TEXT: TechManual Errata v3.1 
  Page 1 of 40 
   
  TechManual 
  (Version 3.1) 
   
  This document is a compiled rules errata for the first printing of TechManual as of 14 June, 2019. 
   
  FULL ERRATA 
  There have been three printings of TechManual to date: 2007 (first printing; FanPro), 2007 (second printing; Catalyst), and 
  2019 (third printing; Catalyst)—you can check page 7 of the book to see which one you have. 
   
  This section combines all previously issued errata with the new additions of version 3.1, so that every ruling is in order and 
  in one place.  All entries not marked with a ① are included in the 2019 third printing of this book. 
   
  Please note that, in the interests of brevity, typo and minor formatting corrections have not been listed unless they affect 
  an understanding of the rules. 
   
   
  Construction Basics 
  Omni Technology (p. 20) 
  Under second paragraph, first sentence 
   
  “All equipment and components used in an Omni unit’s base (core) configuration are considered “fixed” and may not 
  change in terms of weight, space or arrangement between the base model and any of its Primary or Alternate 
  configurations.” 
  Change to: 
  “All equipment and components used in an Omni unit’s base (core) configuration are considered “fixed” and may not 
  change in terms of weight, space or bodily location between the base model and any of its Primary or Alternate 
  configurations.” 
   
  Battle Armor Weapons (p. 20) 
  Under second paragraph, first sentence 
   
  “Non-missile battle armor weapons install ammunition along the same lines as medium and light weapons, complete with 
  receiving the first bin of ammunition free, integrating all ammunition into the weapon’s space and counting only as 
  additional weight for the weapon itself.” 
  Change to: 
  “Non-missile battle armor weapons install ammunition along the same lines as medium and light weapons, integrating all 
  ammunition into the weapon’s space and counting only as additional weight for the weapon itself.” 
   
   
  BattleMech Construction 
  Allocate Tonnage For Internal Structure (p. 47) 
  Replace the entire “OmniMechs” entry with the following: 
   
  “The type of internal structure and placement of any critical slots required must be determined upon the design of the 
  base configuration. All complete primary and alternate configurations thereafter must use the same number in any given 
  bodily location for their slots, although it is permissible to shift the slots within a location when designing a new 
  configuration.” 
   
   
   
   
   
   
  
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  Install Engine (p. 48) 
  Replace the entire “OmniMechs” entry with the following: 
   
  “The engine type, rating and location of its critical slots must be established when designing an OmniMech’s base 
  configuration, and Engine critical slots in the right or left torsos may be shifted within their location in that OmniMech’s 
  completed primary or alternate configurations as the designer wishes, so long as the slots remain contiguous.” 
   
  Determine Jump Capability (p. 51) 
  Under “OmniMechs”, second paragraph, first sentence 
   
  “If any jump jets are established for a base configuration at this stage, they are considered permanent and may not be 
  altered in that OmniMech’s completed primary or alternate configurations.” 
  Change to: 
  “If any jump jets are established for a base configuration at this stage, they are considered permanent but may be shifted 
  within their bodily location as the designer wishes in that OmniMech’s completed primary or alternate configurations.” 
   
  BattleMech MASC and TSM Table (p. 52) 
  This ruling has changed from previous errata versions. 
  Under “BattleMech MASC and TSM Table”, footnote text 
   
  “*Percentage of the BattleMech's total weight (in tons). Round this figure up to the nearest full ton/critical slot.” 
  Change to: 
  “*Percentage of the BattleMech's total weight (in tons). Round this figure normally to the nearest full ton/critical slot.” 
   
  Special Physical Enhancements (p. 53) 
  Under “OmniMechs”, first sentence 
   
  “The type, weight and placement of critical slots for MASC and Triple-Strength Myomer must be established when 
  designing an OmniMech’s base configuration, and may not be altered in that OmniMech’s completed primary or alternate 
  configurations.” 
  Change to: 
  “The type, weight and location of critical slots for MASC and Triple-Strength Myomer must be established when designing 
  an OmniMech’s base configuration, and may be shifted within their location (following the contiguity of the system) in 
  that OmniMech’s completed primary or alternate configurations.” 
   
  Add Armor (p. 55) 
  Replace the entire “OmniMechs” entry with the following: 
   
  “The type, weight, number of points and critical slots (if any) required for an OmniMech’s armor must be established 
  when designing an OmniMech’s base configuration, and although the location of such slots may not be changed they may 
  be shifted as the designer pleases within their established location in the completed primary or alternate configurations.” 
   
  Step 5: Add Weapons, Ammunition and Other Equipment (p. 57) 
  1) Under “Space”, end of second paragraph and start of third paragraph (right column) 
  This ruling has changed from previous errata versions. 
   
  “Some items, however, may be broken up among multiple sections (and are noted as such on the Weapon and 
  Equipment Tables). 
       The weapons that may be mounted in multiple locations—the AC/20, Ultra AC/20, LB 20-X AC and the heavy 
  Gauss rifle—must be placed in adjacent body locations, and automatically receive the most restrictive firing arc.” 
  Change to: 
  “Some items, however, may be broken up among two locations. 
       Any ranged weapon occupying 8 or more critical slots may be split between any two adjacent locations, not 
  including the legs. If so, the weapon automatically receives the more restrictive firing arc of the two.” 
   
   
   
  
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  2) Under “OmniMechs”, first paragraph, second sentence 
   
  “In such cases, these “fixed” items must be mounted and placed on the Critical Hits Table before completion of 
  the base configuration, and may not be altered in the completed primary or alternate configurations.” 
  Change to: 
  “In such cases, these “fixed” items must be mounted and placed on the Critical Hits Table before completion of 
  the base configuration, and though the location of such slots may not be changed they may be shifted as the 
  designer wishes within their established location according to the contiguity of the system in the completed 
  primary or alternate configurations.” 
   
  ① Step 5: Add Weapons, Ammunition, and Other Equipment (p. 58) 
  Second example (the Gladiator), replace the third paragraph with the following: 
   
  Tallying up the tonnage and space used, Brent finds his Gladiator Prime has used up 23.5 tons of weapons, leaving 3 
  tons to spare, with 3 slots left open in the left arm (thanks to the removal of the lower arm and hand for the Gauss rifle), 5 
  in the right arm, 4 in the left torso and 3 in the right torso. Brent decides to devote the last 3 tons to more double heat 
  sinks. He places one in the left arm (occupying 2 of the remaining slots) and two in the right arm (where they take up 2 
  slots each). The completed OmniMech configuration is now ready for battle. 
   
   
  IndustrialMech Construction 
  Fuel (p. 68) 
  First paragraph, last sentence 
   
  “Rates at which these fuels are consumed will be covered in Tactical Operations,” 
  Change to: 
  “Rates at which these fuels are consumed are covered in Strategic Operations, p. 35.” 
   
  Add Cockpit (p. 69) 
  First paragraph, sixth line 
   
  “(ejection will be covered in Tactical Operations).” 
  Change to: 
  “(ejection is covered in Tactical Operations, p. 196).” 
   
  IndustrialMech Cockpit Enhancements: Advanced Fire Control and Ejection (p. 69) 
  Third paragraph, second sentence 
   
  “Ejection, an advanced rule that will be covered in Tactical Operations, 
  Change to: 
  “Ejection, an advanced rule covered in Tactical Operations (p. 196), 
   
   
  ProtoMech Construction 
  ProtoMech Structure and Armor Table (p. 82) 
  Under “Total ProtoMech Tonnage”, rows 3, 4 and 5, change Arms (Left/Right) from “1 (4)” to “1 (2)” 
   
  ProtoMech Ammunition Weight Table (p. 88) 
  1) Under “Anti-Personnel Gauss”, change Kg (per Shot) from “40” to “25” 
   
  2) Add the following new entries in the appropriate order: 
   
  Plasma Cannon 
  100kg 
  Ultra AC/10 
  100kg 
  LB 10-X AC 
  100kg 
  Gauss Rifle 
  125kg 
  HAG/20 
  166.66kg 
  Flamer (Vehicle) 
  50kg
   
  
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  Combat Vehicle Construction 
  Step 2: Install Engine and Control Systems (p. 101) 
  1) Above “Hovercraft” insert the following new subsection: 
   
  Fuel Capacity and Range: Fuel consumption is not tracked in Total Warfare standard rules play, and fuel-using 
  Combat Vehicles have their fuel automatically included in the mass of their engine, rather than needing to 
  allocate weight for it. However, if you wish to calculate the range for Combat Vehicles with ICE and Fuel Cell 
  engines (the latter being an advanced rule found in Tactical Operations, p. 307), assume a fuel mass equal to 10% 
  of the engine’s mass, as found on the Master Engine Table. Range is then calculated by using the Support Vehicle 
  fuel rules (see p. 129), referencing the appropriate engine type (see p. 127). 
   
  2) Under “Tractor/Trailer Vehicles”, replace the second paragraph with the following: 
   
  The MPs of a combined Tractor/Trailer unit may vary during gameplay. The Cruise MP of a combined 
  Tractor/Trailer unit is equal to the sum of the Engine Rating of the primary Tractor unit (the one doing all the 
  towing/pushing) plus the lowest Suspension Factor of the combined units, then divided by the combined weight 
  of the Tractor and its Trailer(s) (rounded down). The Flank MP is then computed normally by multiplying the 
  Cruise MP by 1.5, and rounding up to the nearest whole number. Thus, a 15-ton Wheeled Tractor with an Engine 
  Rating of 55 and Suspension Factor 20, towing a 10-ton Wheeled Trailer (Suspension Factor 20), would have a 
  combined Tractor/Trailer MP of 3 Cruise and 5 Flank MP ([Engine Rating 55 + lowest suspension factor of 20] / [15 
  Tractor tons + 10 Trailer tons] = 75/25 = 3 MP; 3 Cruise MP x 1.5 = 4.5MP; round up to 5 Flank MP). 
   
  3) After “Tractor/Trailer Vehicles” insert the following new paragraph: 
   
  WiGEs: These vehicles must be constructed with a minimum of 5 Cruising MP. 
   
  Combat Vehicle Engine Space Table (p. 101) 
  1) Change “Item Slots Lost” for Compact Fusion from 0 to -1*. 
   
  2) Add a new footnote underneath the table: “*Using a Compact Fusion engine adds 1 free item slot to any Combat 
  Vehicle design.” 
   
  Space (p. 101) 
  Replace the entire entry with the following: 
   
  If a Combat Vehicle uses an ICE or Standard Fusion engine, the maximum number of items the vehicle may carry is 
  unaffected. Other engine types—such as Compact, Light Fusion, and Extralight (XL) engines—will cost (or add, as in the 
  case of the Compact Fusion engine type) a number of open slots, as indicated in the Combat Vehicle Engine Space Table 
  below. 
  Any reduction (or addition) of equipment slots should be determined at this time. 
   
  Add Control Systems (p. 103) 
  Under “Crew”, at the end of the first paragraph insert the following sentence: 
   
  “Combat Vehicles are always assumed to have the crew stations required for all their crew members (including any 
  supplemental crew derived from equipment).” 
   
  Step 3: Add Heat Sinks (p. 104) 
  First paragraph, last sentence 
   
  The number of heat sinks required by a vehicle equals the total amount of heat generated by firing all of its energy 
  weapons simultaneously. 
  Change to: 
  The minimum number of heat sinks required by a vehicle equals the total amount of heat generated by firing all of its 
  energy weapons simultaneously. 
   
  
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  Step 5: Add Weapons, Ammunition and Other Equipment (p. 107) 
  Under “Power Amplifiers”, first paragraph 
   
  “Power amplifiers weigh 10 percent of the weight of the energy weapons carried but take up no item slots on the Combat 
  Vehicle’s record sheet. Unlike most other rounding conventions for tonnage-standard units, power amplifiers round up to 
  the nearest 0.1-ton increment, rather than the nearest 0.5-ton increment.” 
  Change to: 
  “Power amplifiers weigh 10 percent of the weight of the energy weapons carried, rounded up to the nearest half-ton, but 
  take up no item slots on the vehicle’s record sheet.” 
   
   
  Support Vehicle Construction 
  Support Vehicle Structural Costs and Availability (p. 120) 
  Change the third column header from "Minimum Tech Rating" to "Minimum Tech/Base Availability Rating".  The following 
  are the correct entries for the column, with the Support Vehicle type given alongside for reference purposes: 
   
  Support Vehicle 
  Minimum Tech/Base Availability Rating 
  Airship (Small) 
  A/C-D-C 
  Airship (Medium) 
  B/D-E-D 
  Fixed-Wing (Small) 
  B/C-D-C 
  Fixed-Wing (Medium) 
  B/C-D-C 
  Fixed-Wing (Large) 
  B/D-E-D 
  Hover (Small) 
  C/A-B-A 
  Hover (Medium) 
  C/A-B-A 
  Hover (Large) 
  C/B-C-B 
  Naval (Small) 
  A/C-D-C 
  Naval (Medium) 
  A/C-D-C 
  Tracked (Small) 
  B/B-C-B 
  Support Vehicle 
  Minimum Tech/Base Availability Rating 
  Tracked (Medium) 
  B/B-C-B 
  Tracked (Large) 
  B/C-D-C 
  VTOL (Small) 
  C/C-D-C 
  VTOL (Medium) 
  C/C-D-C 
  VTOL (Large) 
  C/D-E-D 
  Wheeled (Small) 
  A/A-A-A 
  Wheeled (Medium) 
  A/A-B-A 
  Wheeled (Large) 
  A/B-C-B 
  WiGE (Small) 
  C/B-C-B 
  WiGE (Medium) 
  C/B-C-B 
  WiGE (Large) 
  C/C-D-C 
   
  Chassis Modifications Table (p. 122) 
  Change Min. Tech Rating for Environmental Sealing from “C” to “B”. 
   
  Chassis Modification Descriptions (p. 123) 
  “Prop” table entry 
   
  “May not operate above 18,000-meter altitude (unit also goes Out of Control at Velocity 8+).” 
  Change to: 
  “Cannot operate above atmospheric row 1; Only moves 1 hex per turn on the high-altitude map; Goes Out of Control at 
  Velocity 8+.” 
   
  Minimum Engine Weights (p. 126) 
  Between the first and second sentence, insert the following: 
   
  “Fusion Engines with a Tech Rating of D or higher have a minimum engine weight of 0.25 tons (250 kilograms).” 
   
  Support Vehicle Engine Weight Multipliers and Fuel Weight Percentage Table (p. 127) 
  1) Change the Steam Engine Tech E Engine Weight Multiplier from “2.8” to “2.6” 
   
  2) Change the ICE Engine Tech B Engine Weight Multiplier from “2.0” to “3.0” 
   
  3) Under the double-dagger footnote 
   
  “The minimum weight for Fission engines and Tech Rating C Fusion engines is 5 tons.” 
  Change to: 
  “The minimum weight for Fission engines and Tech Rating C Fusion engines is 5 tons; the minimum weight for 
  Tech Rating D+ Fusion Engines is 0.25 tons.” 
   
   
  
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  Support Vehicle Minimum Crew Table (p. 131) 
  Update the table with the following values: 
   
  Minimum Crew Formula: 
  Minimum Crew Needs = Base Crew Minimum + Non-Gunner Minimum Crew + Minimum Gunners + Minimum Officers 
   
  Vehicle Type  
   
   
   
   
  Base Crew Minimum 
  All Support Vehicles (Small size) 
  1 
  Airship or Naval (Medium size) 
  4 
  Other Support Vehicles (Medium size) 
  2 
  Other Support Vehicles (Large size) 
  3 
  Support Vehicle constructed as a Trailer with no Engine 
  0* 
   
  ADDITIONAL CREW 
  Non-Gunners  
   
   
   
   
  Minimum Crew Requirement 
  Communications Equipment (per ton, see p. 212) 
  1 
  Field Kitchen (per item, see p. 217) 
  3 
  MASH (per theater, see p. 228) 
  5 
   
  Minimum Gunners (by Fire Control System)* 
  Support Vehicle Size None (+2 to-hit)  
  Basic (+1 to-hit)  
  Advanced (+0 to-hit) 
  Small 
   
  1 per weapon 
   
  1 per facing‡ 
   
  1 per facing‡/‡‡ 
  Medium/Heavy 
  Total Weapon Tonnage ÷ 2† 
  Total Weapon Tonnage ÷ 3† 
  Total Weapon Tonnage ÷ 4†/†† 
   
  Minimum Officer Requirement 
  1 to 3 Non-Officer Crew 
   
   
  0 
  4 or more Non-Officer Crew 
   
   
  Total Non-Officer Crew ÷ 6 (round up) 
   
  *Gunners are required only for items that require a Gunnery Skill roll to use in combat. 
  †Round up 
  ††Tech E Chassis SVs use Tonnage ÷ 5; Tech F Chassis SVs use Tonnage ÷ 6 to determine gunners 
  ‡Turret and pintle mounts counts as separate facing 
  ‡‡Includes the vehicle’s driver 
   
  Step 4: Add Armor (p. 134) 
  Under “Tech Rating”, first sentence 
   
  The Tech Rating of the armor chosen for a Support Vehicle may not exceed that of its chassis. 
  Change to: 
  The Tech Rating of the armor chosen for a Support Vehicle usually does not exceed that of its chassis. It is possible to 
  mount armor at a higher Tech Rating than the chassis, but this will drive up the Support Vehicle’s overall Tech Rating 
  accordingly. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Support Vehicle Armor Table (p. 134) 
  Replace the lower portion of this table (the part that cross-references BAR and Tech Rating) and its footnote with the 
  following: 
   
   
  Barrier Armor 
  Weight (in kg) per Armor Point (by Tech Rating) 
   
   Rating (BAR) 
  A 
  B 
  C 
  D 
  E 
  F 
   
  2 
  40 
  25 
  16 
  13 
  12 
  11 
   
  3 
  60* 
  38 
  24 
  19 
  17 
  16 
   
  4 
  NA 
  50 
  32 
  26 
  23 
  21 
   
  5 
  NA 
  63* 
  40 
  32 
  28 
  26 
   
  6 
  NA 
  NA 
  48 
  38 
  34 
  32 
   
  7 
  NA 
  NA 
  56* 
  45 
  40 
  37 
   
  8 
  NA 
  NA 
  NA 
  51* 
  45 
  42 
   
  9 
  NA 
  NA 
  NA 
  57* 
  51* 
  47 
   
  10 
  NA 
  NA 
  NA 
  63* 
  56*† 
  52*† 
   
  *The Armored chassis modification is required to install this armor on a chassis of this Tech Rating. 
  †At Tech Ratings E and F, BAR 10 Armor occupies slot space equal to that of Inner Sphere and Clan Ferro-Fibrous 
  Armor types (respectively). 
   
  Swiftran construction example (p. 135) 
  Replace the first full paragraph on the page (“At the Tech Rating of E used for the Swiftran’s chassis…”) with the following: 
   
  “At the Tech Rating of E used for the Swiftran’s chassis, Todd notes that BAR 10 armor—the equivalent of Combat 
  Vehicle armor—weighs in at 56 kilograms per point. The maximum protection of 29 points would weigh 2 tons (29 points x 
  56 kg per point = 1,624 kg = 1.62 tons, which rounds up to 2 tons). Noting that at 2 tons the Swiftran can also achieve the 
  same 29 points of BAR 10 armor at Tech Rating D (29 points x 63 kg per point = 1,827 kg = 1.83 tons, which also rounds up 
  to 2 tons), for flavor reasons Todd chooses to go with less efficient Tech Rating D armor instead.” 
   
  Step 5: Add Weapons, Ammunition, and Other Equipment (p. 136) 
  1) Under “Weapons and Ammunition”, first paragraph, third sentence 
   
  Regardless of their type, these weapons require no heat sinks, but may carry ammunition in multiples of their clip 
  size. 
  Change to: 
  Regardless of their type, these weapons require no heat sinks and come with a free clip; they may carry 
  ammunition in multiples of their clip size. 
   
  2) Under “Weapons and Ammunition”, second paragraph, replace the first sentence with the following: 
   
  “When mounting Small and Medium Weapons on Support Vehicles, each such weapon occupies 1 item slot. Use 
  the Conventional Infantry Weapons Table starting on p. 349 to determine the weapon’s damage in BT gameplay.” 
   
  Affiliation and Infantry Deployment (p. 146) 
  At the end of the second paragraph insert the following 
   
  Note that, regardless of affiliation, a maximum of 5 squads is allowed per platoon or sub-platoon. 
   
  Infantry Weapon Statistics (p. 148) 
  Under “Weapon Class/Type”, last sentence, first paragraph 
   
  “The platoon's secondary weapon type (if any) must always be a Support Weapon.” 
  Change to: 
  “If a secondary weapon is chosen, it may be of any weapon type (Melee, Standard, or Support).” 
   
   
  
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  Infantry Weapon Classifications Table (p. 148) 
  1) Third subtable 
   
  a) Delete the asterisk after “Game Play Effect” 
   
  b) Apply the * footnote marker to both the Anti-Aircraft Weapon and Flame-Based Weapon entries. 
   
  c) Flame-Based Weapon: May inflict damage and heat to heat-tracking units† 
  Change to: 
  Flame-Based Weapon: Every time the platoon fires, before the to-hit roll is made, the player may 
  announce he is applying the Damage Value as heat to the target, in place of damage*† 
   
  d) At the end of the entry for Special Feature “N” (Non-penetrating weapon) add a double dagger (††) 
   
  2) Footnotes section 
   
  a) Change the asterisk footnote to the following: 
   
  *Unless otherwise stated, these effects apply for the full platoon’s attack, regardless of the number of 
  weapons per squad 
  Change to: 
  *Platoon special feature applies if one or more weapons assigned. 
   
  b) Insert a new footnote: “†† Platoon special feature only applies if weapon is used to determine Base 
  Range” 
   
  Infantry Weapon Statistics (p. 149) 
  Under “Damage”, second sentence 
   
  Delete the word “(Support)” between “Secondary” and “Weapons” in the second sentence. 
   
  Determine Final Range Values (p. 152) 
  Second and third sentences 
   
  “If the platoon fields 1 Secondary Weapon or less, ranges and modifiers that apply to the platoon’s attack are those of the 
  Primary Weapons. If the platoon fields 2 Secondary Weapons, then it is the Secondary Weapons’ range and modifiers that 
  apply.” 
  Change to: 
  “If the platoon fields 1 Secondary Weapon or less per squad, the ranges, modifiers and Damage Type that apply to the 
  platoon’s attack are those of the Primary Weapons. If the platoon fields 2 or more Secondary Weapons per squad, then it 
  is the Secondary Weapons’ range, modifiers and Damage Type that apply.” 
   
  Determine Final Damage Values (p. 152) 
  First paragraph 
   
  “([8 Secondary Weapons x 0.43] × [20 Primary Weapons x 0.21] = 7.64, rounded normally [up] to 8).” 
  Change to: 
  “([8 Secondary Weapons x 0.43] + [20 Primary Weapons x 0.21] = 7.64, rounded normally [up] to 8).” 
   
  Clan Mechanized Tracked Point [example text] (p. 154) 
  1) First sentence 
   
  “Jason’s Mechanized Tracked Point is comprised of 5 squads of 5 troopers each, for a total of 25 troops.” 
  Change to: 
  “Jason’s Mechanized Tracked Point is comprised of 4 squads of 5 troopers each, for a total of 20 troops.” 
   
   
  
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  2) Second paragraph, replace the entire paragraph with the following: 
   
  “At 1 Bearhunter per each of the platoon’s 4 squads, the Secondary Weapon damage of 2.33 points each applies 
  for only 4 troopers’ Damage Values. The remaining 16 troopers (20 total troopers – 4 Bearhunter troopers = 16 
  remaining troopers) deliver the Damage Value for the platoon’s Primary Weapons, the gauss SMGs (0.45 each). 
  The final platoon Damage Value comes to 21 ([4 Secondary Weapons x 2.33 Damage per Secondary Weapon] + 
  [16 Primary Weapons x 0.45 Damage per Primary Weapon] = 16.52, round up to 17). Dividing this value by 20, 
  Jason finds that the average damage per trooper for his Point is 0.85 (17 Damage ÷ 20 troops = 0.85 Damage per 
  trooper). Multiplying each trooper individually, he determines the Damage Value of the platoon for troopers 
  numbered 1 through 20.” 
   
  Infantry and Cargo Transportation (p. 155) 
  At the end of the second paragraph, insert the following: 
   
  “Round all weights up to the nearest half ton.” 
   
  Conventional Infantry Weight Table (p. 155) 
  Reduce the listed weights for Foot, Motorized, and Jump Infantry by 0.015 tons, giving values of: 
   
  Foot (0.085 tons), Motorized (0.195 tons), Jump (0.165 tons) 
   
  Conventional Infantry Anti-’Mech Capability (p. 155) 
  Before the examples insert the following: 
   
  Special Feature: Adding Anti-’Mech Capability to Conventional Infantry 
  Although most conventional infantry are technically capable of swarming or conducting leg attacks on enemy 
  ’Mechs, this highly risky tactic is usually performed only by those who are trained for it, and who go into battle 
  properly equipped. 
  To reflect the equipping of a conventional infantry unit for Anti-’Mech attacks during platoon construction, add 15 
  kilograms (0.015 tons) to the base weight of each trooper in the unit, to account for the unit’s Anti-’Mech Infantry kits. 
  This kit includes the necessary climbing gear and a satchel charge; with it, the unit can possess a better Anti-’Mech Skill 
  Rating than 8 in game play. Without it, the unit receives a fixed Anti-’Mech Skill Rating of 8 during construction (see p. 
  314 to alter a unit’s Anti-’Mech Skill Rating). 
  Disregard this rule if the platoon uses any of the Mechanized Motive Types, as such units are automatically barred 
  from Anti-’Mech attacks. 
   
  Clan Tracked Infantry construction example (p. 155) 
  Second sentence 
   
  “He then calculates that at 25 troopers, his platoon weighs 25 tons in all (25 troopers x 1 ton per Mechanized Tracked 
  Trooper Base Weight = 25 tons), and may only be broken down as far as 5 troopers per transport.” 
  Change to: 
  “He then calculates that at 20 troopers, his platoon weighs 20 tons in all (20 troopers x 1 ton per Mechanized Tracked 
  Trooper Base Weight = 20 tons), and may only be broken down as far as 5 troopers per transport.” 
   
   
  Battle Armor Construction 
  Weapon Space (p. 161) 
  Second column, first new paragraph, last sentence 
   
  “When installed, items that occupy multiple slots must be allocated to the same body location (unless the item’s rules 
  specifically permit otherwise).” 
  Change to: 
  “When installed, items that occupy multiple slots must be allocated contiguously to the same body location (unless the 
  item’s rules specifically permit otherwise).” 
   
  
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  Choose Weight (p. 162) 
  First paragraph, fourth sentence 
   
  Any unspent tonnage left after the creation process is considered wasted or—if space permits—may be used to determine 
  the capacity of any modular mounts or cargo spaces, such as AP weapon mounts and mission equipment items. 
  Change to: 
  Any unspent tonnage left after the creation process is considered wasted or—if space permits—may be used to determine 
  the capacity of any modular mounts or cargo spaces, such as configurable turret mounts and mission equipment items. 
   
  Battle Armor Capabilities Table (p. 167) 
  Replace the entire table with the following: 
   
   
   
  Tunnel Rat construction example (pp. 167-168) 
  Replace the third paragraph with the following: 
   
  “Checking the Battle Armor Capabilities Table, Keith notes that his Tunnel Rat—as an exoskeleton that lacks some of 
  the minimum manipulator requirements—may not engage in anti-’Mech attacks in its default industrial drill configuration. 
  If, however, he were to swap the right-arm industrial drill with another basic manipulator, his battle armor would meet the 
  qualifications for these capabilities.” 
   
  Step 5: Add Weapons, Ammunition and Other Equipment (p. 170) 
  First sentence 
   
  Change the page reference from “pp. 347–348” to “pp. 346–348”. 
   
  Weapon Location Restrictions (p. 170) 
  This ruling has changed from previous errata versions. 
  Second paragraph, last sentence 
   
  “Battle armor may not mount conventional infantry weapons designated as melee or support.” 
  Change to: 
  “Battle armor may not use Melee-type conventional infantry weapons.” 
   
  
  TechManual Errata v3.1 
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  Battle Armor Weapon Limits Table (p. 170) 
  Replace all instances of “Anti-Personnel Weapon” in the table with “Anti-Personnel Weapon Mount” 
   
  Modular Technology (p. 171) 
  Replace the entire entry with the following: 
   
  “At the designer’s option, battle armor (including power armor and exoskeletons) may install modular mounts for their 
  weapons to mimic the configurable capabilities of Omni units. Modular mounts are broken into two types. The first, 
  Modular/Turret Mounts, are detailed on p. 262. The second, Squad Support Weapon mounts, can be found on p. 270. 
  Humanoid battle armor may carry one squad support weapon mount, one standard modular weapon mount per arm, 
  and two standard modular weapon mounts in the body; they may not install turret mounts. Quad battle armor may only 
  add a single modular turret mount (referred to as a configurable turret mount), which must be installed in the body. 
  Regardless of the type or number of mounts chosen, the weapon limit rules on p. 170 still apply. 
  Mounts (other than anti-personnel mounts) may also accommodate non-weapon items. Any item listed on the Battle 
  Armor Equipment Tables may be installed in a mount as per the usual construction rules, except for the following 
  prohibited items: Camo System, Extended Life Support, HarJel, Jump Booster, Magnetic Clamps, Mission Equipment, 
  Modular/Turret Mounts, Space Operations Adaptation, Squad Support Weapon. 
  Unless carried by armored glove manipulators, battle armor anti-personnel weapons are always fitted in modular 
  mounts. Anti-Personnel Weapons are detailed on p. 271, and their mounts are covered on p. 262.” 
   
  Other Weapon Mount Options (p. 171) 
  1) First paragraph 
   
  “Quad battle armor may use a standard turret mount in place of the modular mount, to save on bulk and 
  weight.”  
  Change to: 
  “Quad battle armor may install a standard turret mount instead of the configurable turret mount, sacrificing the 
  modular ability to save on bulk and weight.” 
   
  2) At the end of this section, insert the following paragraph: 
   
  “Battle armor equipped with one or more armored glove manipulators may use one additional non-Melee 
  conventional infantry weapon with crew requirements of less than 2.  The weight of this weapon or its 
  ammunition is never counted towards a battlesuit’s weight limits.” 
   
  Fenrir construction example (p. 172) 
  Replace the entire entry with the following: 
   
  “Peter has 880 kilograms to spend on weapons, and 11 weapon slots in the Body location to place them. He decides to 
  start by making the Fenrir’s armament modular, choosing the configurable turret mount for his design (see p. 262). As the 
  configurable turret requires a certain pre-determined size for its mount—to determine its weight and slot capacity—Peter 
  selects a 3-slot capacity for the mount, meaning the entire turret mount will weigh 80 kilograms and occupy 2 slots. 
  Peter can install 800 kilograms worth of weaponry that can occupy a grand total of 12 slots (3 in the Configurable 
  Turret + 9 in the Body). Per the Weapon Limits Table, Peter can install up to 4 anti-personnel weapon mounts and 4 anti-
  BattleMech weapons in all this space. He decides at this point that the base configuration for his Fenrir is complete. 
  For one configuration, Peter decides to place an SRM-4 launcher in the configurable turret mount. The SRM weighs 240 
  kilograms and occupies 2 slots on its own, leaving 1 slot open in the turret for ammunition. Peter decides to give the SRM 
  the maximum ammunition load of 4 shots, which takes up the remaining turret weapon slot, and weighs 160 kilos (4 SRM-
  4 shots at 40 kg per volley = 160 kg). Though the resulting weapon weight is only 400 kilograms, leaving the SRM-4 Fenrir 
  400 kilos shy of its 2,000-kg maximum (800 kg – 400 kg = 400 kg), Peter cannot allocate more weaponry to the Fenrir 
  without making it a completely different design (because he reserved all the leftover weight for his configurable turret).” 
   
   
   
   
   
  
  TechManual Errata v3.1 
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  Aerospace Unit Construction 
  Engineering (p. 176) 
  Under “Engineering”, second paragraph, first sentence 
   
  Delete the words “, or in both the stern and bottom of most aerodyne craft,” 
   
  Aerospace Unit Engine Table (p. 185) 
  Under “Conventional Fighter (Clan or I.S.)”, “Engine Types Permitted” 
   
  ICE, Fusion (Std) only 
  Change to: 
  ICE, Fusion (as per Tech Base) 
   
  Determine Fuel Capacity (p. 186) 
  First paragraph, first sentence 
   
  “(which will be covered in Tactical Operations).” 
  Change to: 
  “(which is covered in Strategic Operations, p. 35).” 
   
  Determine Fuel Capacity (p. 186) 
  Under “OmniFighters”, replace the entry with the following: 
   
  “The internal fuel capacity of an OmniFighter’s base configuration must be fixed, and this internal fuel cannot be altered in 
  its completed Primary or Alternate configurations.  Additional fuel may be pod-mounted, however.” 
   
  Structural Integrity Table (p. 187) 
  This ruling has changed from previous errata versions. 
  1) Add a cross after the formulas for both “Small Craft or DropShip” SI Weight entries. (†) 
   
  2) Insert a new footnote: “†Round up to the nearest half-ton.” 
   
  Aerospace Units Crew Needs table (p. 189) 
  Under the second subtable 
   
  Change “1 per 6 weapons (round up)” to “1 per 6 weapons on the design (round up)” 
   
  Special Enhancements (p. 190) 
  Change the header to the above (i.e. drop the parenthetical statement part), and then replace the second paragraph with 
  the following: 
   
  Aerospace fighters and aerodyne Small Craft, by virtue of their design, already incorporate VSTOL capabilities, but may 
  mount this equipment to eliminate the +2 penalty for attempting a vertical landing in atmosphere. 
   
  Step 4: Add Heat Sinks (p. 193) 
  First paragraph, second sentence 
   
  “Aerospace fighters can push these heat sinks beyond tolerances, but conventional fighters, Small Craft and DropShips 
  operate on a “zero-heat principle,”“ 
  Change to: 
  “Aerospace fighters and Small Craft can push these heat sinks beyond tolerances, but conventional fighters and DropShips 
  operate on a “zero-heat principle,”“ 
   
   
   
   
  
  TechManual Errata v3.1 
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  Step 5: Add Weapons, Ammunition and Other Equipment (p. 194) 
  Second paragraph, in between the first and second sentences insert the following: 
   
  “The exception to this is large craft like DropShips, which must round up the mass of any ammunition to the nearest ton 
  regardless of the number of rounds carried.” 
   
  Weapons Bays and Firing Arcs (p. 195) 
  Under the second paragraph, insert the following: 
   
  “To determine the maximum number of plasma weapons allowed in a bay, first find the average heat generated by that 
  weapon attacking. Add this heat to the weapons attack value and use this figure to determine max bay damage.” 
   
  Crew Quarters (p. 195) 
  Replace the last paragraph with the following: 
   
  “Fighters—conventional and aerospace—may not incorporate quarters under these rules. They have a default life 
  support endurance of 96 hours when operated in hostile environments that require life support (see Tactical Operations, 
  p. 28). 
  External Consumables Pods: Fighters may add life support endurance in lieu of bombs, with each pod providing 
  another 96 hours endurance per fighter occupant. Because of cockpit space and amenities limits, a fighter may only carry 
  1 pod per 25 tons (round up) of fighter mass, even though the pods only occupy 1 hard point each. Life support from these 
  pods is consumed before any from internal reserves. If a fighter carrying external consumables pods sustains bomb critical 
  damage, determine the damaged bomb randomly, including any external consumables pods. If an external consumables 
  pod is damaged, the life support of that pod is lost. 
  External consumables pods may be dropped using the rules for Dumping Bombs (see Total Warfare, p. 247) in the case 
  of emergency bomb dumps, or Dumping Ammunition (see Total Warfare, p. 104) in non-emergencies. Dumped 
  consumables pods—whether full or empty—do not inflict any damage when they land.” 
   
  Heat Sinks (p. 195) 
  1) First paragraph, second sentence 
   
  “Aerospace fighters, which can push their heat limits better, may mount as many heat sinks as desired after their 
  initial 10 free sinks are added with the engine.” 
  Change to: 
  “Aerospace fighters and Small Craft, which can push their heat limits better, may mount as many heat sinks as 
  desired after their initial 10 free sinks are added with the engine.” 
   
  2) Second paragraph, first sentence 
   
  “DropShips and Small Craft may not generate heat in excess of their heat sinks.” 
  Change to: 
  “DropShips may not generate heat in excess of their heat sinks.” 
   
  Transport Bays and Doors (DropShips and Small Craft only) (p. 196) 
  Replace the second paragraph (first on the page) with the following: 
   
  Transport bays—including those for fighters, BattleMechs and other units—must assign a minimum of 1 bay door 
  each, to allow for entry and egress from the vessel. Aerodyne small craft can have no more than 2 bay doors, while 
  spheroid small craft can have no more than 4 bay doors. For all other vessels, the maximum number of bay doors is equal 
  to 7 plus the vessel’s total weight (in tons) divided by 50,000 (rounded up). Thus, a DropShip weighing 20,000 tons would 
  receive a maximum of 8 bay doors (7 + [20,000 ÷ 50,000] = 7.4, rounded up to 8, while a DropShip weighing 80,000 tons 
  would be limited to 9 doors (7 + [80,000 ÷ 50,000] = 8.6, rounded up to 9). 
   
   
   
   
  
  TechManual Errata v3.1 
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  Transport Bays and Doors (DropShips and Small Craft only) (p. 196) 
  Third paragraph (Second on the page), last line 
   
  “Rules for dropping ’Mechs will appear in Tactical Operations.” 
  Change to: 
  “Rules for dropping ’Mechs are in Strategic Operations, p. 22.” 
   
   
  Weapons and Heavy Equipment 
  Light Active Probe (p. 204) 
  Replace the entire entry with the following: 
   
  “The Clans’ Light Active Probe is a smaller and somewhat less powerful version of the standard model. Initially thought to 
  be a recent creation, it was later discovered to be an old Clan Mongoose experiment that the Smoke Jaguars brought to 
  fruition some years later. Weighing just half a ton, this system has an effective range of only 90 meters, but that is still far 
  enough to give some would-be ambushers a bad day.” 
   
  A-Pod/B-Pod (p. 205) 
  1) Under “Unit Restrictions” 
   
  “A-Pods and B-Pods may only be installed on BattleMechs, IndustrialMechs and ground-based Combat and 
  Support Vehicles (those with a Wheeled, Tracked, Hover or WiGE motive system).” 
  Change to: 
  “A-Pods and B-Pods may only be installed on BattleMechs, IndustrialMechs, WiGEs, VTOLs and ground-based 
  Vehicles (Combat or Support Vehicles with a Wheeled, Tracked or Hover motive system).” 
   
  2) Under “Construction Rules” 
   
  “BattleMechs and IndustrialMechs may only mount A-Pods on their Leg locations. B-Pods may be mounted in any 
  location. Combat and Support Vehicles using B-Pods may mount them on any Side location, or on the turret.” 
  Change to: 
  “For ’Mechs, A-Pods may only be mounted in Leg locations, while B-Pods may be mounted in any location. 
  Vehicles may mount pods in any location other than the Body.” 
   
  Commercial Armor (p. 205) 
  Change Introduced to “Circa 2300 (Terran Alliance)” 
   
  Armor, Standard (or Heavy Industrial) Armor (p. 205) 
  Under “Introduced, delete “[Standard Military]), 3040 (Federated Commonwealth [Heavy Industrial])” 
   
  Artemis IV Fire-Control System (p. 207) 
  Under “Construction Rules”, replace the first and second paragraphs with the following: 
   
  “The Artemis IV FCS is only applicable to standard LRM, SRM and MML launchers (including any one-shot or torpedo versions). If 
  Artemis IV is added to an applicable launcher, every applicable launcher on the unit must have Artemis IV (non-applicable 
  launchers, such as Streak SRMs, may still be installed). For example, if a unit has one Artemis IV-equipped LRM launcher, then 
  every single standard LRM, SRM and MML launcher on the unit must have Artemis IV. Note that while Clan ATM launchers have 
  Artemis IV integrated as part of their design, ATM launchers do not count as an applicable launcher type, meaning you can have 
  ATMs on the same unit as LRM, SRM or MML launchers without Artemis IV. 
  Artemis IV must be placed in the same location as the launcher it is added to. If a launcher that must receive an Artemis 
  enhancement is set in a location with no space remaining for the Artemis, then Artemis IV may not be mounted on that unit at 
  all, because one of its launchers cannot receive the required upgrade. 
  For OmniMechs with one or more fixed (i.e. non-pod-mounted) missile launchers, whether or not the fixed launchers have 
  Artemis determines the ’Mech’s usage of Artemis. This cannot be modified through alternate configurations. For example, for an 
  OmniMech with fixed launchers without Artemis, no launcher on the ’Mech, fixed or not, may have Artemis. Conversely, for an 
  OmniMech with Artemis-equipped fixed launchers, all its applicable launchers must be equipped with Artemis.” 
  
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  Standard Autocannon (p. 208) 
  Change Extinct to “Circa 2850 (Clans only)” 
   
  Ultra Autocannon (p. 208) 
  Change Recovered to “3035 (Federated Commonwealth [UAC/5]); 3057 (Free Worlds [UAC/2, UAC/10]); 3060 (Lyran/Free 
  Worlds [UAC/20])” 
   
  C3/C3I Computer (p. 209) 
  Under “Construction Rules”, at the end of the entry insert the following new paragraph: 
   
  “The C3 Master (but not C3I units or C3 Slaves) exactly duplicates the function of Target Acquisition Gear (see p. 238).  
  The firing arc for the TAG is based on the location the C3 Master is mounted in (which may be rear-mounted if desired).” 
   
  Capital Missile Launchers (p. 210) 
  1) Under “Game Rules” 
   
  “Change Introduced to “2305 (Terran Alliance [Capital Missiles]); 2550 (Terran Hegemony [AR-10])” 
   
  2) Under “Construction Rules”, at the end of the entry insert the following sentence: 
   
  “An AR-10 launcher only requires a total of 10 shots, adding shots for all missile types together.” 
   
  Cellular Ammunition Storage Equipment (CASE) (p. 210) 
  Under “Construction Rules”, first paragraph, last sentence 
   
  “Units built using Clan technology (except for ProtoMechs) are presumed to incorporate CASE automatically in all 
  locations that store ammunition or explosive equipment (such as Gauss rifles). 
  Change to: 
  “Units built with a Clan internal structure (except for ProtoMechs) are presumed to incorporate CASE automatically in all 
  locations that store ammunition or explosive equipment (such as Gauss rifles), unless otherwise specified.” 
   
  ’Mech Cockpit (p. 211) 
  1) Change Introduced to “Circa 2300 (Terran Alliance)” 
   
  2) First paragraph, first sentence 
   
  “Born at the same time as the concept of the ’Mech—including the IndustrialMech progenitors that were 
  outclassed in the 2350s by the advent of myomer technology—’Mech cockpits today vary slightly from design to 
  design,” 
  Change to: 
  “Born at the same time as the concept of the ’Mech, ’Mech cockpits today vary slightly from design to design,” 
   
  Communications Equipment (p. 212) 
  1) Under “Unit Restrictions” 
   
  “ProtoMechs may not mount communications equipment.” 
  Change to: 
  “None.” 
   
  2) Under “Game Rules”, replace the entire entry with the following: 
   
  BattleMechs, ProtoMechs, Combat Vehicles and fighters of all kinds automatically possess a basic amount of 
  communications equipment (equivalent to 1 ton) as part of their cockpit and control systems. Small Craft and 
  DropShips incorporate communications equipment as well (equivalent to 3 tons of such equipment) as part of their 
  cockpit and control systems. IndustrialMechs and Support Vehicles do not carry communications equipment more 
  sophisticated than a radio unless they invest tonnage in such gear. 
  
  TechManual Errata v3.1 
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  Advanced units have the following basic communication equipment equivalency: satellites (1 ton), JumpShips (4 
  tons), WarShips and Space Stations (5 tons); rules for such units are found in Tactical Operations (satellites) and 
  Strategic Operations (JumpShips, WarShips, and Space Stations). 
  Communications equipment that a unit automatically comes with stacks with a set of additional equipment to 
  produce a total communications equipment tonnage rating. For example, a Small Craft (which receives 3 tons free) that 
  adds a set of 3 tons of communications equipment has a total communications equipment rating of 6 tons. 
  For all eligible units, a set of communications equipment must be installed in full-ton lots (to a maximum of 15 tons 
  per unit). No unit may add more than one set of communications equipment. 
  For BattleMechs and IndustrialMechs, communications equipment requires 1 critical slot per ton and must be 
  allocated to the Critical Hits Table in a contiguous series within the same location; it may be operated by 1 crewman. 
  Combat and Support Vehicles need to allocate only 1 equipment slot to the entire set, regardless of its tonnage. 
  Aerospace units may treat communications equipment like cargo, allocating the set to the Body/Fuselage location 
  without occupying weapon slots. For these units, all additional communications equipment adds 1 crewman to the 
  unit’s minimum crew needs for every ton of communications gear. 
  ProtoMechs may not mount any additional communications equipment. 
   
  Ejection Seat (p. 214) 
  Under “Game Rules” 
   
  “Ejection seats have no impact in Total Warfare. Rules for ejection will appear in Tactical Operations.” 
  Change to: 
  “Ejection seats have no impact in Total Warfare. Rules for ejection appear in Tactical Operations, p. 196.” 
   
  Light engines (p. 214) 
  Last sentence 
   
  “Spies from the Lyran Alliance reportedly stole this technology in the early 3060s,” 
  Change to: 
  “Spies from the Lyran Alliance reportedly stole this technology in the late 3050s,” 
   
  Environmental Sealing (p. 216) 
  Replace the entire entry with the following: 
   
  ENVIRONMENTAL SEALING 
  Introduced: Pre-spaceflight 
  Unlike BattleMechs, aerospace fighters, submersible vehicles and DropShips—which all incorporate this technology by 
  design—many Support Vehicles and IndustrialMechs lack the hermetic sealing to operate in toxic environments, vacuum or 
  even underwater. At an added cost in chassis mass, however, environmental sealing can be added to many of these units, 
  incorporating air tanks, filters, scrubbers and airtight sealing. 
  This process allows for the crew cabins, cockpits and critical parts to function normally in such hostile environments, 
  albeit at an increased cost. Even though environmental sealing protects the pilots and crews of units so equipped and 
  enables their parts to move properly, don’t expect the likes of a Tyron 25 internal combustion engine to function when 
  completely submerged, even with full sealing. Such engines, after all, still need to take in air to burn their fuel. Achieving full 
  functionality irrespective of environment can only be attained by vehicles and units that are not only sealed, but whose 
  engines also don’t need to breathe air (such as fuel cell, fission or fusion plants). 
   
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: BattleMechs, ProtoMechs, aerospace fighters, Small Craft, DropShips and submersible Support Vehicles 
  may not install environmental sealing (as they receive it automatically). 
  Game Rules: IndustrialMechs with environmental sealing may enter Depth 1 Water, but cannot be fully submerged 
  unless they incorporate both environmental sealing and a Fission, Fusion or Fuel Cell engine. Additional applications for 
  enviro-sealing are covered in Tactical Operations. 
  Construction Rules: IndustrialMechs must spend 10 percent of their total mass (rounded up as appropriate to the unit’s 
  core construction rules) to add environmental sealing, and must assign one critical slot per body location to the sealing 
  systems (see p. 70 under Step 2 of the IndustrialMech core construction rules). Support Vehicles may also incorporate 
  environmental sealing into their chassis design process (see pp. 122-123). 
  Environmental sealing for Combat Vehicles is covered in Tactical Operations, page 303. 
  
  TechManual Errata v3.1 
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  Escape Pod (p. 216) 
  1) Under “Unit Restrictions”, first sentence 
   
  “Only naval-based Combat and Support Vehicles (including submersibles, hydrofoils and displacement hull craft) 5 
  tons and over may use maritime escape pods.” 
  Change to: 
  “Only Naval Support Vehicles (including those featuring hydrofoil or submersible chassis modifications) 5 tons and 
  over may use maritime escape pods.” 
   
  2) Under “Game Rules” 
   
  “The use of these items will be covered in Tactical Operations.” 
  Change to: 
  “The use of these items is covered in Strategic Operations, pp. 26-27.” 
   
  Field Kitchen (p. 217) 
  Under “Game Rules” 
   
  “Its game play rules will be covered in Tactical Operations.” 
  Change to: 
  “Its game play rules are covered in Strategic Operations p. 41, under Fatigue (Outside of Game Play).” 
   
  Fire Control Systems (p. 217) 
  1) Under “Basic Fire Control”, change Introduced from “Circa 2400 (Terran Hegemony)” to “Pre-spaceflight” 
   
  2) Under “Advanced Fire Control”, change Introduced from “circa 2439 (Terran Hegemony)” to “Circa 2300 (Terran 
  Alliance)” 
   
  3) Under “Fire Control System”, change Tech Rating from “(Basic Fire Control—C; Advanced Fire Control–D)” to 
  “(Basic Fire Control—B; Advanced Fire Control—C)” 
   
  Gauss Rifle (p. 219) 
  1) Change Recovered to “3040 (Federated Commonwealth, Free Worlds League, Draconis Combine)” 
   
  2) Under “Construction Rules”, replace the first paragraph with the following: 
   
  “AP, Light, standard (Inner Sphere and Clan) and Hyper-Assault Gauss rifles may be mounted on any unit per its 
  standard weapon and equipment mounting rules. Biped OmniMechs that choose to mount a Gauss rifle in the 
  arm must remove the lower arm and hand actuator before doing so.” 
   
  3) Under “Construction Rules”, at the end of the second paragraph insert the following: 
   
  “On aerospace fighters, Heavy Gauss rifles may only be installed in the nose or tail, never the wings.” 
   
  (p. 225) 
  Change the header title “Standard Structure” to “BattleMech Structure” and replace the entry with the following: 
   
  “The first true BattleMech chassis was, of course, that used on the Terran Hegemony’s pre-Star League Mackie design. 
  Today’s standard internal structures—though they may look different from ’Mech to ’Mech—are essentially built to those 
  same centuries-old specifications: a tribute to the genius of the Mackie’s original design team.” 
   
  Combat Vehicle Structure (p. 225) 
  Change Introduced to “Circa 2470” 
   
  Laser (p. 226) 
  Second paragraph, fifth line.  Delete the following: 
   
  with large lasers appearing first on the Mackie, 
  
  TechManual Errata v3.1 
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  Standard Lasers (p. 227) 
  1) Change Introduced to “Circa 2300 (Terran Alliance [medium and small]), 2316 (Terran Hegemony [large])” 
   
  2) Change Extinct to “Circa 2850 (Clans only [medium and large])” 
   
  Lifeboat (p. 227) 
  Under “Game Rules”, second sentence 
   
  “These systems will be covered more fully in Tactical Operations.” 
  Change to: 
  “These systems are covered more fully in Tactical Operations, p. 197.” 
   
  Look-Down Radar (p. 227) 
  Under “Game Rules”, second sentence 
   
  “This system will be covered more fully in Tactical Operations.” 
  Change to: 
  “This system is covered more fully in Tactical Operations, p. 340.” 
   
  MASH Equipment (p. 228) 
  Under “Game Rules” 
   
  “Its full functionality will be covered in Tactical Operations.” 
  Change to: 
  “Its full functionality is covered in Strategic Operations, pages 169 and 187.”] 
   
  Long-Range Missiles (LRM) (p. 229) 
  Change Introduced to “2300 (Terran Alliance)” 
   
  Torpedo Launchers (p. 230) 
  1) Underneath the title insert the following: “Introduced: 2380 (Terran Hegemony)” 
   
  2) Third sentence 
   
  “The standard short-range torpedo (SRT) or long-range torpedo (LRT) launcher can only function at water depths 
  of six meters or more, and their munitions cannot be swapped out for standard missiles because of physical 
  differences in the launch mechanisms.” 
  Change to: 
  “The standard short-range torpedo (SRT) and long-range torpedo (LRT) launchers’ munitions cannot be swapped 
  out for standard missiles because of physical differences in the launch mechanisms.” 
   
  Missile Munitions (p. 230) 
  Remove the “Flare LRMs” and “Incendiary LRMs” entries entirely.  
   
  Missile (p. 231) 
  1) Under “Unit Restrictions” 
   
  “ProtoMechs may not mount ATMs, MMLs, MRMs or rocket launchers” 
  Change to: 
  “ProtoMechs may not mount ATMs, MMLs, MRMs, rocket launchers or Single-Shot (OS) Missile Launchers” 
   
  2) Under “Construction Rules”, insert the following: 
   
  “Only standard LRM and SRM launchers may be installed as Torpedo Launchers. Only Torpedo Launchers may fire 
  Torpedoes.” 
   
   
  
  TechManual Errata v3.1 
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  Paramedic Equipment (p. 233) 
  1) Under “Unit Restrictions” 
   
  “ProtoMechs may not mount paramedic equipment.” 
  Change to: 
  “Only IndustrialMechs, Combat Vehicles and Support Vehicles may install Paramedic Equipment.” 
   
  2) Under “Game Rules”, second sentence 
   
  “Its use will be expanded upon in Tactical Operations and CBT: RPG Revised.” 
  Change to: 
  Its use is expanded upon in Strategic Operations, p. 176.” 
   
  3) Under “Construction Rules”, first and second sentences 
   
  Delete “Combat Vehicles” from the first line. 
   
  Extended-Range (ER) PPC (p. 233) 
  Change Introduced to “2751 (Terran Hegemony)” 
   
  Snub-Nose PPC (p. 233) 
  1) Change Introduced to “2784 (Terran Hegemony)” 
   
  2) Underneath “Introduced”, insert “Extinct: 2790” 
   
  3) Underneath “Extinct”, insert “Recovered: 3067 (Draconis Combine)” 
   
  Pintle Mount (p. 235) 
  1) Under “Unit Restrictions” 
   
  “Pintle mounts may only be used by ground-based Combat and Support Vehicles (those using a Wheeled, 
  Tracked, Hover or WiGE motive system), Combat and Support VTOLs, and Airship Support Vehicles.” 
  Change to: 
  “Pintle mounts may be used by any Small Support Vehicle, except those of the Fixed-Wing or Naval motive 
  types.” 
   
  2) Under “Game Rules”, replace the entire entry with the following: 
   
  “Pintle mounts provide a 180-degree firing arc for any equipment mounted on the vehicle’s sides. Pintles—and 
  the equipment mounted on them—may not operate if the unit’s engine is shut down or the crew/pilot is 
  otherwise incapable of acting.” 
   
  3) Under “Construction Rules”, first and second sentences 
   
  “Pintles may not be used to mount heavy weapons (those weighing 0.5 tons or more), nor may they mount armor 
  as a turret. The weight of a pintle mount is equal to 5 percent of the weight of all weapons and equipment 
  (excluding ammunition) mounted in the pintle, rounded up to the nearest kilogram for Small-size Support 
  Vehicles, or to the nearest half-ton for all other applicable unit types.” 
  Change to: 
  “Pintles may not be used to mount heavy weapons (see p. 20), nor may they mount armor as a turret. The weight 
  of a pintle mount is equal to 5 percent of the weight of all weapons and equipment (excluding ammunition) 
  mounted in the pintle, rounded up to the nearest kilogram.” 
   
  4) At the bottom of the Pintle Mount box, insert “Game Rules: Total Warfare, p. 206”, aligned right. 
   
   
   
  
  TechManual Errata v3.1 
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  Plasma Cannon/Plasma Rifle (p. 235) 
  1) Under “Unit Restrictions” 
   
  “ProtoMechs may not carry plasma weapons.” 
  Change to: 
  “None.” 
   
  2) Under “Construction Rules”, second sentence 
   
  “On Combat and Support Vehicles, plasma weapons are treated as energy weapons,” 
  Change to: 
  “On ProtoMechs, as well as Combat and Support Vehicles, plasma weapons are treated as energy weapons,” 
   
  Power Amplifiers (p. 235) 
  1) Change Introduced to “Circa 2300 (Terran Alliance)” 
   
  2) Under “Unit Restrictions” 
   
  “Only Combat and Support Vehicles and fighter units using non-fusion/non-fission engine types may install power 
  amplifiers.” 
  Change to: 
  “Only units with energy weapons and using non-fusion/non-fission engine types may install power amplifiers.” 
   
  3) Under “Construction Rules”, second sentence 
   
  “The rules appear on p. 107 for Combat Vehicles, p. 136 for Support Vehicles and p. 194 for fighters.” 
  Change to: 
  “The rules appear on p. 74 for IndustrialMechs, p. 107 for Combat Vehicles, p. 137 for Support Vehicles, and p. 
  195 for conventional fighters.” 
   
  Quarters/Seating (p. 236) 
  Under “Construction Rules”, add the following entry to the table, between “Quarters, 1st Class” and “Seat, Pillion”: 
   
  “Seat, Combat Crew … 0.5 tons … 1 … 1 person crew station (extra)” 
   
  Remote Sensor Dispenser (p. 236) 
  1) Under “Introduced”, change “Pre-spaceflight” to “Early spaceflight” 
   
  2) Under “Game Rules” 
   
  “The remote sensor dispenser has no impact in Total Warfare; its use will be covered in Tactical Operations.” 
  Change to: 
  “The remote sensor dispenser has no impact in Total Warfare; its use is covered in Tactical Operations, p. 375.” 
   
  3) Under “Construction Rules” 
   
  “Any unit with cargo space may devote tonnage to additional remote sensors as “ammo” at a rate of 30 sensors 
  per half-ton.” 
  Change to: 
  “Every Remote Sensor Dispenser has a fixed payload of 30 sensors and cannot be equipped with additional 
  remote sensor “ammo”.” 
   
   
   
   
   
  
  TechManual Errata v3.1 
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  Retractable Blade (p. 237) 
  Under “Construction Rules”, after the first paragraph, insert the following: 
   
  “Retractable Blades may only be mounted in a ’Mech’s arms. Installing a Retractable Blade does not require a hand 
  actuator to be located in the same arm, but arms intended to use a Retractable Blade must have shoulder, upper and 
  lower arm actuators.” 
   
  Searchlight (p. 237) 
  Under “Game Rules”, second sentence 
   
  “Their effect in game play will be detailed in Tactical Operations.” 
  Change to: 
  “Their effect in game play is detailed in Tactical Operations, page 57.” 
   
  Sword (p. 237) 
  Under “Construction Rules”, second paragraph, second sentence 
   
  “A sword’s weight (in tons) is equal to the ’Mech’s tonnage, divided by 20 (rounded up to the nearest whole number).” 
  Change to: 
  “A sword's weight (in tons) is equal to the ’Mech’s tonnage, divided by 20 (rounded up to the nearest half-ton).” 
   
  Target Acquisition Gear (TAG) (p. 238) 
  1) Under “Recovered”, change “3033 (Federated Suns)” to “3044 (Federated Commonwealth)” 
   
  2) Second paragraph, second sentence 
   
  Lost during the early Succession Wars, this technology was finally recovered in the early 3030s by the Federated 
  Suns, which began fielding the resurrected TAGs to assist in the targeting of laser-guided bombs.] 
  Change to: 
  Lost during the early Succession Wars, this technology was finally recovered by the Federated Suns, which began 
  fielding the resurrected TAGs to assist in artillery targeting. 
   
  Targeting Computer (p. 238) 
  Under “Construction Rules”, second paragraph, first sentence 
   
  “The weight of a targeting computer is based on the weight of all direct-fire, non-missile heavy weapons (not counting 
  machine guns, flamers or TAG systems) used by the unit.” 
  Change to: 
  “The weight of a targeting computer is based on the weight of all non-missile heavy weapons of the pulse and/or direct-
  fire Types (not counting machine guns, flamers or TAG systems) used by the unit.” 
   
  Transport Bays (p. 239) 
  1) Change Introduced to “Varies” 
   
  2) Under “Unit Restrictions”, replace the entire entry with the following:  
   
  “BattleMechs may only carry Standard, Liquid, or Insulated Cargo Bays; IndustrialMechs may only carry Standard, 
  Liquid, Insulated, or Container Cargo Bays; ProtoMechs may not carry Transport Bays of any kind.” 
   
  3) * Under “Construction Rules”, last paragraph, first sentence 
   
  The weight, equipment slot space (if any) and capacity for all transport bay types are shown in the 
  Quarters/Seating Table below. 
  Change to: 
  The weight, equipment slot space (if any) and capacity for all transport bay types are shown in the table below. 
   
   
  
  TechManual Errata v3.1 
  Page 22 of 40 
   
   
  4) Under “Construction Rules”, at the end of the last paragraph insert the following: 
   
  However, crew for the unit carrying the bay cannot be housed in those bays. 
   
  Transport Bay Table (p. 239) 
  This ruling has changed from previous errata versions. 
  Replace the existing table and footnotes with the following: 
   
  TRANSPORT BAY TYPE 
  WEIGHT 
  EQUIPMENT SLOT SPACE 
  CAPACITY 
  TOTAL BAY PERSONNEL 
  Cargo, Container 
  10 tons 
  1 per container (‘Mech or Vehicle) 
  10 tons per container 
  NA 
  Cargo, Standard 
  Variable 
  1 per ton (‘Mech)* / 1 (Vehicle) 
  Weight x 1.0 (Bulk Items) 
  NA 
  Cargo, Liquid 
  Variable 
  1 per ton (‘Mech)* / 1 (Vehicle) 
  Weight x 0.91 (Fluid Items) 
  NA 
  Cargo, Insulated or Refrigerated 
  Variable 
  1 per ton (‘Mech)* / 1 (Vehicle) 
  Weight x 0.87 (Fluid/Bulk Items) 
  NA 
  Cargo, Livestock 
  Variable 
  NA (‘Mech) / 1 (Vehicle) 
  Weight x 0.83 (Animals) 
  NA 
  Infantry Compartment (All)† 
  Variable 
  NA (‘Mech) / 1 (Vehicle) 
  Weight x 1.0 (Infantry or Battle Armor) 
  NA 
  Infantry Bay, Foot 
  5 tons 
  NA (‘Mech) / 1 (Vehicle)** 
  28 troopers (Foot Infantry) 
  28 (IS), 25 (C) 
  Infantry Bay, Jump 
  6 tons 
  NA (‘Mech) / 1 (Vehicle)** 
  21 troopers (Jump Infantry) 
  21 (IS), 20 (C) 
  Infantry Bay, Motorized 
  7 tons 
  NA (‘Mech) / 1 (Vehicle)** 
  28 troopers (Motorized Infantry) 
  28 (IS), 25 (C) 
  Infantry Bay, Mechanized 
  8 tons 
  NA (‘Mech) / 1 (Vehicle)** 
  5-7 troopers (Mechanized) 
  7 (IS), 5 (C) 
  Battle Armor Bay (IS) 
  8 tons 
  NA (‘Mech) / 1 (Vehicle)** 
  4 Battle Armor Troopers 
  6 
  Battle Armor Bay (Clan) 
  10 tons 
  NA (‘Mech) / 1 (Vehicle)** 
  5 Battle Armor Troopers 
  6 
  Battle Armor Bay (IS) 
  12 tons 
  NA (‘Mech) / 1 (Vehicle)** 
  6 Battle Armor Troopers 
  6 
  ‘Mech (per Cubicle) 
  150 tons 
  NA (‘Mech) / 1 (Vehicle) 
  1 BattleMech or IndustrialMech 
  2 
  Fighter (per Cubicle) 
  150 tons 
  NA (‘Mech) / 1 (Vehicle) 
  1 aero unit (up to 100 tons) 
  2 
  ProtoMech (per 5 Cubicles) 
  50 tons 
  NA (‘Mech) / 1 (Vehicle) 
  5 ProtoMechs 
  6 
  Small Craft (per Cubicle) 
  200 tons 
  NA (‘Mech) / 1 (Vehicle) 
  1 aero unit (up to 200 tons) 
  5 
  Vehicle, Light (per Cubicle) 
  50 tons 
  NA (‘Mech) / 1 (Vehicle) 
  1 Vehicle (up to 50 tons) 
  5 
  Vehicle, Heavy (per Cubicle) 
  100 tons 
  NA (‘Mech) / 1 (Vehicle) 
  1 Vehicle (up to 100 tons) 
  8 
  Vehicle, Superheavy (per Cubicle) 
  200 tons 
  NA (‘Mech) / 1 (Vehicle) 
  1 Vehicle (up to 200 tons) 
  15 
   
  * Round up to the nearest whole number. 
  ** All infantry bays of the same type on a Combat or Support Vehicle may be combined into a single, unified corresponding infantry bay slot. 
  † Cannot be mounted on DropShips, Airships (over 301 tons), Naval (over 301 tons), Mobile Structures and Advanced Aerospace units. 
   
  Table Reference: Weapons and Equipment (Industrial, pp. 344-345) 
  Game Rules: Total Warfare p. 261 (Cargo), p. 89 (Carrying Units) and pp.  
  213-214 (infantry formation sizes) 
   
  Bridgelayer (Light, Medium, Heavy) (p. 242) 
  1) Second paragraph, replace the second, third, and fourth sentences with the following: 
   
  “Light bridgelayers weigh 1 ton and can support up to 16 tons of weight at full extension. Medium ’layers weigh 2 
  tons and can support up to 40 tons of traffic. And Heavy ’layers can support up to 90 tons of personnel and 
  equipment on their 6-ton frames.” 
   
  2) Under “Construction Rules”, last sentence 
   
  “’Mech units may mount bridgelayers in the Left and Right Torso locations only (with a forward facing).” 
  Change to: 
  “’Mech units may mount bridgelayers in torso locations only (with a forward facing).” 
   
  Extended IndustrialMech Fuel Tanks (p. 244) 
  Change the name of the entry to “Extended Fuel Tanks”, and replace the entire entry with the following: 
   
  EXTENDED FUEL TANKS 
  Introduced: Circa 2300 (Terran Alliance) 
  The concept of the extended fuel tank is hardly new, but entered widespread use in the days of pre-myomer, ICE-driven 
  IndustrialMechs, when those walking monstrosities chugged away entire liters of fossil fuels every minute. Today’s far more 
  efficient engines have made great strides—no pun intended—since those days, but even so, fuel remains the limiting factor 
  for all non-fusion/non-fission units. 
  Using the same basic technology as the external hardpoints described later for aircraft units—but mounted internally to 
  protect the reserves of volatile chemicals or fuels—extended fuel tanks (available for ICEs and fuel cell engines) vastly 
  improve a unit’s basic operating range, depending on how many are installed. In the case of most internal combustion 
  engines, a single tank weighing one tenth as much as the engine itself can add about 600 kilometers’ worth of mobility, 
  doubling its effective range. Matching such capabilities point by point, fuel cell-powered units gain about 450 extra 
  kilometers for the equivalent ratio of added tanks, which also effectively doubles their stamina in the field. 
  
  TechManual Errata v3.1 
  Page 23 of 40 
   
   
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: Only IndustrialMechs and Combat Vehicles with ICEs or Fuel Cell engines may install extended fuel 
  tanks. 
  Game Rules: Each filled or partially filled extended fuel tank is treated as an ammo bin in combat, and will explode for 40 
  points per ton of tank if it suffers a critical hit (regardless of whether or not the unit is shut down or the pilot is conscious). 
  Fuel consumption is not measured in Total Warfare game play; this aspect of play is covered in Strategic Operations (p. 35). 
  Construction Rules: Each extended fuel tank adds up to 600 kilometers of operating range for ICEs, or up to 450 
  kilometers of range for Fuel Cell engines, and weighs 10 percent of the unit’s engine weight (rounded up to the nearest half 
  ton). There is no special limit to the number of tanks that may be added. 
  For ’Mechs, the number of critical spaces occupied by an extended fuel tank is equal to the tank’s tonnage (rounded up); 
  these critical spaces can only be located in the Torso locations. For Combat Vehicles, an extended fuel tank occupies one slot 
  (regardless of its weight), which must be placed in the Body. 
   
  Refueling Drogue/Fluid Suction System (p. 247) 
  1) Under “Unit Restriction”, last sentence 
   
  “BattleMechs and ProtoMechs may not mount a fluid suction system.” 
  Change to: 
  “BattleMechs, ProtoMechs and DropShips may not mount a fluid suction system.” 
   
  2) Under “Game Rules”, first sentence 
   
  “Refueling drogues and fluid suction systems have no impact in Total Warfare; their use will be covered in Tactical 
  Operations.” 
  Change to: 
  “Refueling drogues and fluid suction systems have no impact in Total Warfare; their use is covered in on pages 35 
  and 42 of Strategic Operations, respectively.” 
   
  3) Under “Construction Rules”, first sentence 
   
  Delete the first sentence (“Refueling drogues may only be mounted in”…) 
   
  Salvage Arm (p. 248) 
  1) Change Introduced to “2415 (Terran Hegemony)” 
   
  2) Under “Game Rules” 
   
  “The salvage arm has no effect in Total Warfare game play. Its use will be described more fully in Tactical 
  Operations.” 
  Change to: 
  “The salvage arm has no effect in Total Warfare game play. Its uses are described more fully in Tactical 
  Operations (p. 213) and Strategic Operations (pp. 171, 191).” 
   
  3) Under “Construction Rules”, delete “bulldozer”. 
   
  Sprayer/Light Fluid Suction System (p. 249) 
  1) Under “Unit Restrictions”, first sentence 
   
  As they may not mount internal cargo, BattleMechs and ProtoMechs may not mount sprayers or light fluidsuction 
  systems. 
  Change to: 
  As they may not mount internal cargo, ProtoMechs may not mount sprayers or light fluid suction systems. 
   
  2) Under “Unit Restrictions”, at the end of the paragraph insert the following: 
   
  “Aerospace units are also prohibited from mounting Sprayer/Light Fluid Suction Systems.” 
   
  
  TechManual Errata v3.1 
  Page 24 of 40 
   
   
  Active Probe (p. 252) 
  1) Change Introduced to “2900 (Clan Smoke Jaguar); 3050 (Federated Commonwealth)” 
   
  2) Flavour text, last sentence 
   
  “Incorporating strong yet portable thermal and radar sensors, the Inner Sphere model can accurately spot hidden 
  units at 120 meters, while the Clan version is good out to 150 meters.” 
  Change to: 
  “Incorporating strong yet portable thermal and radar sensors, both the Inner Sphere and Clan models can 
  accurately spot hidden units out to 90 meters.” 
   
  Mimetic (p. 253) 
  First paragraph, last sentence 
   
  “Most effective when the suit is motionless, mimetic armor also features an impressive ECM and IR baffling capability that 
  makes targeting a squad of troopers so equipped nearly impossible, especially if they move quite slowly.” 
  Change to: 
  "Most effective when the suit is motionless, mimetic armor also features limited ECM and IR baffling capabilities that 
  enhances the armor's visual camouflage, making targeting a squad of troopers so equipped nearly impossible, especially if 
  they move slowly." 
   
  Cutting Torch (p. 254) 
  Change Introduced to “Early spaceflight” 
   
  Fuel Tank (p. 255) 
  1) Change Introduced to “2744 (Terran Hegemony)” 
   
  2) Below this line, insert two new lines: “Extinct: 2781”, followed by “Recovered: 3051 (Federated Commonwealth)” 
   
  3) Under “Game Rules” 
   
  “Fuel has no effect in Total Warfare game play. The impact of fuel tanks in campaign and role-playing settings will 
  be covered in future sources.” 
  Change to: 
  “Fuel consumption has no effect in Total Warfare game play. When converting battle armor for use in zero-g 
  operations (see Strategic Operations pp. 24-25), each fuel tank adds 40 points to the unit's fuel amount.” 
   
  Grenade Launcher (p. 256) 
  1) Change Introduced to “3050 (Federated Commonwealth)” 
   
  2) Under “Tech Base” 
   
  Inner Sphere (Micro and Standard); Clan (Standard only) 
  Change to: 
  Inner Sphere (Micro and Heavy); Clan (Heavy only) 
   
  Machine Gun (p. 258) 
  Change Introduced to “Varies” 
   
  Modular Equipment Adaptor (p. 260) 
  First paragraph, last sentence 
   
  Delete “or adaptation-enhanced manipulator weighing up to three times as much” 
   
   
  
  TechManual Errata v3.1 
  Page 25 of 40 
   
   
  Mine Dispenser (p. 260) 
  Delete this entire entry. 
   
  Rocket Launchers (p. 261) 
  Change Introduced to “3050 (Federated Commonwealth)” 
   
  Missile Launchers (p. 262) 
  Under “Missile Munitions”, “Multi-Purpose Missiles”, delete the following text: 
   
  “The drawback, of course, is weight. Weighing in at double the mass of a comparable short- or long-range missile, multi-
  purpose warheads can limit a battle armor’s options for secondary equipment just to have the capability of striking 
  submerged targets in the relatively unlikely event of subsurface combat.” 
   
  Modular/Turret Mounts (p. 262) 
  1) Under “Construction Rules”, third paragraph, third sentence 
   
  “An entry of “As Location” under Capacity means that all slots remaining in the mount’s location (after those 
  occupied by the mount itself or any gear placed there before the mount was installed) are considered part of the 
  modular mount.” 
  Change to: 
  “An entry of “As Location” under Capacity means that all slots remaining in the mount’s location (after those 
  occupied by the mount itself or any gear placed there before the mount was installed) are considered part of the 
  mount.” 
   
  2) Under “Construction Rules”, third paragraph, last sentence 
   
  “In another example, an 80 kg configurable turret—with a Capacity of 4—has a set limit of 4 slots for its mount, 
  and occupies 2 more slots for the mount itself ).” 
  Change to: 
  “In another example, an 80 kg configurable turret—with a Capacity of 4—has a set limit of 4 slots in its mount, 
  but only occupies 2 slots in the suit for the mount itself).” 
   
  3) Under “Construction Rules”, last paragraph, last sentence 
  This ruling has changed from previous errata versions. 
   
  “AP weapon mounts may only accommodate AP-scale light and medium weapons (see Weapons, Anti-Personnel, 
  p. 271).” 
  Change to: 
  “AP weapon mounts may only accommodate Standard-type conventional infantry weapons (see the Conventional 
  Infantry Weapons and Equipment Table, pp. 349-351). All other mount types described herein can also 
  accommodate non-weapon items: see Modular Technology on p. 171 for details.” 
   
  4) Table, “Modular Mount Type” column 
   
  Change the name of this column from “Modular Mount Type” to “Mount Type” 
   
  5) Table, “Mount Type” column 
   
  “Modular Turret Mount” 
  Change to: 
  “Standard Turret Mount” 
   
  6) Table, “Mount Type” column 
   
  “Modular Turret Mount (Configurable)” 
  Change to: 
  “Configurable Turret Mount” 
  
  TechManual Errata v3.1 
  Page 26 of 40 
   
   
  7) Table 
   
  Under “Anti-Personnel Weapon Mount”, change Capacity (Slots Available) from “As Location” to “1” 
   
  Modular/Turret Mounts (p. 263) 
  Last paragraph, last sentence 
   
  Delete “Like the standard MWM, AP weapon mounts are limited only by the maximum weight of the suit and the mass 
  and bulk of the weapons and ammo to be carried.” 
   
  Mortar (p. 263) 
  Change Introduced to “3057 (Lyran Alliance)” 
   
  Parafoil (p. 266) 
  1) Under “Game Rules” 
   
  “The parafoil has no impact in Total Warfare game play. This equipment’s function will be covered more fully in 
  Tactical Operations.” 
  Change to: 
  “Battle armor units equipped with parafoils as well as jump jets benefit from greater control in atmospheric 
  drops.  These drops are not an option in Total Warfare game play, but the combination of parafoils and jump jets 
  gives a -2 bonus to the Landing Roll as described under Atmospheric Drops, pp. 22-23 of Strategic Operations.” 
   
  2) Under “Construction Rules”, after the first sentence insert the following: 
   
  “It may only be mounted in the Body location.” 
   
  Long Range Missile (LRM) Launchers (p. 267) 
  Second paragraph, first sentence 
   
  Strangely, even though battle armor LRMs are possible, as of this writing, those suits that carry an LRM are little more 
  than test beds and one-off variants; no production armor yet exists that mounts an LRM. [Note: The FedSuns’ much-
  anticipated Hauberk battle armor, which sports a five-tube LRM, began development almost a year after Professor 
  Habeas’ death, and didn’t hit the field en masse until April of 3070. –EB] 
  Change to: 
  Clan Goliath Scorpion’s Undine battle armor, which sports a single-shot five-tube LRM launcher, was the first to 
  widespread production, debuting in 3059. 
   
  Advanced Short Range Missile Launcher (p. 267) 
  1) Introduced: 3058 (Clan Hell’s Horses) 
  Change to: 
  Introduced: 3056 (Clan Hell’s Horses) 
   
  2) First sentence 
   
  A recent advance in battlesuit SRM technology, the so-called advanced SRM debuted in 3058 with Clan Hell’s 
  Horses’ Gnome-class battle armor. 
  Change to: 
  A recent advance in battlesuit SRM technology, the so-called advanced SRM debuted in 3056 with Clan Hell’s 
  Horses’ Gnome-class battle armor. 
   
   
   
   
   
   
  
  TechManual Errata v3.1 
  Page 27 of 40 
   
   
  Remote Sensor Dispenser (p. 268) 
  1) Change Introduced to “3050 (Federated Commonwealth)” 
   
  2) Under “Game Rules” 
   
  “This equipment has no impact on Total Warfare standard rules play. Its effects will be described in detail in 
  Tactical Operations.” 
  Change to: 
  “This equipment has no impact on Total Warfare standard rules play. Its effects are described in detail in Tactical 
  Operations, p. 375.” 
   
  3) Under “Construction Rules”, at the end of the section insert the following sentence: 
   
  “The battle armor-grade Remote Sensor Dispenser has a fixed payload of 6 sensors, and cannot be equipped with 
  additional remote sensor “ammo”.” 
   
  Squad Support Weapon (p. 270) 
  1) Under “Construction Rules”, first paragraph, second sentence 
   
  “This percentage is 50 for Inner Sphere squads, 40 for Clan Points.” 
  Change to: 
  “This amounts to 50 percent of weapon weight for battle armor with an Inner Sphere technology base, 40 for 
  Clan.” 
   
  2) Under “Construction Rules”, append the following line to the end of the second paragraph: 
   
  “Though only one suit in a squad actually has the weapon, a squad support weapon mount always counts as one 
  of a suit’s allowable anti-’Mech weapons.” 
   
  3) Under “Construction Rules”, insert the following new paragraph at the end of the section: 
   
  This mount can accommodate non-weapon items: see Modular Technology on p. 171 for details.” 
   
  Weapons, Anti-Personnel (p. 271) 
  1) Under “Medium Weapons”, end of paragraph, insert the following: 
  This ruling has changed from previous errata versions. 
   
  “As such you will only see these unconverted Medium class weapons used by “hand” with suits equipped with 
  armored glove(s) and then only weapons not requiring a crew to operate.” 
   
  2) Under “Game Rules”, second paragraph 
   
  “The rules in Total Warfare presume the battlesuit is mounting a standard rifle as an AP weapon. At the 
  designer’s option, the damage, ranges and to-hits of alternative anti-personnel weapons types may be found in 
  accordance with Step 2 of the Conventional Infantry core construction rules (starting on p. 148).” 
  Change to: 
  “The rules on p. 218, Total Warfare presume the battlesuit is mounting a single Auto-Rifle as an AP weapon. At 
  the players’ option, the damage, ranges and to-hits of alternative anti-personnel weapons types may be found in 
  accordance with Step 2 of the Conventional Infantry core construction rules (starting on p. 148).” 
   
  3) Under “Construction Rules”, replace the entire entry with the following: 
   
  “The anti-personnel weapon mount (see Modular/Turret Mounts, p. 262) carries Standard-type conventional 
  infantry weapons. In addition, a humanoid suit equipped with at one or more armored glove manipulators (see 
  Manipulators, pp. 259-260) may carry any non-Melee conventional infantry weapon with a crew requirement of 
  less than 2.  In either case, the weight of these weapons and any ammunition required is never counted towards 
  a battlesuit’s weight limits.” 
  
  TechManual Errata v3.1 
  Page 28 of 40 
   
   
  Conventional Infantry Weapons (p. 273) 
  Under “Construction Rules”, replace the second paragraph with the following: 
   
  “Under these construction rules conventional infantry weapon and ammunition weights need not be tracked. These 
  values appear on the Conventional Infantry Weapons and Equipment table as a means of tracking such weight values for 
  infantry weapons mounted on Small Support Vehicles (see Light Weapons and Heavy Weapons, p. 271).” 
   
   
  Costs and Availability 
  Rounding (p. 274) 
  Under “Rounding”, replace the first paragraph with the following: 
   
  “All costs computed in TechManual must not be rounded until the end of the calculations process, after applying any 
  final cost multipliers. At that point, costs should be rounded up to the nearest .01 C-bill.” 
   
  Conventional Infantry Costs example text (p. 276) 
  Third sentence 
   
  “After consulting the Conventional Infantry Costs Table,” 
  Change to: 
  “After consulting the Conventional Infantry Weapons costs table (pp. 298-301),” 
   
  BattleMech and IndustrialMech Structural Cost and Availability (Cont) (p. 278) 
  1) Under “Jump Jets” , “Standard”, “Cost (in C-bills)” 
   
  “200 x (Number of Jump Jets)2 x Unit Tonnage” 
  Change to: 
  “200 x (Number of Jump Jets)² x Unit Tonnage” 
   
  2) Under “Jump Jets” , “Improved”, “Cost (in C-bills)” 
   
  “500 x (Number of Jump Jets)2 x Unit Tonnage” 
  Change to: 
  “500 x (Number of Jump Jets)² x Unit Tonnage” 
   
  3) Under “MASC” , “Cost (in C-bills)” 
   
  “1,000 x Engine Tonnage x MASC Tonnage” 
  Change to: 
  “1,000 x Engine Rating x MASC Tonnage” 
   
  4) Under “Heat Sinks” 
   
  Change the Tech Rating for both Standard Heat Sink entries from “D” to “C” 
   
  ProtoMech Structural Costs and Availability (p. 279) 
  1) Under “Jump Jets”, “Cost (in C-bills)” 
   
  “200 x (Number of Jump Jets)2 x Unit Tonnage” 
  Change to: 
  “200 x (Number of Jump Jets)² x Unit Tonnage” 
   
  2) Under “Jump Jets”, insert the following: 
   
  “ProtoMech Myomer Booster           (1,000 x Engine Rating x Booster Tonnage)     F       X-X-F” 
   
   
  
  TechManual Errata v3.1 
  Page 29 of 40 
   
   
  Combat Vehicle Costs and Availability (p. 279) 
  Under Component, change the Tech Rating for both Heat Sink entries from “D” to “C” 
   
  Support Vehicle Structural Costs and Availability (p. 280) 
  Footnotes 
   
  “*The base Tech Rating for Support Vehicle Motive Systems, Chasses, Engines, and Armor are determined in the Core 
  Construction process (starting on p. 116)” 
  Change to: 
  “*The base Tech Rating and Availability Ratings for Support Vehicle Motive Systems, Chassis, Engines and Armor are 
  determined in the core construction process (starting on p. 116)” 
   
  Battle Armor Structural Costs and Availability (p. 281) 
  1) Under “Armor (per Armor Point)”, change the Availability for “Stealth, Standard” from “(X-X-E)” to “(F-X-E)” 
   
  2) Under “Armor (per Armor Point)”, change the Tech Rating for “Fire Resistant” from “E” to “F” 
   
  Base Conventional Infantry Costs and Availability (p. 282) 
  Under “Component”, change “Anti-’Mech Training” to “Anti-’Mech Training and Equipment” 
   
  Aerospace Unit Costs and Availability (p. 283) 
  1) Under “Avionics”, change the Tech Rating from “B” to “C “ 
   
  2) Under “Heat Sinks”, “Standard”, change the Tech Rating from “D” to “C” 
   
  Final Unit Costs (p. 284) 
  Second paragraph, last sentence 
   
  “Once applied, the unit’s final cost may be rounded as indicated under Basic Cost Calculations (see p. 284).” 
  Change to: 
  “Once applied, the unit’s final cost may be rounded as indicated under Basic Cost Calculations (see p. 274).” 
   
  Final Unit Cost Formulas Table, Support Vehicles (p. 285) 
  After “Naval (All)”, insert the following: 
   
  “WiGE: … (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 [Total Tonnage ÷ 25])” 
   
  Clan Ratings (p. 286) 
  First paragraph, last sentence 
   
  “For units constructed with a Clan Tech Base, the following guidelines apply:” 
  Change to: 
  “For units constructed with a Clan Tech Base, the following guidelines apply to equipment entries shared with the Inner 
  Sphere:” 
   
  Clan Ratings (p. 287) 
  First paragraph, first sentence 
   
  (such as standard autocannons, which went extinct for the Clans in the 2820s), 
  Change to: 
  (such as standard autocannons, which went extinct for the Clans in the 2850s), 
   
  Heavy Weapons and Equipment (p. 290) 
  1) Under “LB-10X”, change Introduced (Affiliation) to “2595 (TH) / 2824 (CWF)” 
   
  2) Under “Ultra AC/5”, change Introduced (Affiliation) to “2640 (TH) / 2825 (CMN)” 
   
  3) Under “Gauss Rifle”, change Introduced (Affiliation) to “2590 (TH) / 2828 (CBR)” 
  
  TechManual Errata v3.1 
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  4) Under “Machine Gun”, change Introduced (Affiliation) to “PS / 2825 (CDS)” 
   
  5) Under “Flamer”, change Introduced (Affiliation) to “2025 (WA) / 2827 (CFM)” 
   
  Heavy Weapons and Equipment (Cont) (p. 291) 
  1) Under “ER Large Laser”, change Introduced (Affiliation) to “2620 (TH) / 2823 (CNC)” 
   
  2) Under “Small Laser”, change Introduced (Affiliation) to “2300 (TA) / —” 
   
  3) Under “Medium Laser”, change Introduced (Affiliation) to “2300 (TA) / —” and change Extinction to “— / 2850” 
   
  4) Under “Large Laser”, change Extinction to “— / 2850” 
   
  5) Under “Small Pulse Laser”, change Introduced (Affiliation) to “2609 (TH) / 2829 (CGB)” 
   
  6) Under “Medium Pulse Laser”, change Introduced (Affiliation) to “2609 (TH) / 2827 (CJF)” 
   
  7) Under “Large Pulse Laser”, change Introduced (Affiliation) to “2609 (TH) / 2824 (CCY)” 
   
  8) Under “ER PPC”, change Introduced (Affiliation) to “2751 (TH) / 2826 (CSR)” 
   
  9) Under “Snub-Nose PPC”, change Availability from “(X-X-F)” to “(F-X-F)” 
   
  10) Under ”LRM 5” and ”LRM 10”, change Introduced (Affiliation) to “2300 (TA) / 2824 (CCY)” 
   
  11) Under ”LRM 15” and ”LRM 20”, change Introduced (Affiliation) to “2315 (TH) / 2824 (CCY)” 
   
  12) Under ”SRM 2”, ”SRM 4”, and “SRM 6”, change Introduced (Affiliation) to “2370 (TH) / 2824 (CCC)” 
   
  13) Under “Streak SRM 2”, change Introduced (Affiliation) to “2647 (TH) / 2822 (CSA)” 
   
  14) Under “Torpedo (LRM, SRM only)”, change Introduced (Affiliation) to “2380 (TH) / 2824 (CCY)” 
   
  15) Under “One-Shot**”, add “†” and change Reintroduced (Affiliation) from “NA / NA” to “3030 (FW) / —” 
   
  16) Under “Anti-Missile System”, change Introduced (Affiliation) to “2617 (TH) / 2831 (CBS)” 
   
  17) Under “Active Probe (Beagle)”, change Introduced (Affiliation) to “2576 (TH) / 2832 (CGS)” 
   
  Heavy Weapons and Equipment (Cont) (p. 292) 
  1) Above the “CASE” entry insert the following new table entry: 
   
  Active Probe (Light) 
  50,000 
  (X-X-E) 
  — / 2900 (CSJ) 
  — / — 
  NA / NA 
   
  2) Under “CASE”, change Introduced (Affiliation) to “2476 (TH) / 2825 (CCY)” 
   
  3) Under “ECM Suite (Guardian)”, change Introduced (Affiliation) to “2597 (TH) / 2832 (CJS)” 
   
  4) After Machine Gun Array, insert the following new table entry: 
   
  Omni Technology†† 
  NA    
  (X/E/E) 
  3052 (IS) / 2854 (Clan) — / —    — / — 
   
  5) Under “Narc Missile Beacon”, change Introduced (Affiliation) to “2587 (TH) / 2828 (CHH)” 
   
  6) Under “TAG”, change Reintroduced (Affiliation) from “3033 (FS) / NA” to “3044 (FC) / NA” 
   
  7) Under “Light TAG”, change Introduced (Affiliation) to “— / 3054 (CWF)” 
   
  8) Under “Capital Missiles”, change Availability for the Killer Whale, White Shark, and Barracuda from “X-X-F” to “D-
  X-D” 
   
  9) Under “Capital Missiles”, change Introduced (Affiliation) for the Killer Whale, White Shark, and Barracuda from 
  “ES” to “2305”.  Change Introduced (Affiliation) for the AR-10 Launcher from “ES” to “2550”. 
   
  10) At the end of the table, insert a new footnote: 
   
  “†† Note: this is Omni technology, NOT just OmniMechs specifically.” 
   
  
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  Industrial Equipment (p. 292) 
  1) Under “Ejection Seat (IndustrialMech)”, change Availability from “(D-E-F)” to “(D-E-E)” 
   
  2) Under “Extended Fuel Tanks (per ton)”, change Introduced (Affiliation) to “ca 2300 (TA) / —” 
   
  Industrial Equipment (Cont) (p. 293) 
  1) Change the name of the “Fire Control” entry to “Fire Control Systems” 
   
  2) Under “Fire Control”, “Basic (SV)”, change Introduced (Affiliation) from “2400 (TH) / —” to “PS / —” 
   
  3) Under “Fire Control”, “Advanced (SV)”, change Introduced (Affiliation) from “2400 (TH) / —” to “2300 (TA) / —” 
   
  4) Under “Remote Sensor Dispenser”, change Availability from “(X-X-D) to “(D-D-D)” and change ”Introduced 
  (Affiliation) from “PS / —” to “ES / —” 
   
  5) Under “Salvage Arm”, change Introduced (Affiliation) from “2452 (TH) / —” to “2415 (TH) / —” 
   
  6) Under “Sprayer”, “’Mech”, change Introduced (Affiliation) to “ca 2300 (TA) / —“ 
   
  7) Under “Transport Bay”, rename the entry “Infantry, Compartment (per ton)*” to “Compartment, Infantry/BA (per 
  ton)*” 
   
  Heavy Weapon Ammunition (p. 294) 
  1) Under “Autocannon/2”, change Cost from “1,000 / 25” to “1,000 / 22” 
   
  2) Under “LB 5-X AC (Standard)”, change Availability from “(C-D-D)” to “(X-X-D)” 
   
   
  3) Under “LB 5-X AC (Standard)”, “(Cluster)” subsection, change Availability from “(C-D-D)” to “(X-X-D)” 
   
  4) Under “LB 10-X AC (Standard)”, change Availability from “(E-F-D)” to “(C-E-D)” 
   
  5) Under “LB 10-X AC (Standard)”, “(Cluster)” subsection, change Availability from “(C-D-D)” to “(E-F-D)” 
   
  Heavy Weapon Ammunition (Cont) (p. 295) 
  1) For all LRM ammunition entries (LRM 5, 10, 15, 20 and MML 3, 5, 7, 9), change Introduced (Affiliation) from “2400 
  (TH) / —” to “2300 (TA) / —” 
   
  2) Under “Streak SRM-6”, change Cost from “54,000 / 4,320” to “54,000 / 3,240” 
   
  3) Under “ER Missiles (ATM)”, change Introduced (Affiliation) from “NA / 3053 (CSA)” to “NA / 3054 (CSA)” 
   
  4) Delete the “Flare (LRM)” line entirely 
   
  5) Under “Fragmentation (LRM/SRM/MML)”, change Availability from “(E-X-D)” to “(E-F-E)”. 
   
  6) Under “Anti-Missile System (Clan)”, change the Availability from “E-F-D” to “X-D-C” and change Introduced 
  (Affiliation) from “2617 (TH)” to “2831 (CBS)” 
   
  Heavy Weapon Ammunition (Cont) (p. 296) 
  1) Under “High-Explosive (Bomb)” and “Cluster (Bomb)”, change Extinction from “2855 / —” to “— / —” 
   
  2) Under “High-Explosive (Bomb)” and “Cluster (Bomb)”, change Reintroduced (Affiliation) from “3051 (FC) / NA” to 
  “NA / NA” 
   
  3) At the end of the table, insert the following: 
   
  “† See page 230 'Single-Shot (OS) Missile Launchers' for exact dates/availability of One-Shot systems.” 
   
  4) Under “Capital Missiles”, change Introduced (Affiliation) for “Killer Whale”, “White Shark”, and “Barracuda” from 
  “ES” to “2305 (TA)” 
   
  5) Under “Capital Missiles”, change Introduced (Affiliation) for “AR-10 Launcher from “As Missile” to “2550” 
   
   
  
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  Additional Battle Armor Weapons and Equipment (p. 296) 
  1) Under “Flamer (Vehicle)”, change the name of the entry to “Flamer (BA)”, and change Introduced (Affiliation) 
  from “PS / —“ to “3050 (FC) / 2868 (CWF)” 
   
  2) Under “ER Micro Laser”, change Introduced (Affiliation) from “NA / 3060 (CSJ)” to “NA / 3059 (CSJ)” 
   
  Additional Battle Armor Weapons and Equipment (Cont) (p. 297) 
  1) Under “Small Laser”, change Introduced (Affiliation) from “2400 (TH) / —” to “2300 (TA) / —” 
   
  2) Under “Medium Laser”, change Introduced (Affiliation) from “2400 (TH) / —” to “2300 (TA) / —” 
   
  3) Under “Medium Laser”, change Extinction from “— / 2820” to “— / —” 
   
  4) Under “Mortars”, change Introduced (Affiliation) for both the Light and Heavy Mortar from “PS” to “3057 (LA)” 
   
  5) Under “Grenade Launchers”, delete the “Grenade Launcher” row entirely and replace the Heavy Grenade 
  Launcher entry with the following: 
   
  Grenade Launcher (Heavy) 4,500/500 
  (X-X-D) 
  3050 (FC) / 2900 (CDS) 
  NA / — 
  NA / NA 
   
  6) Under “Advanced SRM (per tube)”, change Introduced (Affiliation) from “NA / 3058 (CHH)” to “NA / 3056 (CHH)” 
   
  7) Under “Detachable Missile Pack Mod.**”, change Introduced (Affiliation) from “3060 (LA) / 2825 (CSV)” to “3060 
  (LA) / 2870 (CSV)” 
   
  8) Under “Compact Narc Launcher”, change Introduced (Affiliation) from  “3060 (LA) / 2825 (CSV)” to “3060 (LA) / 
  2875 (CSV)” 
   
  9) Under “Light Active Probe”, change Introduced (Affiliation) from “2900 (CMN)” to “2900 (CSJ)” 
   
  10) Under “Cutting Torch”, change Availability from “(B-B-E)” to “(B-B-B)” 
   
  11) Under “Fuel Tank”, replace the entry with the following: 
   
  Fuel Tank 
   
  500 / 10 
  (X-X-E) 
  2744 (TH) / — 
  — / — 
  3051 (FC) / NA 
   
  12) “Mine Dispenser”: delete this row entirely. 
   
  Additional Battle Armor Weapons and Equipment (p. 298) 
  1) Change “Configurable Turret Mod**” to “Configurable Turret Mount**” 
   
  2) Under “Light TAG”, change Introduced (Affiliation) to “3053 (DC) / 3054 (CWF)” 
   
  3) Footnotes 
   
  “**Detachable and Configurable Weapon Mods add their price to the cost of the weapon or turret they modify 
  (respectively).” 
  Change to: 
  “**Detachable Missile Packs and Configurable Weapon Mounts add their price to the cost of the weapon or 
  turret they modify (respectively).” 
   
  Conventional Infantry Weapons (p. 298) 
  Under “Blade, Vibro-axe”, change Introduced (Affiliation) from “2445 (LA) / —” to “2445 (LC) / —” 
   
  Conventional Infantry Weapons (Cont) (p. 301) 
  Change “SRM Launcher (Lt, One-Shot)” to “SRM Launcher (Light)” 
   
   
   
   
   
  
  TechManual Errata v3.1 
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  Battle Value 
  Note – pages 302-314 have been replaced completely.  See the BT website for a replacement document. 
   
  Defensive Factors Table (p. 315) 
  Replace footnote with the following: 
   
  “* Including bonuses for jump capability, enhanced movement capability from MASC or triple-strength myomer, and any 
  VTOL movement modifier. Do not add the +1 to-hit penalty used in attacks against battle armor units. For units with 
  detachable missile packs, use the best modifier for movement.” 
   
  Inner Sphere Weapons and Equipment BV Table (p. 317) 
  1) Under “Flamer”, change the entry name to “Flamer (‘Mech)” 
   
  2) Under “Plasma Rifle (Man-Portable)”, change Ammo BV from “2” to “0”. 
   
  3) Under “Gauss Rifle (David)” and “Gauss Rifle (“King David”)”, change Ammo BV from “1” to “0”. 
   
  4) After “Gauss (Grand Mauler)”, insert two new entries: “Gauss (Magshot) 15 2” and “Gauss (Tsunami) 6 0” 
   
  5) Under “Gauss (Magshot)”, change Ammo BV from “2” to “0”. 
   
  6) This ruling has changed from previous errata versions. 
  Disregard previous errata changing the BV of the SRM-5 ammo. Its BV is 6. 
   
  7) Under “MRM-40”, change BV from “224/49” to “224/45” 
   
  8) Delete the second instance of “Nail/Rivet Gun” (above “Popup Mine”) 
   
  9) For the following items, after the Item BV add a ** footnote marker: Hatchet, Retractable Blade, Sword. 
   
  10) Under “Wrecking Ball” add an empty row followed by a new header, “Battle Armor Equipment” 
   
  Add the following equipment under this header: 
  Flamer (BA) 5 — 
   
  Move the following equipment under this header: 
  Gauss (Grand Mauler) 6 0 
  Gauss (Tsunami) 6 0 
  Grenade Launcher (Automatic) 1 0 
  Grenade Launcher (Heavy) 2 0 
  Recoilless Rifle (Light) 12 0 
  Recoilless Rifle (Medium) 19 0 
  Recoilless Rifle (Heavy) 22 0 
  LRM-1 14/3 2 
  LRM-2 20/4 3 
  LRM-3 29/6 4 
  LRM-4 38/8 5 
  MRM-1 9/2 1 
  MRM-2 13/3 2 
  MRM-3 18/4 2 
  MRM-4 23/5 3 
   
  MRM-5 28/6 4 
  Rocket Launcher 1 2 — 
  Rocket Launcher 2 3 — 
  Rocket Launcher 3 4 — 
  Rocket Launcher 4 5 — 
  Rocket Launcher 5 6 — 
  SRM-1 15/3 2 
  SRM-3 30/6 4 
  Battle Claw (w/ Magnets)      3/ pair — 
  Battle Claw (w/ Vibro-Claws) 1 each — 
  Heavy Battle Claw (w/ Magnets)         3/ pair — 
  Heavy Battle Claw (w/ Vibro-Claws)          1 each — 
  Magnetic Clamps         1 — 
  Narc (Compact) 16/4 0 
  Popup Mine 6 — 
   
  And then rename the “Grenade Launcher (Automatic)” entry to “Grenade Launcher (Micro)” 
   
  11) In the footnotes section, add the following new footnote: 
   
   
  **The damage used to calculate the item’s BV is based on the final damage the item can deal after all possible 
  modifications (such as TSM) are applied. 
  
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  Clan Weapons and Equipment BV Table (p. 318) 
  1) Under “Flamer”, change the entry name to “Flamer (‘Mech)” 
   
  2) Under “Advanced SRM-4”, change BV from “60/8” to “60/12” 
   
  3) Under “SRM-5”, change BV from “58/12” to “47/9”, and change Ammo BV from “8” to “6” 
   
  4) The Battle Claw (w/Vibro-Claws) and Machine Gun Array entries from the Inner Sphere table on p. 317 should be 
  copied to the Clan table exact, complete with footnotes. 
   
  5) Clan Active Probe and Light Active Probe should be listed as defensive equipment with the † item. 
   
  6) Replace the LRM entries with the following values: 
   
   
  Item BV 
  Ammo BV 
  Item BV 
  Ammo BV 
  LRM-1 
  17/3 
  2 
  LRM-2 
  24/5 
  3 
  LRM-3 
  34/7 
  4 
  LRM-4 
  46/9 
  6 
  LRM-5 
  55/11 
  7 
  LRM-6 
  69/14 
  9 
  LRM-7 
  76/15 
  10 
  LRM-8 
  88/18 
  11 
  LRM-9 
  94/19 
  12 
  LRM-10 
  109/22 
  14 
  LRM-11 
  126/25 
  16 
  LRM-12 
  141/28 
  18 
  LRM-13 
  145/29 
  19 
  LRM-14 
  159/32 
  20 
  LRM-15 
  164/33 
  21 
  LRM-16 
  180/36 
  23 
  LRM-17 
  185/37 
  24 
  LRM-18 
  199/40 
  25 
  LRM-19 
  203/41 
  26 
  LRM-20 
  220/44 
  27 
   
  7) Under “Wrecking Ball” add an empty row followed by a new header, “Battle Armor Equipment” 
   
  Add the following equipment under this header: 
  Flamer (BA) 5 — 
  Laser (Small) 9 — 
   
  Move the following equipment under this header: 
  PPC (Support) 14 — 
  “Bearhunter” Superheavy AC 4 0 
  Grenade Launcher (Heavy) 2 0 
  Recoilless Rifle (Light) 12 0 
  Recoilless Rifle (Medium) 19 0 
  Recoilless Rifle (Heavy) 22 0 
  Advanced SRM-1 15/3 2 
  Advanced SRM-2 30/6 4 
  Advanced SRM-3 45/9 6 
  Advanced SRM-4 60/12 8 
  Advanced SRM-5 75/15 10 
  Advanced SRM-6 90/18 12 
  Narc (Compact) 16/4 0 
   
  Conventional Infantry Weapons BV Table (p. 319) 
  Note – page 319 has been replaced completely.  See the BT website for a replacement document. 
   
   
  Index  
  F (p. 321) 
  Third column: delete “Flare LRM, 230” 
  Third column: change the page ref for “Fluid suction system” to 247, 248 
   
  I (p. 321) 
  Fourth column: delete “Incendiary LRM, 230” 
   
  P (p. 322) 
  Fourth column: change the page ref for “Pintle mount” to 234 
  Fourth column: change the page ref for “Plasma cannon” to 235 
  
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  S (p. 323) 
  First column: between “Salvage Arm” and “Searchlight” add “Screen Launcher, 292, 318, 342” 
   
  T (p. 323) 
  Third column: between “Tear gas SRM” and “Technology Base” add “Tech Rating, 122” 
   
   
  Record Sheets 
  Four-Legged ’Mech Record Sheet (p. 325) 
  Add an extra circle to both the LT and RT internal structure locations: the maximum IS points in each location is 21. 
   
  VTOL Record Sheet (p. 328) 
  Under “VTOL Combat Critical Hits Table”, “Rotors” column, replace the two instances of “Rotot” with “Rotor” 
   
   
  Tables 
  Inner Sphere Weapons and Heavy Equipment Table (p. 341) 
  1) Under “LB 5-X”, change the Range from “5/3/7/14/21 (Long)” to “3/7/14/21 (Long)” 
   
  2) Under “Large Laser”, change the Space for SV from “5” to “2” 
   
  Inner Sphere Heavy Weapons and Equipment Table (Cont) (p. 342) 
  1) Under “Beagle Active Probe”, change the Space for DS from “0” to “NA”. 
   
  2) Under “Guardian ECM Suite”, change the Space for DS from “0” to “NA”. 
   
  3) Under “Targeting Computer”, column “SV”: change value from Var* to 1 
   
  4) Under “Capital Missiles”, change the Tech Rating for “Killer Whale”, “White Shark”, “Barracuda”, “AR-10 
  Launcher”, “Kraken-T”, “Killer Whale-T”, “White Shark-T”, and “Barracuda-T” from "F" to "D". 
   
  5) Under “Capital Missiles”, change the Tech Rating for “Screen Launchers” from “F” to “E”. 
   
  Clan Weapons and Heavy Equipment Table (p. 343) 
  1) Under “Ultra AC/5”, change WT (Tons) from “8” to “7” 
   
  2) Under “ER Micro Laser”, change Range from “0/1/2/3-4 (Short)” to “0/1/2/4 (Short)” 
   
  3) For the following weapons, change Space for P from “NA” to “1”: 
   
  LB 10-X, Ultra AC/10, Gauss Rifle, HAG/20, Flamer (Vehicle), ER Large Laser, Large Pulse Laser, Heavy Large Laser, 
  ER PPC 
   
  4) Under “Plasma Cannon”, change “Ref” from 234 to 235 
   
  5) Under the "Damage Std. (Aero)" column, change the values for the ATM-6, -9, and -12 as follows (the -4 is fine): 
   
  2/Msl (10), 2/Msl (14), 2/Msl (20) 
   
  6) Under all four LRM entries with Artemis, change Space for P from “1” to “NA” 
   
  7) Under all three SRM entries with Artemis, change Space for P from “1” to “NA” 
   
  8) Under “Active Probe”, change the Space for DS from “0” to “NA” 
   
  9) Under “ECM Suite”, change the Space for DS from “0” to “NA” 
   
  10) Under “Capital Missiles”, change the Tech Rating for “Killer Whale”, “White Shark”, “Barracuda”, “AR-10 
  Launcher” from "F" to "D". 
   
   
  
  TechManual Errata v3.1 
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  Industrial Equipment Table (p. 344) 
  1) Under “Environmental Sealing”, delete the “Combat Vehicle” line 
   
  2) Under “Extended Fuel Tanks”, change the Space for CV from NA to 1 
   
  3) Under “Fluid Suction System”, “Light (Vehicle)” and “Light (’Mech)”, change Ref from “247” to “248” 
   
  4) Under “Lifeboat (Atmospheric)”, change Heat from “NA (0)” to “0 (NA)”; change its SC and DS ratings from 0 to 
  NA 
   
  5) Under “Lifeboat (Aerospace) and Lifeboat (Maritime)”, change Heat from “NA (0)” to “0 (NA)” 
   
  6) Under “Lift/Arresting Hoists”, change the Arresting Hoist M and CV Space from “3*” and “1*” to “NA” 
   
  7) Under “Mining Drill”, change Space for CV and SV from “NA” to “1” 
   
  8) Under “Paramedic Equipment”, change the Space for M from “NA” to “1*”, and change the Space for CV from 
  “1*” to “1” 
   
  9) Under “Pintle”, change the name of the entry to “Pintle Mount”, change the Space for CV from “0” to “NA”, 
  change the Space for SV from “0” to “0*”, and change the Ref from 235 to 234 
   
  10) Under “Quarters/Seating”, change Steerage, Crew/2nd Class and Officer/1st Class CV Space from “1*” to “NA” 
   
  11) Under “Quarters/Seating”, after “Officer/1st Class”, insert the following entry: 
   
  Seating (Combat Crew) … 0 … NA (NA) … NA (NA) … NA … 0.5 … NA … NA … 1* … NA … NA … NA … NA … A … 236 
   
  12) Between “Quarters/Seating” and “Refueling Drogue”, insert the following entry: 
   
  Power Amplifier … 0 (0) … NA (NA) … NA (NA) … NA … Var* … 0 … NA … 0 … 0 … 0 … NA … NA … D … 235 
   
  13) Under “Remote Sensor Disp.”, change the entry name to “Remote Sensor Dispenser”, and change Ammo (Per 
  Ton) from “60” to “30*” 
   
  Industrial Equipment Table (Cont) (p. 345) 
  1) Under “Weapons, Anti-Personnel”, Line “Medium”, column “SV”: change value from 2* to 1* 
   
  2) Under “Turret”, column “Tech Rating”: change value from A to B 
   
  Heavy Weapons Ammunition (p. 345) 
  1) Under “Artemis-Capable (LRM/SRM/MML)” Ammo Type, change Tech (Rating) from “F” to “E” 
   
  2) Delete the “Flare (LRM)” line entirely 
   
  3) Delete the “Incendiary (LRM) line entirely 
   
  Heavy Weapon Ammunition (Cont) (p. 346) 
  1) Under “Remote Sensors”, delete the entire line entirely 
   
  2) Delete the footnote that reads “‡Incendiary LRM capability may be combined with…” 
   
  Inner Sphere Battle Armor Equipment Table (p. 346) 
  1) Change the table column header “Ammo (Weight Per Shot)” to “Weight Per Shot (Ammo)” 
   
  2) Under “Grenade Launcher”, change the name of the entry to “Heavy Grenade Launcher” 
   
  3) Under “Micro Grenade Launcher”, change the Range from “—/1/2/3” to “—/1/2/—“ 
   
  4) Under “Heavy Mortar”, change Weight Per Shot (Ammo) from “4 kg (40)” to “4 kg (20)” 
   
  5) Under “David Light Gauss Rifle” and “King David Light Gauss Rifle”, change Weight Per Shot (Ammo) from “0.75 
  (15) kg” to “0.75 (20) kg” 
   
   
   
  
  TechManual Errata v3.1 
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  6) Under “Heavy Recoilless Rifle” 
   
  a) Change Range from “—/2/4/6” to “—/3/5/7” 
  b) Change Weight (Item) from “375 kg” to “325 kg” 
  c) Remove the italics from the entire line 
   
  7) Under “Flamer (Vehicle)”, change the name of the entry to “Flamer (BA)” 
   
  8) Under the double dagger footnote 
   
  “‡Incendiary LRM capability may be combined with one other LRM special munition type (including standard, but 
  excepting Thurder and Flare);” 
  Change to: 
  “‡Incendiary LRM capability may be combined with one other LRM special munition type (including standard, but 
  excepting Thunder);” 
   
  9) Under “Capital Missiles”, change the Tech Rating for “Killer Whale”, “White Shark”, “Barracuda”, “AR-10 
  Launcher”, “Kraken-T”, “Killer Whale-T”, “White Shark-T”, and “Barracuda-T” from "E" to "D". 
   
  Inner Sphere Battle Armor Equipment Table (Cont) (p. 347) 
  1) Change the table column header “Ammo (Weight Per Shot)” to “Weight Per Shot (Ammo)” 
   
  2) Under “Plasma Rifle”, change the name of the entry to “Plasma Rifle (Man-Portable)” 
   
  3) Under the Weight Per Shot (Ammo) column for all versions of the LRM, SRM, and MRM, change the (0) notations 
  to (1). Also, for the Inner Sphere Compact Narc Launcher, change (0) to (1). 
   
  4) Under “SRM 5”, change Weight (Item) from “200 kg” to “300 kg” 
   
  5) Under “Heat Sensor”, change Range from “—/—/—/34” to “—/9/18/27” 
   
  6) Under “Parafoil”, change Space Slots from “1” to “1*” 
   
  7) Under “Remote Sensor Dispenser”, change Weight Per Shot (Ammo) from “NA” to “NA (6*)” 
   
  8) “Mine Dispenser”: delete this row entirely. 
   
  9) Under the † footnote, first sentence 
   
  “One-Shot (OS) capability may be assigned to any desired LRM, SRM, MRM or Narc Launcher Type.” 
  Change to: 
  “One-Shot (OS) capability may be assigned to any desired LRM, SRM or MRM launcher type.” 
   
  Clan Battle Armor Equipment Table (p. 348) 
  1) Change the table column header “Ammo (Weight Per Shot)” to “Weight Per Shot (Ammo)” 
   
  2) Under the Weight Per Shot (Ammo) column for all versions of the LRM, SRM, and Advanced SRM, change the (0) 
  notations to (1). 
   
  3) Under “AP Gauss Rifle”, change Weight Per Shot (Ammo) from “1.25 kg (50)” to “1.25 kg (20)” 
   
  4) Under “Grenade Launchers”: italicize this entry. 
   
  5) Under “Heavy Recoilless Rifle”, change Range from “–/2/4/6” to “–/3/5/7”; change Weight (Item) from “375 kg” 
  to “325 kg” 
   
  6) Under “Flamer (Vehicle)”, change the name of the entry to “Flamer (BA)” 
   
  7) Under “LRM-5”, change Space Slots from “4 [3]” to “3 [4]” 
   
  8) Under “Compact Narc”, change Weight Per Shot (Ammo) from “10 kg (2)” to “10 kg (1)” 
   
  9) Under “Parafoil”, change Space Slots from “1” to “1*” 
   
  10) Under “Remote Sensor Dispenser”, change Weight Per Shot (Ammo) from “NA” to “NA (6*)” 
   
  
  TechManual Errata v3.1 
  Page 38 of 40 
   
   
  11) Under the † footnote, first sentence 
   
  “One-Shot (OS) capability may be assigned to any desired LRM, SRM, MRM or Narc Launcher Type.” 
  Change to: 
  “One-Shot (OS) capability may be assigned to any desired LRM or SRM launcher type.” 
   
  Conventional Infantry Weapons (pp. 349-352) 
  Note – pages 349-352 have been replaced completely.  See the BT website for a replacement document. 
   
  
  TechManual Errata v3.1 
  Page 39 of 40 
   
   
  NEW ADDITIONS 
  These are all the new entries or modifications of old entries for version 3.1 of this document.  They may also be found in 
  the Full Errata section in the appropriate locations. 
   
  ① Step 5: Add Weapons, Ammunition, and Other Equipment (p. 58) 
  Second example (the Gladiator), replace the third paragraph with the following: 
   
  Tallying up the tonnage and space used, Brent finds his Gladiator Prime has used up 23.5 tons of weapons, leaving 3 
  tons to spare, with 3 slots left open in the left arm (thanks to the removal of the lower arm and hand for the Gauss rifle), 5 
  in the right arm, 4 in the left torso and 3 in the right torso. Brent decides to devote the last 3 tons to more double heat 
  sinks. He places one in the left arm (occupying 2 of the remaining slots) and two in the right arm (where they take up 2 
  slots each). The completed OmniMech configuration is now ready for battle. 
   
  ① Install Engine (p. 101) 
  Under the “WiGEs” paragraph 
   
  These vehicles must be constructed with a minimum of 5 MP. 
  Change to: 
  These vehicles must be constructed with a minimum of 5 Cruising MP. 
   
  ① Aerospace Unit Engine Table (p. 185) 
  Under “Conventional Fighter (Clan or I.S.)”, “Engine Types Permitted” 
   
  ICE, Fusion (Std) only 
  Change to: 
  ICE, Fusion (as per Tech Base) 
   
  ① Special Enhancements (p. 190) 
  Change the header to the above (i.e. drop the parenthetical statement part), and then replace the second paragraph with 
  the following: 
   
  Aerospace fighters and aerodyne Small Craft, by virtue of their design, already incorporate VSTOL capabilities, but may 
  mount this equipment to eliminate the +2 penalty for attempting a vertical landing in atmosphere. 
   
  ① Missile Munitions (p. 230) 
  Delete the “Incendiary LRMs” entry entirely. 
   
  ① Index (p. 321) 
  Change the page ref for “Fluid suction system” to 247, 248 
  Delete the entry for “Incendiary LRM” 
   
  ① Index (p. 322) 
  Change the page ref for “Pintle mount” to 234 
  Change the page ref for “Plasma cannon” to 235 
   
  ① Clan Heavy Weapons and Equipment Table (p. 343) 
  Under the "Damage Std. (Aero)" column, change the values for the ATM-6, -9, and -12 as follows (the -4 is fine): 
   
  2/Msl (10) 
  2/Msl (14) 
  2/Msl (20) 
   
   
   
   
  
  TechManual Errata v3.1 
  Page 40 of 40 
   
   
  ① Industrial Equipment Table (p. 344) 
  1) Under “Extended Fuel Tanks”, change the Space for CV from NA to 1 
   
  2) Under “Pintle”, change the name of the entry to “Pintle Mount”, and change the Ref from 235 to 234 
   
  ① Heavy Weapons Ammunition (p. 345) 
  Delete the “Incendiary (LRM) line entirely 
   
  ① Heavy Weapons Ammunition (Cont.) (p. 346) 
  Delete the footnote that reads “‡Incendiary LRM capability may be combined with…” 
   
   
    
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SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/errata/TechManual-2019-06-14-v3.1.pdf