayed - in either book or PDF ( I have both - one for home, one for work ;)

Page 165 , under the Space Demon's troop profile
'Body Armor: TL1'

It doesn't say what kind of body armour. I think - based on the guide to statting up the space demons - that they're meant to have 1D light body armour. However when I played this scenario first, this line puzzled me - I compared it to other entries to see how they do 1D armour and they state that the profile has 1D light armour. So I thought that the aliens had no armour but you were mentioning the tech level for the purpose of determining extra dice for higher tech level models shooting at them - although this info is covered by the 'Overall tech level' entry.


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 Post subject: Re: 2 small print errors
PostPosted: Mon Nov 21, 2011 7:22 pm 
Private First Class

Joined: Mon Feb 07, 2011 11:35 pm
Posts: 47
As to your second question...

Page 52 wrote:
...Units with no armor at all default to TL1.


So I'm guessing that's why it says that in the demon's entry. Essentially, as long as you're shooting at them with anything better than TL1 weapons, they get no extra defense dice, but you also get bonus TL dice to firepower (making them more vulnerable to higher tech weapons without even a flak jacket to help out).

Also if the people with no armor have TL3 everything else they won't get bonus defense even though they don't have armor if they're being shot at with TL1 and TL2 weapons.


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 Post subject: Re: 2 small print errors
PostPosted: Mon Nov 21, 2011 7:41 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
I never thought about that actually. Not only are you not wearing armor (so you don't get any extra defense dice), but the other guy if he's shooting at you with a T2 weapon, GETS an extra die, even if you're kit (the rest of it) is T3!! Nasty. I guess those plazma weapons from Capt. America would count as T3 vs unarmored targets then (except Capt's shield which would also be T3)..


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 Post subject: Re: 2 small print errors
PostPosted: Tue Nov 22, 2011 9:57 am 
Private First Class

Joined: Mon May 02, 2011 3:36 pm
Posts: 37
I think the body armour: TL1 listed in the Aliens in the Reactor scenario may just be printing/editing error, considering the pages beforehand covering the creation of the aliens lists 1D light body armour for the basic brood, and 2D armour for the king&queen (which the scenario still includes).
If not, it's still probably best to go with the stats given in the creation section for flavour.


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 Post subject: Re: 2 small print errors
PostPosted: Tue Nov 22, 2011 10:00 am 
Sarge

Joined: Wed Aug 24, 2011 10:33 am
Posts: 68
Location: Ireland
Yep, it still seems likely to me that it's a typo.


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 Post subject: Re: 2 small print errors
PostPosted: Tue Nov 22, 2011 10:17 am 
AAG Co-Director
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Joined: Sun Oct 07, 2007 8:03 pm
Posts: 6551
Location: USA
Thanks, Qozl! I'll look into these and get back to you - I'm a bit hit & run on the forum this morning!

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 Post subject: Re: 2 small print errors
PostPosted: Tue Nov 22, 2011 10:35 am 
Sarge

Joined: Tue Apr 28, 2009 1:31 pm
Posts: 72
I ran a "Bugs in the Reactor" game last weekend at the Minnesota Recon game event. I had the "space demons" with no armor except for the Queen and King. The Hooomans won by using the police force as escorts for the colonist and the Legion as bug killers. Game went really fast, as the GM I hardlly had to use the QRS.


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 Post subject: Re: 2 small print errors
PostPosted: Tue Nov 22, 2011 12:41 pm 
Sarge

Joined: Wed Aug 24, 2011 10:33 am
Posts: 68
Location: Ireland
Sheriff Lee wrote:
he Hooomans won by using the police force as escorts for the colonist and the Legion as bug killers.


That's how I do it too. The local guys aren't worth anything in a fire-fight, but they can baby-sit colonists just fine ;)


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 Post subject: Re: 2 small print errors
PostPosted: Tue Nov 22, 2011 4:27 pm 
AAG Co-Director
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Joined: Wed Dec 09, 2009 5:37 pm
Posts: 750
Location: Gurnee, IL
You guys figured out my scenario...the cops are exactly that; colonist babysitters. Once you do that, the scenario plays very well...otherwise the Legionnaires have a tough time doing both jobs.

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 Post subject: Re: 2 small print errors
PostPosted: Fri Nov 25, 2011 6:34 am 
Lieutenant

Joined: Sat Aug 08, 2009 7:22 pm
Posts: 152
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Makes sense. If you play the cop's mindset ("protect the civilians, let those guys with the big guns have the 'close encounters' with unfriendly masses of claws"), you'll do about that. Barring the heroic-but-stupid rookies on the police force that feel the need to Rambo.

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