TEXT: Total Warfare Errata v5.1 
   
  Page 1 of 54 
  Total Warfare 
  (Version 5.1) 
   
  This document is a compiled rules errata for the first printing of Total Warfare, as of 8 July, 2019. 
   
  FULL ERRATA 
  There have been five printings of Total Warfare to date: 2006, 2007, 2011, 2013, and 2018—you can check page 7 of the 
  book to see which one you have.  All errata and page number references here are for the first printing (2006) unless 
  specified otherwise. 
   
  This section combines all previously issued errata with the new additions of version 5.1, so that every ruling is in order and 
  in one place.  Entries new to this release are marked with a “①”.  All entries not marked are included in the 2018 fifth 
  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. 
   
   
  A Time Of War 
  Clan Wolf (In-Exile) (p. 16) 
  Change “Khan Phelan Ward” to “Khan Phelan Kell.” 
   
  A Time of War [map] (p. 19) 
  Under “Free Rasalhague Republic”, “Dominant Languages” 
   
  Swedenese (official), English, Japanese, German, Swedish 
  Change to: 
  Swedish (official), English, Japanese, German, Swedenese 
   
  Word of Blake (p. 19) 
  Inhabited Worlds should be: 6 
   
   
  Components 
  Units (p. 20) 
  Seventh bullet point 
   
  “The term “ground unit” refers to ’Mechs (BattleMechs, OmniMechs and IndustrialMechs); ProtoMechs; hover, wheeled 
  and tracked Combat Vehicles; infantry; and hover, wheeled and tracked Support Vehicles.” 
  Change to: 
  “The term “ground unit” refers to ’Mechs (BattleMechs, OmniMechs and IndustrialMechs); ProtoMechs; hover, tracked, 
  VTOL, wheeled and WiGE Combat Vehicles; hover, tracked, VTOL, wheeled and WiGE Support Vehicles; battle armor and 
  conventional infantry.” 
   
  Generic Conventional Infantry Record Sheet (p. 29) 
  First sentence 
   
  “Each generic conventional Infantry record sheet includes six infantry platoons…” 
  Change to: 
  “Each generic conventional infantry record sheet includes five infantry platoons…” 
   
   
   
  
  Total Warfare Errata v5.1 
   
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  Military Organization 
  Military Organization (p. 34) 
  Under “Lance/Platoon/Squad” 
   
  “Battle armor infantry deploy in squads of four to six troopers.” 
  Change to: 
  “Battle armor infantry typically deploy in squads of four to six troopers, and are formed into platoons of four to six squads 
  for administrative purposes.” 
   
  Force Structure (p. 35) 
  Second paragraph, first sentence 
   
  “The smallest formation is a Level I, which comprises a BattleMech, fighter, tank or infantry squad.” 
  Change to: 
  “The smallest formation is a Level I, which comprises a single BattleMech, fighter, tank or infantry platoon.” 
   
   
  Playing The Game 
  Determining Damage (p. 38) 
  Second paragraph, first sentence 
   
  “At the end of the phase, all damage takes effect immediately.” 
  Change to: 
  “At the end of the phase, all damage takes effect simultaneously.” 
   
  Piloting/Driving Skill and Control Rolls (p. 40) 
  Under “Shutdown and Unconscious Units” 
   
  Rather than defaulting to these skill ratings, players may use the Experience Ratings and Skills rules on p. 272. 
  Change to: 
  Rather than defaulting to these skill ratings, players may use the Experience Ratings and Skills rules on page 273. 
   
  Piloting/Driving Skill and Control Rolls (p. 40) 
  Under “Shutdown and Unconscious Units” 
   
  “A shutdown unit or one with an unconscious pilot cannot make a Piloting/Driving Skill or Control roll, and fails it 
  automatically (see Shutdown, p. 106).” 
  Change to: 
  “A shutdown unit or one with an unconscious pilot cannot make a Piloting/Driving Skill or Control roll, and fails it 
  automatically (see Shutdown, p. 160).” 
   
  Gunnery Skill Rating (p. 40) 
  Last line 
   
  (see Firing Weapons, p. 160). 
  Change to: 
  (see Firing Weapons, p. 106). 
   
  Damaging a Warrior (p. 41) 
  Under “MechWarriors”, Head Hits” 
   
  The MechWarrior takes 1 point of damage whenever the ’Mech’s head is hit, even if the hit does not penetrate the 
  ’Mech’s armor. 
  Change to: 
  The MechWarrior takes 1 point of damage whenever the ’Mech’s head suffers 1 or more points of damage, even if the hit 
  does not penetrate the ’Mech’s armor. 
   
  
  Total Warfare Errata v5.1 
   
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  Consciousness Rolls (p. 42) 
  Under “Piloting Skill/Control Rolls”, at the start of the entry insert the following: 
   
  If a Consciousness Roll and a Control or Piloting/Driving Skill Roll is required at the same time, the Consciousness Roll 
  always comes first. 
   
   
  Ground Movement 
  Prone ’Mech Movement (p. 49) 
  Third sentence 
   
  Though a prone ’Mech cannot crawl into another hex, it may expend running MPs,”  
  Change to: 
  Though a prone ’Mech cannot crawl into another hex, it may expend MPs, 
   
  Movement Direction (p. 49) 
  Under “Backward Movement”, third paragraph 
   
  VTOL/WiGE Vehicles and submarines, 
  Change to: 
  VTOL Vehicles, 
   
  Dropping To The Ground (’Mechs Only) (p. 49) 
  First sentence 
   
  “A player may choose to have his ’Mech drop to the ground during combat” 
  Change to: 
  “A player may choose to have his ’Mech drop to the ground during combat, as long it did not jump that turn” 
   
  Movement Costs Table (p. 52) 
  1) “Light Woods” row, “Prohibited Units” column: add footnote 9 to “Hover” 
   
  2) Footnote 4 
   
  Hovercraft may enter all water hexes along the surface and may enter such hexes using flanking movement. 
  Change to: 
  Hovercraft and WiGEs may enter all water hexes along the surface and may enter such hexes using flanking 
  movement. 
   
  3) Footnote 10 
   
  Infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any light woods hex. 
  Change to: 
  Infantry pays only 1 MP (except permitted mechanized infantry, which pays 2 MP) to enter any light woods hex. 
   
  4) Footnote 11 
   
  Infantry pays only 2 MP (except mechanized infantry, which pays 3 MP) to enter any heavy woods hex. 
  Change to: 
  Infantry pays only 2 MP to enter any heavy woods hex. 
   
   
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 4 of 54 
  Jumping (p. 53) 
  1) Second paragraph, fourth sentence 
   
  The player chooses a target hex for the unit to jump into, and then the unit travels to that hex along the shortest 
  possible route landing with any facing desired. 
  Change to: 
  The player chooses a target hex for the unit to jump to (this may the same hex the unit is standing in), and then 
  the unit travels to that hex along the shortest path (i.e. the fewest number of hexes required to get there), 
  landing with any facing desired. 
   
  2) Under “Water”, at the end of the entry insert the following new paragraph: 
   
  A ’Mech cannot jump directly into water Depth 1 or deeper, but can end its jump over such a hex. If it does so, 
  it must make a Piloting Skill Roll (see p. 59). If the roll succeeds, the ’Mech is placed standing at the bottom of the 
  hex. If it fails, the ’Mech tumbles to the bottom instead, falling a number of levels equal to the hex’s depth (halve 
  the resulting damage; round down). 
   
  3) Under “Heat”, replace the paragraph with the following: 
   
  Jumping generates 1 heat point for every hex jumped, with a minimum cost of 3 heat points. If a ’Mech mounts 
  improved jump jets, the heat from jumping is reduced by half (1 heat point per 2 hexes or portion thereof 
  jumped), to a minimum of 3 heat points. Regardless of what type of jump jets are mounted, if a ’Mech only jumps 
  1 hex, it builds up 3 heat points for that jump. 
   
   [artwork] (p. 53) 
  “Goshawk 3 (custom), Twelfth Division (Word of Blake)” 
  Change to: 
  “Goshawk 3 (custom), First Division (Word of Blake)” 
   
  Jumping [example text] (p. 54) 
  Last paragraph of the left column, second sentence 
   
  “As the jumping MP of the ’Mech equals or exceeds that level (4 (Jumping MP) –1) = 3), the ’Mech can cross that path.” 
  Change to: 
  “While the jumping MP of the ’Mech equals or exceeds that level (4 (Jumping MP) –1) = 3), the ’Mech could cross that path 
  regardless of the height of the trees as trees do not affect jumping movement.” 
   
  VTOL Movement (p. 54) 
  1) ① First paragraph, last sentence 
   
  As with jumping, a unit using VTOL movement is harder to hit, but finds it more difficult to make an attack (see 
  Combat, starting on p. 98). 
  Change to: 
  A unit using VTOL movement is considered airborne and therefore is harder to hit (see the Attack Modifiers Table, 
  p. 117). 
   
  2) At the end of the third paragraph insert the following: 
   
  “A VTOL is a Ground Combat Vehicle and is always considered to be on the ground mapsheet. It is not an 
  aerospace unit, does not fly using Altitudes, and does not use the Low Altitude mapsheet in Total Warfare play. A 
  VTOL may achieve a maximum elevation of 500 levels.” 
   
  WiGE-In-Ground-Effect (WIGE) Movement (p. 55) 
  1) Second paragraph, second sentence 
   
  While airborne, WiGE vehicles fly one elevation above the underlying terrain, and so are unaffected by water, 
  rubble or rough terrain. 
  
  Total Warfare Errata v5.1 
   
  Page 5 of 54 
  Change to: 
  While airborne, WiGE vehicles fly one elevation above the ground, and so are unaffected by water, rubble or 
  rough terrain. 
   
  2) Before the “Roads” paragraph insert the following new paragraph: 
   
  Buildings: A WiGE moving over a building immediately collapses that building if its tonnage x 0.25 exceeds the 
  building’s current CF (see Collapse, p. 176). 
   
  3) Under “Sideslipping and Crashes”, last sentence 
   
  “Additionally, if a WiGE vehicle enters a hex horizontally that contains ground units at the same level as the 
  WiGE’s current elevation (whether through voluntary movement or through a sideslip), may accidentally charge 
  said unit…” 
  Change to: 
  “Additionally, if a WiGE vehicle enters a hex horizontally, through a sideslip, that contains ground units at the 
  same level as the WiGE’s current elevation, may accidentally charge said unit…” 
   
  4) Under “Water” 
   
  WiGE vehicles cannot land on water hexes unless the unit has the Amphibious chassis modification, nor can they 
  descend below Depth 0 in a water hex. If they make either of these movements, they crash and are destroyed. 
  Change to: 
  All WiGE vehicles float on water and so treat water hexes as clear terrain, including when taking off and landing, 
  though they cannot descend below Depth 0. When landed on water, these units are treated as naval vessels for 
  purposes of line of sight, etc. 
   
  5) After the “Water” paragraph insert the following new paragraph: 
   
  Backwards Movement: WiGE vehicles cannot move backwards (see Backward Movement, p. 49). 
   
  Underwater Movement (Non-Naval Units) (p. 57) 
  1) Under “Falling Damage”, first sentence 
   
  If a unit below the water’s surface falls, it suffers normal falling damage divided by 2 (see Falling, p. 68). 
  Change to: 
  If a unit below the water’s surface falls, it suffers normal falling damage divided by 2, rounding the final damage 
  down (see Falling, p. 68). 
   
  2) Under “Prohibited Units”, first sentence 
   
  Only ’Mechs may move underwater using these rules. 
  Change to: 
  Only ’Mechs and ProtoMechs may move underwater using these rules. 
   
  3) After “Prohibited Units”, insert the following new paragraph: 
   
  Mechanized Battle Armor: While battle armor lacking UMU cannot enter water of depth 1 or greater, they 
  can still be moved into and underwater by other units as per the normal rules (see p. 227). Mechanized battle 
  armor being transported in such a fashion cannot voluntarily abandon their transport; if forcibly removed or their 
  transport is destroyed, they immediately sink to the bottom of the hex and are rendered immobile. 
   
  Stacking (p. 57) 
  1) Under “’Mechs”, first sentence 
   
  “If the enemy unit(s) located in the hex are only infantry, a ’Mech exit that hex in the same turn it entered.” 
   
  
  Total Warfare Errata v5.1 
   
  Page 6 of 54 
  Change to: 
  “If the enemy unit(s) located in the hex are only infantry a ’Mech may exit that hex in the same turn it entered.” 
   
  2) Under “Infantry”, last sentence 
   
  This includes infantry using VTOL or underwater movement, though such infantry cannot dismount if it will 
  violate the stacking limit. 
  Change to: 
  This includes infantry using VTOL or underwater movement. Infantry dismounts into an adjacent hex of its 
  controller’s choice if dismounting in the same hex as the carrier would violate the stacking limit. 
   
  Elevation and Depth Rules [example text] (p. 59) 
  Last paragraph, second sentence 
   
  “The one exception is the DropShip in Hex A; the only way for the ’Mech to enter Hex A using Jumping MP is if the unit had 
  a Jumping MP of 11 […]” 
  Change to: 
  “The one exception is the DropShip in Hex A; the only way for the ’Mech to enter Hex A using Jumping MP is if the unit had 
  a Jumping MP of 10 […]” 
   
  Making Piloting/Driving Skill Rolls (p. 59) 
  In between the second paragraph and the “Movement Phase” paragraph, insert the following new paragraph: 
   
  You can never choose to automatically fail a Piloting/Driving Skill Roll. 
   
  Piloting/Driving Skill Roll Table (p. 60) 
  1) Delete footnote 8. 
   
  2) Under “Special Cases”, for the “MechWarrior trying to avoid damage” entry, change the modifier to “+1/every 
  level above 1” 
   
  Movement On Pavement (p. 61) 
  Under “Ground Vehicles”, at the end of the paragraph insert the following: 
   
  This does not apply to motorized or mechanized infantry. 
   
  Skidding (p. 62) 
  Under “Collisions”, "Buildings", second sentence 
   
  The building hex and skidding unit take damage as if the skidding unit had executed a successful charge attack (see Charge 
  Attacks, p. 148). 
  Change to: 
  The building hex takes damage as if the skidding unit had executed a successful charge attack (see Charge Attacks, p. 148). 
  The unit takes damage equal to the building hex’s current CF divided by 10 (round up). 
   
  Collisions (p. 63) 
  1) Under “Other Units”, second paragraph, after the first sentence insert the following: 
   
  The skidding unit takes damage from the target unit as if the target unit had executed a successful Kick attack. 
   
  2) Under “Levels”, second sentence 
   
  Group the resulting damage into 5-point groupings, then roll once for each grouping on the appropriate Hit 
  Location Table (always use the Front/Rear column). 
  Change to: 
  Group the resulting damage into 5-point groupings, then roll once for each grouping on the appropriate Hit 
  Location Table (based on the attack direction: see p. 119). Treat the attack as if it came from the hex that the 
  skidding unit crashed into. 
  
  Total Warfare Errata v5.1 
   
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  Skidding [example text] (p. 64) 
  Left column, first paragraph, first sentence 
   
  “In Skidding Diagram 1, the controlling player wants his BattleMech in Hex A to end its turn in numbered hexside, facing 
  numbered hexside on the City (Skyscraper) map.” 
  Change to: 
  “In Skidding Diagram 1, the controlling player wants his BattleMech in Hex A to end its turn in Hex H, facing the numbered 
  hexside on the City (Skyscraper) map.” 
   
  Skidding [example text] (p. 65) 
  Right column, third full paragraph, first sentence 
   
  “while the target ’Mech is moved into Hex 3B.” 
  Change to: 
  “while the target ’Mech is moved into Hex 2C.” 
   
  Skidding [example text] (p. 66) 
  Right column, second paragraph from the bottom, third sentence 
   
  That hex is five levels below Hex 1F, and so the player must consult the VTOL Rotor Destruction rules (see p. 197) to 
  determine damage. 
  Change to: 
  That hex is five levels below Hex 1F, and so the player must consult the Unit Displacement rules (see p. 151) to determine 
  damage. 
   
  Sideslipping (p. 67) 
  Replace the first paragraph with the following: 
   
  While superficially similar to skidding, sideslipping units do not use any of the rules for skidding unless specified 
  otherwise. Most notably, the to-hit modifiers that occur as a result of a unit skidding are not applied, and as a sideslipping 
  unit is not actually touching the ground as it moves, it incurs no damage by sideslipping unless it runs into something. 
   
  Determining Location After A Fall (p. 68) 
  Second paragraph, delete the first sentence (“In general, when a ’Mech falls … “). 
   
  Falling Damage To A ’Mech (p. 68) 
  First paragraph, in between the first and second sentences insert the following: 
   
  If a ’Mech that jumped that Movement Phase falls as the result of a failed Piloting Skill Roll, the ’Mech is considered to 
  have fallen 0 levels. 
   
   
  Aerospace Movement 
  Space/Atmosphere Interface (p. 79) 
  Second new paragraph (third paragraph on the page), second sentence 
   
  “In the unlikely event that an out-of-control unit enters the interface with a Velocity of 0,” 
  Change to: 
  “If an out-of-control unit enters the interface with a Velocity of 0,” 
   
  High-Altitude Movement (p. 80) 
  Under “Prohibited Units”, replace the entire paragraph with the following: 
   
  Restricted Units: Airships and VTOLs are prohibited from entering the low- or high-altitude maps. Such a prohibited 
  move automatically fails and the unit’s controlling player must immediately make a Control Roll. 
  
  Total Warfare Errata v5.1 
   
  Page 8 of 54 
  Conventional fighters and Fixed Wing Support Vehicles can enter the high-altitude map, but are restricted to the 
  ground row and atmospheric row 1 (see the High-Altitude Map diagram, p. 75). Propeller-driven Fixed Wing Support 
  Vehicles may only move 1 hex per turn when on the high-altitude map. 
   
  Spheroid Units (p. 80) 
  Last two sentences 
   
  A hovering spheroid may sideslip into an adjacent hex for a total cost of 3 Thrust Points (without having to pay to offset 
  gravity). A DropShip can sideslip more than one hex if it has sufficient Thrust Points. 
  Change to: 
  A hovering spheroid may move into adjacent hexes without changing facing at a cost of 3 Thrust Points per hex (and 
  without having to pay to offset gravity). 
   
  Crashes (p. 81) 
  1) First paragraph, after the second sentence (“The controlling player…”) insert the following: 
   
  If the unit had no velocity when it crashed, use a value of 2 for velocity when calculating damage. 
   
  2) Third paragraph, second through sixth sentences 
   
  Start with Hex 0909 and roll 1D6 to determine an initial direction of travel. Where 1 is the hexside with the 
  numerical designation, 2 is the first hexside to the right, 3 the next hexside and so on. After determining an initial 
  direction of travel, roll 2D6. The result is the number of random movement rolls the controlling player must make 
  (see Random Movement, p. 93) to determine the crash hex. Move the craft according to the random movement 
  chart until all random movement rolls have been made; all results are multiplied by 8 as the unit is now operating 
  on ground mapsheets. 
  Change to: 
  Roll 2D6: the result is the number of random movement rolls the controlling player must make to determine the 
  crash hex (see Random Movement, p. 93). Beginning with your current hex and direction of travel, move the craft 
  according to the random movement chart until all random movement rolls have been made; all results are 
  multiplied by 8 as the unit is now operating on ground mapsheets. 
   
  Crashes (p. 82) 
  Under “Avoiding and Taking Damage”, first paragraph, last sentence 
   
  Any unit in the target hex, regardless of whether or not it took damage, is automatically displaced 
  Change to: 
  Any unit in the target hex, regardless of whether or not it took damage, is automatically displaced in the direction 
  opposite to the direction the crashing unit was travelling 
   
  Velocity Loss, Stalling and Overspeed (p. 84) 
  At the end of the second paragraph insert the following: 
   
  “If the aerospace fighter, aerodyne small craft or DropShip still has unspent thrust for this turn they may expend thrust to 
  hover, requiring 2 thrust points to do so. If insufficient thrust is available to hover then the craft will stall. If hovering 
  thrust expenditure causes the craft to exceed safe thrust for the turn a control roll is required.” 
   
  Facing Changes (p. 84) 
  1) Second paragraph, first sentence 
   
  “Before it can make a facing change, a unit must move in a straight line at least the number of hexes shown on 
  the Straight Movement Table below.” 
  Change to: 
  “Before it can make a facing change on the low-altitude map, a unit must move in a straight line at least the 
  number of hexes shown on the Straight Movement Table below.” 
   
   
  
  Total Warfare Errata v5.1 
   
  Page 9 of 54 
  2) Fourth printing only.  Second paragraph. 
   
  Delete the second sentence (“When moving on the ground map, …”) 
   
  3) Under ”Additional Facing Changes”, third sentence 
  This ruling has changed from previous errata versions. 
   
  “However, they may not do so if they have already changed facing in that hex or if this is the first hex of their 
  movement.” 
  Change to: 
  “However, they may not do so if they have already changed facing in that hex or if this is the first hex of their 
  movement on the low-altitude map. On the ground map, each such change must be preceded by at least eight 
  hexes of movement, which may be split across two turns.” 
   
  4) At the end of the section insert the following new paragraphs: 
   
  Airships: Airships make facing changes like aerodyne DropShips. 
  Small Craft: When consulting the Straight Movement Table, treat aerodyne small craft as aerospace fighters 
  and spheroid small craft as spheroid dropships. 
   
  Spheroid DropShips (p. 84) 
  Replace the entire subsection with the following: 
  This ruling has changed from previous errata versions. 
   
  Spheroid DropShips handle facing differently from fighters, aerodyne DropShips, and aerodyne small craft; see Attacks 
  By and Against Spheroid DropShips in Atmosphere on page 250. In order to maintain altitude, spheroid DropShips must 
  spend 2 Thrust Points to hover. They can spend thrust to change altitude in the same way aerodyne craft can, except that 
  they do not gain velocity for decreasing altitude. In addition, spheroid Dropships can spend up to 1 thrust point to move to 
  an adjacent hex. Spheroid DropShips do not carry over velocity between rounds. 
   
  Airship Support Vehicles (p. 84) 
  Change “Aerospace Units, p. 234” to “Support Vehicles, p. 204.” 
   
  Special Maneuvers Table (p. 85) 
  Under “Side-slip”, “Effect” column 
   
  “Modifier is –1 for VSTOL units.” 
  Change to: 
  “(Modifier is –1 for conventional VSTOL-equipped fighters only.) When using Aerospace Units on Ground Mapsheets rules 
  (see p. 91), the unit moves 8 hexes in the front-left or front-right hex direction and then an additional 8 hexes directly 
  forward.” 
   
  Special Maneuvers Table (p. 85) 
  Under “VIFF”, “Effect” column 
   
  “A VSTOL unit halts its forward momentum and gains one altitude.” 
  Change to: 
  “Any VSTOL unit halts its forward momentum and gains one altitude.” 
   
  Launching (p. 86) 
  Fourth paragraph, after the last sentence insert the following: 
  This ruling has changed from previous errata versions. 
   
  Damaged landing gear has no effect on launches unless more than two units are attempting to launch from the same bay 
  door in a single turn, as per above, in which case the +5 modifier for having damaged gear is applied to the Control Roll as 
  normal. 
   
  
  Total Warfare Errata v5.1 
   
  Page 10 of 54 
  Landing Modifiers Table (p. 86) 
  1) First subtable, fourth line 
   
  “Unit is attempting horizontal landing 
  +1 per point of Velocity above 3” 
  Change to: 
  “Unit is attempting horizontal landing 
  +1 per point of Velocity above 2” 
   
  2) First subtable, last row (“Landing Gear Damaged”) 
   
  +3 per box crossed 
  Change to: 
  +5 
   
  3) Second subtable, under “Condition”, change “Unit is aerospace fighter making vertical landing +1†” to: 
  This ruling has changed from previous errata versions. 
   
  Aerospace fighter making vertical landing 
  +2/+0† 
  Conventional fighter making vertical landing 
  NA/NA† 
  Conventional fighter with VSTOL making vertical landing 
  +0/NA† 
  Fixed wing support vehicle making vertical landing 
  NA/NA† 
  Fixed wing support vehicle with VSTOL making vertical landing 
  +2/0† 
  ① Aerodyne small craft and DropShips making vertical landing 
  +2/+0† 
  Spheroid small craft and DropShips making vertical landing 
  +0/+0† 
   
  4) Footnotes 
   
  “†Only applies in atmospheres and does not apply to VSTOL-equipped conventional fighters” 
  Change to: 
  “†Number on left applies to atmospheric vertical landings, number on right applies to vacuum vertical landings. 
  NA means the craft cannot land vertically; use stalling rules (see p. 84).” 
   
  Landing (p. 87) 
  1) Replace the entire first paragraph with the following: 
   
  Any units beginning the movement phase one altitude above the underlying terrain can attempt to land on 
  any available ground hex on a map. They may make either a vertical or horizontal landing. The landing replaces 
  the unit’s normal movement for the turn, preventing any other air or ground movement. Units using the 
  Aerospace Units on Ground Mapsheets rules on page 91 must use the hex they currently occupy instead of 
  choosing any hex on the mapsheet. 
   
  2) Third paragraph, first sentence 
   
  “Conventional Fighters, aerodyne small craft, and aerodyne DropShips…” 
  Change to: 
  “Conventional Fighters (without VSTOL), aerodyne small craft, and aerodyne DropShips…” 
   
  3) Fifth paragraph 
   
  Delete the first sentence (“Fighters equipped with VSTOL…”) 
   
  Failed Braking Maneuver Table (p. 87) 
  Third Effect, second sentence (“Landing Gear Damaged”) 
   
  The unit suffers 20 points of damage on the nose and the landing gear is destroyed. 
  Change to: 
  The unit suffers 20 points of damage on the nose and the landing gear is damaged. 
   
  
  Total Warfare Errata v5.1 
   
  Page 11 of 54 
  Liftoff (p. 88) 
  1) First paragraph, after the last sentence insert the following: 
   
  “A horizontal liftoff takes 2 Thrust Points, and places the aerospace unit on the appropriate hex of the 
  atmospheric map at Velocity 1 heading in the direction the landing strip was oriented on the ground map, and 
  may not spend further thrust points that turn. The unit is not subject to Gravity (p. 80) this turn.” 
   
  2) Second paragraph, second sentence 
   
  “Aerodyne DropShips, small craft and aerospace fighters (as well as VSTOL-equipped conventional fighters) may 
  lift off vertically.” 
  Change to: 
  “Aerospace fighters and VSTOL-equipped conventional fighters may lift off or land vertically. Aerodyne small craft 
  and DropShips may land and takeoff vertically only in a vacuum.” 
   
  3) Second paragraph 
   
  Delete the third sentence (“A unit cannot lift off if it has a Safe Thrust of 2 or less.”) 
   
  4) Second paragraph, after the last sentence insert the following: 
   
  “The unit is placed on the appropriate hex of the atmospheric map at Velocity 1, heading in any appropriate 
  direction desired by the pilot, and may not spend further thrust points that turn.” 
   
  5) After the second paragraph, but before “Taxiing”, insert the following new paragraph: 
   
  “In both cases, destroyed landing gear prevents any liftoff attempt.” 
   
  6) Under “Taxiing”, second paragraph, after the last sentence insert the following: 
   
  “Destroyed landing gear prevents taxiing altogether (merely damaged landing gear has no effect).” 
   
  Vertical Liftoff Modifiers Table (p. 88) 
  “Fighter making vertical liftoff” 
  Change to: 
  “Non-spheroid making vertical liftoff” 
   
  Failed Liftoff Maneuver Table (p. 88) 
  1) First Effect 
   
  Unit lifts off. Landing gear damaged (cross off 1 box). 
  Change to: 
  Unit lifts off. Landing gear damaged. 
   
  2) Second Effect, first sentence 
   
  Landing gear damaged (cross off 1 box). 
  Change to: 
  Landing gear damaged. 
   
  3) Third Effect 
   
  The landing gear is destroyed and the unit strikes the ground, 
  Change to: 
  The landing gear is damaged and the unit strikes the ground, 
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 12 of 54 
  4) Fourth Effect 
   
  The landing gear is destroyed and the unit strikes the ground, causing 100 points of standard-scale damage to the 
  aft side. The unit cannot attempt another liftoff until repairs are completed. 
  Change to: 
  The landing gear is damaged and the unit strikes the ground, causing 100 points of standard-scale damage to the 
  aft side. 
   
  DropShip Exhaust Damage Table (p. 88) 
  “5 Hexes  
  3D6” 
  Change to: 
  “5 Hexes  
  4D6” 
   
  Aerospace Units on Ground Mapsheets, Movement (pp. 91-92) 
  After the second paragraph insert the following new paragraph: 
   
  “At any time during their movement on a low-altitude map, a player can choose to have their aerospace unit exit a 
  low-altitude map and enter the corresponding ground mapsheet. Before moving to the ground mapsheet, the orientation 
  of the ground mapsheet to the low-altitude map must be determined (if it hasn’t already; see Matching Ground 
  Mapsheets to Low-Altitude Hexes diagram, p. 91). Next, the player must nominate a hex the fighter will first enter along 
  the ground mapsheet edge; the edge of the mapsheet must be parallel to the final facing of the aerospace fighter on the 
  low-altitude map (if there are two edges that are equally appropriate, the player can choose either edge). As soon as the 
  aerospace fighter appears on the ground mapsheet it moves according to the rules governing such movement.” 
   
  Control Rolls (p. 92) 
  In between the second paragraph and the “Shutdown Units” paragraph, insert the following new paragraph: 
   
  You can never choose to automatically fail a Control Roll. 
   
  Control Roll Table (p. 93) 
  1) Remove the following line from the Control Roll Table: “Hovering (Spheroids)” 
   
  2) Remove the following line from the Control Roll Table: “Atmospheric re-entry” 
   
  Out-Of-Control Effects (p. 93) 
  After the fourth paragraph insert the following new paragraphs: 
   
  Airships: In addition to the normal effects, out-of-control Airships roll once on the Airship Random Altitude Change 
  Table each turn that they are out-of-control (see p. 205). 
  Recovering Out-Of-Control Units: During the End Phase of each turn after the turn in which the unit went out-of-
  control, the controlling player rolls 2D6. If the result is equal to or greater than a standard Control Roll with all applicable 
  modifiers from the Control Roll Table, the unit regains control and can move normally at the start of the following turn. 
   
  Random Movement (p. 93) 
  First paragraph, before the last sentence insert the following: 
   
  The starting hex for a unit’s random movement is either the hex closest to the unit that shot at it (essentially, the hex it 
  was in when it was struck), or the hex it performed an air-to-ground attack in, whichever is further along its flight path. If 
  multiple hexes apply (such as if the unit attacked multiple hexes or was attacked by multiple ground units), use the hex 
  furthest along the flight path. If the aerospace unit in question did not interact with ground units in any way (such as one 
  struck solely by air-to-air fire), use the hex closest to the flight path’s midpoint. 
   
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 13 of 54 
  Combat 
  Target Movement (p. 100) 
  Under “Water”, last sentence 
   
  See also Water Hexes, p. 102; Terrain Modifiers, p. 108; and Partial Cover, p. 102 (see Multi-Purpose Missiles, p. 229, for 
  the exception). 
  Change to: 
  See also Water Hexes, p. 102; Terrain Modifiers, p. 108; and Partial Cover, p. 102 (see Torpedo Launcher, p. 138, and 
  Multi-Purpose Missiles, p. 229, for the exceptions). 
   
  Line of Sight [example text] (p. 101) 
  Ninth paragraph, first sentence 
  This ruling has changed from previous errata versions. 
   
  “The VTOL in Hex I is at Elevation 14, and because it only rises one elevation above its terrain, it is considered to be at 
  Elevation 14 for the purposes of LOS.” 
  Change to: 
  “The VTOL in Hex I is at Elevation 14, and because it only rises one elevation above its terrain, it is considered to be at 
  Elevation 15 for the purposes of LOS.” 
   
  Underwater Attacks [example text] (p. 102) 
  In the fourth paragraph, both references to “Hex 4” should be changed to “Hex 5”. 
   
  Ammunition Expenditure (p. 104) 
  Replace the “Infantry” paragraph with the following: 
   
  Infantry Weapons: Infantry units and vehicles mounting Conventional Infantry Weapons do not need to keep track of 
  ammunition, with the exception of certain battle armor missile attacks (see Battle Armor Attacks, p. 217). 
   
  Firing Arcs (p. 105) 
  Replace the first and second paragraphs on the page with the following: 
   
  “Whether the airborne aerospace unit is operating on a low-altitude map, or whether it is using the Aerospace Units 
  on Ground Mapsheets rules, LOS to the target from the attacker is drawn to the hex on the designated flightpath that is 
  closest to the attacker. If the attacker is on the flightpath, LOS is drawn to the hex the fighter would be in prior to entering 
  the hex of the attacker. The attacker must take the angle of attack into account when firing at an airborne aerospace unit 
  (see Angle of Attack, p. 236).” 
   
  Reversing (Flipping) Arms (p. 106) 
  1) First paragraph, first sentence 
   
  ’Mechs constructed without hand and lower arm actuators in both arms can flip their arms over and fire 
  backward. 
  Change to: 
  ’Mechs constructed without hand and lower arm actuators in both arms and which do not have any weapons split 
  between torso and arm locations can flip their arms over and fire backward. 
   
  2) Second paragraph, delete the last sentence (“The one exception to this rule…”). 
   
  Non-Aerospace Units Attacking Airborne Aerospace Units (p. 107) 
  Replace the entire entry with the following: 
   
  “The range from any attacking non-aerospace unit, or grounded aerospace unit, to an airborne aerospace unit is based on 
  the distance from the attacker’s hex to the hex of the airborne unit’s designated flight path (see p. 242) that is closest to 
  the attacker, regardless of whether the airborne aerospace unit is operating on a low altitude map (see p. 80) or is using 
  the Aerospace Units on Ground Mapsheets rules (see p. 91). 
  
  Total Warfare Errata v5.1 
   
  Page 14 of 54 
  Add two hexes to this range for each altitude the target is operating at. (For example, a fighter flying at Altitude 3 on 
  the low-altitude map, whose flight path lies 4 hexes away at its closest point to the attacker, would add 6 hexes to the 4-
  hex attack range for altitude, for a final attack range of 10 hexes.) Weapon minimum ranges are not taken into account 
  when attacking airborne aerospace units. 
  If the attacking unit lies within the airborne aerospace unit’s flightpath, the base range to the target is considered to be 
  1 hex, plus 2 hexes for each altitude level the aerospace unit is operating at.” 
   
  Underwater Range Table (p. 107) 
  Between “Snub-nose PPC” and “ER Micro Laser” entries insert the following line: 
   
  Support PPC 
  0  
  1  
  2–3  
  4–5 
   
  Terrain Modifiers (p. 109) 
  Under “Partial Cover”, at the end of the paragraph insert the following: 
   
  Remember that an attacker firing downhill negates its target’s partial cover (see Partial Cover, p. 102). 
   
  Underwater Line Of Sight Table (p. 109) 
  1) Replace both instances of “’Mech at Depth 1” with “’Mech at Depth 1” 
   
  2) “Underwater” column, last entry: change “Yes6” to “Yes6” 
   
  Multiple Targets Modifier (p. 110) 
  In between the third paragraph and the “Physical Attacks” paragraph insert the following new paragraph: 
   
  Multiple Firing Arcs: Through torso twisting, a ’Mech with both upper-body and leg-mounted weapons may have more 
  than one firing arc at once. Regardless of its number of firing arcs, a ’Mech may only have one primary target each turn. 
   
  Firing At Immobile Targets (p. 110) 
  1) Replace the first paragraph with the following: 
   
  Players may aim for a specific hit location, but only against immobile targets (unless the attacker has a 
  Targeting Computer; see below). The following attack types cannot be aimed shots: Area-Effect, Cluster, or Flak (a 
  weapon’s type may be found by consulting the Weapon and Equipment tables, beginning on p. 303; see p. 113 for 
  an explanation of each type). Additionally, indirect fire attacks and Rapid-Fire weapons firing more than one shot 
  cannot be aimed shots. Otherwise, any ranged weapon may be used. 
  When firing on an immobile ’Mech or vehicle (this includes grounded fighters or small craft that are shut 
  down or whose warriors are unconscious), the attacking player can make an aimed shot by naming a target 
  location. Against any hit location except a head, the player makes the to-hit roll using the standard –4 to-hit 
  modifier for firing at an immobile target. 
   
  2) Under “Aimed Shots”, second paragraph, third sentence 
   
  “For any other result the player rolls normally on the ’Mech Hit Location Table.” 
  Change to: 
  “For any other result, the player rolls normally on the appropriate Hit Location Table.” 
   
  3) Under “Aimed Shots”, third paragraph, first sentence 
   
  “If the attacker is taking an aimed shot at the target ’Mech’s head,” 
  Change to: 
  “If the attacker is taking an aimed shot at a target ’Mech’s head,” 
   
  Non-Aerospace Units Firing at Airborne Aerospace Units (p. 111) 
  1) Under “Infantry” 
   
  Unless specifically stated otherwise by the rules for that unit, infantry cannot attack aerospace units. 
  
  Total Warfare Errata v5.1 
   
  Page 15 of 54 
  Change to: 
  Unless the platoon has Special Feature “A” (see p. 215), or unless specifically stated otherwise by the rules for 
  that unit, infantry cannot attack airborne aerospace units. 
   
  2) Delete the final sentence (“However, if an…”) 
   
  LRM Indirect Fire (p. 111) 
  1) First paragraph, second sentence 
   
  “Indirect fire allows a unit without a direct line of sight to a target to attack that target, though a friendly unit 
  must have a valid line of sight to the target (this unit is referred to as the spotter).” 
  Change to: 
  “Indirect fire allows a unit without a direct line of sight to a target to attack that target, though a friendly ground 
  unit must have a valid line of sight to the target (this unit is referred to as the spotter).” 
   
  2) First paragraph, in between the second and third (“An attacker with a valid LOS…”) sentences insert the following: 
   
  “In order to serve as a spotter, the unit must not have charged or launched a Death From Above attack that turn.” 
   
  3) Fifth bullet point, in between the first and second sentences insert the following: 
   
  If no spotting unit is required (due to an attached Narc beacon, for example), no terrain modifiers apply. 
   
  4) Last bullet point, replace the last sentence (in parenthesis) with the following: 
   
  (Regardless of whether partial cover shields the target from either the spotting unit or the attacking unit, Damage 
  Value groupings from LRM indirect fire always strike the target and not the partial cover, even if they hit a leg 
  location. The exception is if the partial cover is provided by water: in this case, the indirect fire strikes the water 
  and does no damage, unless it is an area effect weapon (see Partial Cover, p. 102, and Area-Effect Weapon, p. 
  113). 
   
  5) Third paragraph (first paragraph after the bullet points), first sentence 
   
  “Finally, if the spotting unit makes any attacks in the turn that it spots for another unit, apply a +1 modifier to all 
  of the spotting unit’s attacks, as well as a +1 modifier to the LRM indirect fire attack.” 
  Change to: 
  “Finally, if a unit makes any attacks during the Weapon Attack Phase of a turn that it also spots for another unit, 
  apply a +1 modifier to those attacks, as well as a +1 modifier to the indirect fire attack.” 
   
  6) After the third paragraph (just before the example text), insert the following new paragraph: 
  This ruling has changed from previous errata versions. 
   
  Aerospace Units: Aerospace units (with the exception of grounded spheroid DropShips) cannot spot for LRM 
  indirect fire unless they strike a target with Target Acquisition Gear (since TAG automatically spots the target for 
  indirect fire as well). 
   
  AE: Area-Effect Weapon (p. 113) 
  At the end of the paragraph insert the following: 
    
  “If an area-effect weapon strikes a water hex, treat the water hex as though it were a building hex and resolve damage as 
  appropriate. For example, an AE weapon that damages a single water hex would apply its standard damage to all units on 
  the surface of that water hex (this includes any hover vehicles in that hex), while it would deal half its standard damage 
  (round up) one elevation above the surface of the water (which would damage a WiGE Vehicle, if it were in the target 
  hex), and Depth 1 below the surface of the water. See Resolving Damage, p. 173, for full details.” 
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 16 of 54 
  Weapons and Equipment (p. 114) 
  1) Under “Rapid-Fire (Multi-Firing) Weapon”, third bullet point, last sentence 
   
  This means that for two or three shots, the jamming only occurs on a to-hit result of 2, for four to five shots the 
  jamming occurs on a to-hit result of 3 and so on. 
  Change to: 
  This means that for two or three shots, the jamming only occurs on a to-hit result of 2, for four to five shots the 
  jamming occurs on a to-hit result of 3 or less, and so on. 
   
  2) Replace the “OS: One-Shot Weapon” entry with the following: 
  This ruling has changed from previous errata versions. 
   
  • OS: One-Shot Weapon. One-shot weapons can only be fired once in a scenario. The single shot carried by an OS 
  launcher may be of any munition type available to that launcher type. OS type weapons do not explode due to 
  critical hits or excess heat. 
   
  3) Change PD: Point-Blank Weapon to PB: Point-Blank Weapon. 
   
  4) Under “E: Electronics”, at the end of the entry insert the following: 
   
  Any Type E item may be turned either on or off in the End Phase of a turn. 
   
  5) Replace the “Flak” entry with the following: 
  This ruling has changed from previous errata versions. 
   
  • F: Flak. When used against a unit that presently has an Altitude or Elevation, or that expended any VTOL or 
  WiGE MP or Thrust Points that turn (even if it landed at the end of that Movement Phase), apply a –2 to-hit 
  modifier in addition to any other modifiers such weapons might convey. However, flak conveys no bonus above 
  low altitude. 
   
  To-Hit Roll (p. 114) 
  Daishi-X example text, seventh bullet point 
   
  “SRM-4” 
  Change to: 
  “SRM-4 with Artemis IV FCS” 
   
  To-Hit Roll (p. 116) 
  Example text, seventh bullet point 
   
  “Roll result for the SRM-4 is a 2; one missile strikes the target.” 
  Change to: 
  “Roll result for the SRM-4 is a 2; Ray applies a +2 modifier for the Artemis IV FCS and gets a total of 4, meaning two missiles 
  strike the target.” 
   
  Attack Modifiers Table (p. 117) 
  Under “Target (modifiers cumulative)”, delete the row: Airborne VTOL unit +1 
   
  Determining Hit Location [example text] (p. 120) 
  Right column, under second instance of “Against the vehicle”, second bullet point 
   
  “Hit location result for the SRM-4 is 11; a 2-point Damage Value grouping is assigned to the turret.” 
  Change to: 
  “Hit location results for the SRM-4 are 11 and 11; two 2-point Damage Value groupings are assigned to the turret.” 
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 17 of 54 
  Damage (p. 121) 
  After the first paragraph, just before “Underwater Units”, insert the following new paragraph: 
   
  Cluster Weapon: Certain weapons use the Cluster Hits Table, and can hit multiple locations. Each cluster is resolved as 
  its own separate hit. 
   
  Leg Destruction (p. 122) 
  1) Second paragraph, replace the first and second sentences with the following: 
   
  “In subsequent turns, during the Movement Phase (Ground), the ’Mech may attempt to stand on its remaining 
  leg by making a Piloting Skill Roll with a +5 modifier, plus any modifiers for other damage. It may only make one 
  attempt per turn. If the ’Mech manages to stand, it has a Walking MP of 1 (this overrides all MP increases) and 
  cannot run.” 
   
  2) Fifth paragraph 
   
  Delete “The MechWarrior automatically takes damage from this fall.” 
   
  3) Last paragraph, at the end of the paragraph insert the following: 
   
  “A ’Mech that loses both of its legs cannot move. If it wasn’t prone, it automatically falls and has 0 MP available. 
  The MechWarrior automatically takes damage from this fall. The ’Mech cannot change hexsides or attempt to 
  stand, though it can still attempt to prop itself up to fire if it has both arms.” 
   
  4) Under “Four-Legged ’Mechs”, replace the entire entry with the following: 
   
  The effects of loss of legs are applied to a quad ’Mech as follows: 
   
  • 
  One destroyed leg: Immediately falls and loses all movement and combat bonuses gained from being 
  four-legged: it can no longer make lateral shifts, it loses its –2 modifier to Piloting Skill Rolls, it must 
  make a successful PSR to stand after falling, and it suffers a +2 modifier to Target Numbers for firing 
  when prone. In addition, a –1 MP penalty replaces any penalties associated with damaged leg actuators 
  in the destroyed leg. If the ’Mech jumps, it still must make the usual PSR required for jumping and 
  missing a leg, with a +5 modifier. 
  • 
  Two destroyed legs: Functions with the same restrictions described above for a biped ’Mech that has 
  lost one leg: it immediately falls, has only 1 MP, and so on.  
  • 
  Three destroyed legs: Functions with the same restrictions described above for a biped ’Mech that has 
  lost both legs: it immediately falls, has only 0 MP, and so on. 
  • 
  Four destroyed legs: Automatically falls (if not already prone) and is immobile (see p. 110). 
   
  Critical Damage (p. 123) 
  1) First paragraph, first sentence 
   
  “Every time the internal structure of a ’Mech, ProtoMech, vehicle or aerospace unit takes damage (from a 
  weapon attack, physical attack, falling, ammo explosions and so on), an internal component may take critical 
  damage.” 
  Change to: 
  “Every time the internal structure of a ’Mech, ProtoMech or aerospace unit takes damage (from a weapon attack, 
  physical attack, falling, ammo explosions and so on), an internal component may take critical damage; vehicles 
  determine critical damage differently (see Critical Damage, p. 192, in Combat Vehicles).” 
   
  2) Second paragraph, first sentence 
   
  “To determine whether a unit takes critical damage from an attack that damages the internal structure,” 
  Change to: 
  “To determine whether a unit takes critical damage from a hit that damages the internal structure,” 
   
  
  Total Warfare Errata v5.1 
   
  Page 18 of 54 
  3) Third paragraph, first sentence 
   
  “Each successful attack that damages internal structure creates only one opportunity for the attacker to inflict a 
  critical hit, regardless of the number of internal structure circles destroyed by a single weapon or other attack” 
  Change to: 
  “Each hit that damages internal structure creates only one opportunity for the attacker to inflict a critical hit, 
  regardless of the number of internal structure circles destroyed by a single hit or other event” 
   
  Critical Damage (p. 124) 
  1) Under “Multiple Locations”, second paragraph, last sentence 
   
  If a single attack damages the internal structure of two different locations, the attacker makes a roll to determine 
  critical damage for both locations. 
  Change to: 
  If a single hit damages the internal structure of multiple different locations, the attacker makes a roll to 
  determine critical damage for each of those locations. 
   
  2) Under “Hit Location Critical Hits”, first sentence 
   
  Certain results on the hit location tables provide the chance for a critical hit, even if the attack did not damage 
  internal structure. 
  Change to: 
  Certain results on the hit location tables provide the chance for a critical hit, even if the attack did not damage 
  internal structure (though the attack must still have dealt at least 1 point of damage). 
   
  3) Under “Hit Location Critical Hits”, at the end of the entry insert the following new paragraph: 
   
  If the chance for a hit location critical hit occurs in a location that has already been destroyed (for example, an 
  attacker scores a chance for a critical hit against a ’Mech by rolling a 2 on the Left Side hit location table, but the 
  left torso has already been destroyed), then that chance for a critical hit transfers to the next location inwards 
  along with the damage from the attack (in the example above, to the center torso). 
   
  4) Under “Destroyed Location”, replace the entire entry with the following: 
   
  When a location is destroyed, rather than just damaged, no check for critical hits in that location is made unless it 
  contains one or more explosive slots. In that case, any resulting critical hits that strike explosive slots in that 
  location are resolved as normal (see Ammunition, p. 125); hits that do not are always discarded without 
  transferring. 
   
  ’Mech Critical Hits (p. 124) 
  Replace the first paragraph with the following: 
   
  When an attacker inflicts a critical hit on a target, he rolls dice for each critical hit and the target player marks off the 
  damage inflicted on the Critical Hit Table. 
   
  Ammunition (p. 125) 
  First paragraph, first sentence 
   
  “(explosive ammunition will be noted appropriately in Other Combat Weapons and Equipment,” 
  Change to: 
  “(all ammunition is explosive unless specifically noted otherwise in Other Combat Weapons and Equipment,” 
   
  Hip (Leg) (p. 127) 
  Second paragraph, first sentence 
   
  “The ’Mech’s Walking MP is cut in half (round up).” 
  Change to: 
  “The ’Mech’s Walking MP is cut in half (round up; apply before any leg or foot actuator damage MP reductions).” 
  
  Total Warfare Errata v5.1 
   
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  Destroying A Unit (p. 128) 
  Under “Vehicles”, first sentence 
  This ruling has changed from previous errata versions. 
   
  “A vehicle is considered destroyed and out of the game when all of its internal structure circles in one location (including 
  the turret, if any) are marked off (this never includes a VTOL’s Rotor location), or when its Critical Hit Effects indicates that 
  it is destroyed.” 
  Change to: 
  “A vehicle is considered destroyed and out of the game when all of its internal structure circles in one location (including 
  the turret, if any) are marked off, or when its Critical Hit Effects indicates that it is destroyed.” 
   
  Active Probe (p. 129) 
  1) Second paragraph, first sentence 
   
  “Under the Hidden Units rules, an active probe can detect any hidden ’Mech, battle armor or vehicle (but not 
  conventional infantry),” 
  Change to: 
  “Under the Hidden Units rules, an active probe can detect any hidden ’Mech, battle armor or vehicle (but not 
  conventional infantry, or battle armor infantry equipped with any type of stealth armor),” 
   
  2) Replace the entire “Water” paragraph with the following: 
   
  “If an active probe is in a location of a unit that is above the surface of a water hex, it cannot detect a unit hidden 
  underwater. In other words, for an active probe to work underwater, it must have a clear LOS to the hidden unit 
  that passes only through underwater hexes. The one exception is naval vessels. If an active probe is located in the 
  “body” of a naval vessel, on the surface, the probe can be used to locate hidden units both above and below the 
  water.” 
   
  Anti-Missile System (p. 129) 
  1) Replace the first paragraph with the following:  
  This ruling has changed from previous errata versions. 
   
  Any time a successful to-hit attack is made with a Missile Weapon (see p. 113) against a unit carrying an AMS, 
  and strikes in the attack direction covered by the firing arc where the AMS is mounted, the defending player can 
  choose to engage the AMS. Each AMS cannot engage more than one missile attack per turn. The result is as 
  follows: 
   
  2) Third bullet point 
   
  If the missile weapon normally fires only a single missile in a shot (such as a Narc Missile Beacon), roll 1D6: 
  Change to: 
  If the missile weapon attack is only a single missile (such as a Narc Missile Beacon), roll 1D6: 
   
  Anti-Missile System (p. 130) 
  Before “Cluster Hit Table Modifiers” insert the following new paragraph: 
   
  “AMS only works against weapons that are Type M (Missile Weapons: see p. 113). Weapons that lack this Type, 
  regardless of their name or any other factor, are unaffected.” 
   
  Anti-Battle Armor Pods (B-Pods) (p. 130) 
  Second paragraph, second sentence 
   
  B-Pods mounted in the legs or center torso can be used against leg attacks, while those on the arms, front torsos or head 
  can engage swarm attacks. 
  Change to: 
  B-Pods mounted in the legs or center torso can be used against leg attacks, while those on the arms, head, or any torso 
  location can engage swarm attacks. 
  
  Total Warfare Errata v5.1 
   
  Page 20 of 54 
  Bridge-Layer (Light, Medium, Heavy) (p. 130) 
  Replace the first two paragraphs with the following: 
   
  While a unit is carrying this one-hex-long folding bridge, any attacks that otherwise would have hit the locations where 
  the bridge is mounted will hit the bridge instead, reducing its CF by a like amount of damage. Once the bridge’s CF has 
  fallen to 0, it is considered destroyed, and the location takes attack damage normally. Critical hits to the bridge disable the 
  mechanism that deploys it. Additional critical hits have no effect. If the bridge has not yet been deployed, the unit cannot 
  make attacks from any weapons mounted in its location. 
  The bridge-layer’s controlling player may declare that the unit is deploying the bridge during any End Phase. The unit 
  must remain stationary during the following turn. At the end of that turn, the bridge is placed in the hex directly in front of 
  the bridge-layer, along the same facing as the unit. (The bridge cannot extend away from the bridge-layer at an angle. A 
  bridge may be placed in any water hex, but must be adjacent to at least one land hex or another bridge). 
   
  Bulldozers (p. 131) 
  First paragraph, break the last two sentences into a new paragraph and change as follows: 
   
  While clearing rubble, the Support Vehicle must remain in the hex, though it can make facing changes as usual. It can also 
  make weapon attacks, though all shots are modified as though the Support Vehicle were moving at Flank speed (+2 
  modifier). 
  Change to: 
  A vehicle with a bulldozer can clear a rubble hex even if the type of vehicle the bulldozer is mounted on would 
  normally be prohibited from entering rubble. While clearing rubble, the vehicle must remain in the hex, though it can 
  make facing changes as usual. It can also make weapon attacks, though the vehicle is treated as if it were moving at Flank 
  speed when calculating its attacker to-hit modifiers. 
   
  C3 Computer (p. 131) 
  1) After the third paragraph, before the TAG paragraph, insert the following new paragraph: 
   
  While a unit may mount both a C3 Master and a C3 Slave, it may not use both at once. For units so equipped, 
  at the start of game designate which C3 system is operational. A unit may only belong to a single network. 
   
  2) In between the “TAG” and “LRM Indirect Fire” paragraphs, insert the following new paragraph: 
  This ruling has changed from previous errata versions. 
   
  LOS: While units must have LOS to a target to make an attack using a C3 system, the C3 system itself need not 
  have LOS. For example, in the C3 Diagram on page 132, if there were a Level 2 hill in hex 0409 (blocking LOS 
  between the unit in Hex B and the target in Hex A), the units in Hexes C and D would still be able to target the 
  ’Mech in Hex A as though they were at a Range of 2 (see Water, below, for the exception). 
   
  3) Under “Stealth Armor”, replace the paragraph with the following: 
   
  Armor that inflicts range modifiers against attacking units does not confuse a C3 network. Only apply the 
  additional range modifiers based on the range between the target and the nearest unit in the network; do not 
  apply modifiers based on the range between the target and the attacking unit in the network. The only modifiers 
  to consider between the attacking unit and the target are Minimum Range modifiers. 
   
  4) After the “Stealth Armor” paragraph, insert the following new paragraph: 
   
  Water: If a C3 of any kind is in a location of a unit that is above the surface of a water hex, it cannot be linked 
  to a C3 system underwater. In other words, for a C3 of any kind to be linked underwater, it must be able to draw 
  an LOS to the other units in the C3 system that passes only through underwater hexes. The one exception is for 
  naval vessels. If a C3 of any kind is located in the “body” of a naval vessel, on the surface, the C3 can be linked to 
  units both above and below the water. 
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 21 of 54 
  CASE (Cellular Ammunition Storage Equipment) (pp. 133-134) 
  First paragraph, replace the first and second sentences with the following: 
   
  “If ammo (or any other explosive component, such as a gauss rifle) in a CASE-equipped location explodes, it damages the 
  internal structure in that location. Any excess damage simply dissipates, rather than transferring to an additional internal 
  structure location.” 
  Change to: 
  “If ammo (or any other explosive component, such as a gauss rifle) in a CASE-equipped location explodes, it still damages 
  the internal structure in that location as normal. However, any excess damage simply dissipates, rather than transferring 
  to an additional internal structure location.” 
   
  Combine (p. 134) 
  At the end of the entry insert the following new paragraph: 
   
  Against conventional infantry, the combine delivers 1D6 damage; this damage is applied as though the attack came 
  from another infantry unit (see Attacks Against Conventional Infantry, p. 215). 
   
  Dual Saw (p. 134) 
  Under “Support Vehicles”, second paragraph, last sentence 
   
  “Against conventional infantry, the chainsaw deals 1D6 damage;” 
  Change to: 
  “Against conventional infantry, the dual saw deals 1D6 damage;” 
   
  ECM Suite (p. 134) 
  After the “C3 and C3i Computer” paragraph, insert the following new paragraph: 
   
  Water: If an ECM Suite is in a location of a unit that is above the surface of a water hex, it cannot affect units 
  underwater. In other words, for an ECM Suite to affect units underwater, it must be in a location that is underwater. The 
  one exception is naval vessels. If an ECM Suite is located in the “body” of a naval vessel, on the surface, the ECM Suite can 
  affect units both above and below the water. 
   
  Extended Fuel Tanks/Cells (p. 135) 
  Replace the first paragraph with the following: 
   
  “Extended Fuel Tanks that are filled or partially filled fuel tanks explode like ammunition (such that CASE may mitigate 
  the effects of this blast as normal) for 20 points of damage. Empty Extended Fuel Tanks are treated as empty ammunition 
  bins (p. 125).” 
   
  Gauss Rifle (p. 135) 
  Second paragraph, first sentence 
   
  “A critical hit on the gauss rifle itself destroys the capacitors that power the weapon, causing a catastrophic discharge of 
  the capacitor’s stored energy with results identical to an ammunition explosion. If a gauss rifle takes a critical hit, treat the 
  result as a 20-point ammunition explosion in the location containing the rifle.” 
  Change to: 
  “A critical hit on the Gauss rifle itself destroys the capacitors that power the weapon, causing a catastrophic discharge of 
  the capacitor’s stored energy with results identical to an ammunition explosion; only mark off as destroyed the critical slot 
  that was hit. If a Gauss rifle takes a critical hit, treat the result as a 20-point ammunition explosion in the location 
  containing the rifle. The Gauss rifle is immediately powered down and further hits to other critical slots have no effect 
  during game play.” 
   
  Hyper-Assault Gauss Rifle (p. 136) 
  1) Under “Flak” 
   
  When used against any airborne target, 
   
  
  Total Warfare Errata v5.1 
   
  Page 22 of 54 
  Change to: 
  When used against an eligible target (see p. 114), 
   
  2) After the “Flak” header in the second column, add the following new paragraph: 
   
  Targeting Computer: This weapon can use a targeting computer when making attacks, except when using the 
  Flak weapon effect or for aimed shots (see Targeting Computer, p. 143). 
   
  Lift Hoists (p. 137) 
  Delete the last paragraph of the main entry (Lift hoists cannot be used to lift...) and after the “Combat” paragraph insert 
  the following new paragraphs: 
   
  Units Carrying Non-Infantry Units: Lift hoists cannot be used to lift another unit of any kind during combat. However, a 
  unit can begin the scenario transporting another non-infantry unit (infantry units are carried as normal cargo). A 
  transported unit is inactive and so cannot perform any action. A dropped unit does not risk destruction as cargo does, but 
  instead suffers damage as if it fell a number of levels equal to the distance between the transporting unit and the surface 
  directly below it (minimum 1). 
  Area effect attacks damage both the carrying unit and its transported unit equally; any other attacks may strike either 
  the carried unit or the transport. Roll a D6 after each such successful attack on the carrying unit: on a 1-3 the transported 
  unit is hit instead, with the direction of attack determined as if the transported unit was facing the same direction as its 
  carrier. 
   
  Machine Gun Array (MGA) (p. 137) 
  Third paragraph, last sentence 
   
  This means that if an MGA 4 rolls on the Cluster Hits Table, with three machine guns hitting, and then roll’s the target 
  ’Mech’s head as its hit location, the weapon causes 3 MechWarrior hits and subsequently requires three Consciousness 
  Rolls. 
  Change to: 
  This means that if an MGA 4 rolls on the Cluster Hits Table, with three machine guns hitting, and then rolls the target 
  ’Mech’s head as its hit location, the weapon causes 3 points of damage to the MechWarrior and subsequently forces three 
  Consciousness Rolls. 
   
  MASC (Myomer Acceleration Signal Circuitry) (p. 137) 
  1) Second paragraph 
   
  “On a result of 3 or higher, the ’Mech can run that turn at a speed equal to double its standard Walking MP.” 
  Change to: 
  “On a result of 3 or higher, the ’Mech can run that turn at a speed equal to double its current Walking MP.” 
   
  2) Fifth paragraph, second sentence 
   
  For example, a player using MASC for three consecutive turns needs a result of 7 or higher on the third turn to 
  stay mobile. 
  Change to: 
  For example, a player using MASC for three consecutive turns needs a result of 7 or higher on the third turn to 
  avoid inflicting critical damage. 
   
  Multi-Missile Launcher (p. 138) 
  Under “Missile Ammo” 
   
  “A unit can carry LRM, SRM and torpedo ammo slots for the MML, announcing during attack declaration which ammo type 
  will be used.” 
  Change to: 
  “A unit can carry LRM and SRM ammo slots for the MML, announcing during attack declaration which ammo type will be 
  used. A one-shot MML may have for its single shot any munition type available to MML.” 
   
  
  Total Warfare Errata v5.1 
   
  Page 23 of 54 
  Torpedo Launcher (p. 138) 
  1) At the end of the first paragraph insert the following: 
   
  When using torpedo launchers, a submerged attacker may fire on a target on the surface of the water, or an 
  attacker on the surface may fire at a submerged target, in exception to the normal rules on Intervening Terrain 
  (see p. 100). 
   
  2) After the first paragraph insert the following new paragraph: 
   
  “If a torpedo hits a location that is not submerged or in the water (a turret, for example), re-roll the location.” 
   
  Nail/Rivet Gun (p. 138) 
  At the end of the first sentence append the following: 
   
  “; a nail/rivet gun attack inflicts 1D6 points of damage.” 
   
  Plasma Weapons (p. 139) 
  At the bottom of the section insert the following new paragraph: 
   
  Conventional Infantry: Against infantry, the damage dealt by plasma weapons (both the base damage, if any, as well 
  as any variable damage rolled) is not reduced due to the weapon’s Type. For example, even though it is a Direct Energy 
  weapon, a Plasma Rifle hit deals its full 10+2D6 damage. 
   
  Plasma Rifle (p. 140) 
  Last sentence 
   
  apply this damage to the unit as a whole, rather than to each trooper). 
  Change to: 
  apply each grouping as per the normal rules for attacks against battle armor: see p. 219). 
   
  Rotary Autocannon (p. 140) 
  Last sentence 
   
  The player may attempt to clear a single weapon only once per turn, though he or she may try to clear multiple rotary 
  autocannons in the same turn (making a Gunnery Skill Roll for each jammed weapon). 
  Change to: 
  Any rotary autocannon that jams may be subject to a clearing attempt, though each individual weapon may only be the 
  subject of a single clearing attempt per turn (a separate Gunnery Skill Roll is made for each attempt). 
   
  Armor-Piercing Ammunition (p. 140) 
  First paragraph, third sentence 
   
  “Apply a modifier to the target number based on the type of autocannon used:” 
  Change to: 
  “Apply a modifier to the die roll based on the type of autocannon used:” 
   
  Flechette Ammunition (p. 141) 
  First sentence 
   
  “Double the standard Damage Value against conventional infantry;” 
  Change to: 
  “Apply the standard Damage Value of the autocannon to conventional infantry as though the attack were from an infantry 
  unit;” 
   
  Fragmentation Missile (p. 141) 
  First sentence 
   
  “Double the standard Damage Value against conventional infantry;” 
  
  Total Warfare Errata v5.1 
   
  Page 24 of 54 
  Change to: 
  “Apply the standard Damage Value of the missile launcher (do not roll on the Cluster Hits Table) to conventional infantry 
  as though the attack were from an infantry unit;” 
   
  Homing Pod (p. 141) 
  1) Change “below” to “p. 142” 
   
  2) Second sentence 
   
  “apply a –1 to-hit modifier to all Narc-capable missile attacks made against a target that has been hit with a 
  homing pod.” 
  Change to: 
  “apply a –1 to-hit modifier to all Narc-capable missile attacks made against a target that has been hit with an 
  iNarc homing pod.” 
   
  Infernos (p. 141) 
  1) Under “Building Hexes”, replace the entire entry with the following: 
   
  Each missile that strikes a building hex inflicts 2 points of damage to the hex. Additionally, each missile that 
  strikes a building hex may also affect units inside the building on the level of the building that was hit by inferno 
  missiles. For every unit on the level of the building that was hit, roll 1D6. On a result of 1-4, the missile has no 
  effect against that unit. On a result of 5-6, the missile also strikes the unit, with the following rules for each unit 
  type in effect. It is possible for one missile to strike multiple units on the same level of the building hex. Note that 
  inferno missiles are an exception to the Attacking Units Inside Buildings rules (see p. 171) for all unit types except 
  infantry. If an infantry unit inside a building is struck as described above, consult the Infantry Damage in Buildings 
  Table (see p. 172) to see what percentage of missiles also affect the infantry (round normally). 
   
  2) After the “Woods” paragraph, insert the following new paragraph: 
   
  ProtoMechs: Every three missiles that strike a ProtoMech unit potentially destroy a ProtoMech location. After 
  all inferno attacks against a ProtoMech have been resolved, add together the total number of inferno missiles 
  that struck the target. For each three missiles, roll once on the ProtoMech Hit Location Table; note that the result 
  of a near miss is still a near miss and so the infernos would have no effect. That location is destroyed; 
  automatically mark off the shaded box furthest to the right in that location on the Hit Locations and Critical Hits 
  section of the record sheet. 
   
  3) Under “Infantry”, after the first sentence insert the following: 
   
  In neither case is this modified by terrain or infantry type. 
   
  Infernos (p. 142) 
  Under “’Mechs, Aerospace Fighters, and Small Crafts”, at the end of the paragraph insert the following: 
   
  The additional Heat lasts for only 1 turn. 
   
  Nemesis Pod (p. 142) 
  Second sentence 
   
  “Friendly units that use Artemis IV-capable missiles, semi-guided missiles or Narc-equipped missiles to attack an enemy 
  unit may instead hit the Nemesis-tagged unit, if that unit is within LOS of such attacks.” 
  Change to: 
  “Units friendly to a tagged target that fire Artemis IV-capable missiles, semi-guided missiles or Narc-equipped missiles will 
  attack the Nemesis-tagged unit instead of their enemy, if it is along the LOS between the attacker and the target, and LOS 
  exists between the attacker and the Nemesis-tagged unit and the Nemesis-tagged unit is not underwater.” 
   
   
  
  Total Warfare Errata v5.1 
   
  Page 25 of 54 
  Semi-Guided Missile (p. 142) 
  Replace the first paragraph with the following: 
   
  When firing semi-guided missiles at any target in range successfully designated by a friendly TAG (below), the attacker 
  ignores the target movement modifier (if firing indirectly, also ignore indirect fire, terrain and spotter movement 
  modifiers). 
   
  Stealth Armor System (p. 142) 
  1) First paragraph, third sentence 
   
  “When the stealth armor system is engaged, the ECM continues to function normally, but the ’Mech suffers 
  effects as if in the radius of an enemy ECM suite (see p. 134).” 
  Change to: 
  “When the stealth armor system is engaged, the ECM does not function, but the ’Mech suffers effects as if in the 
  radius of an enemy ECM suite (see p. 134).” 
   
  2) After “Critical Hits”, insert the following new paragraph: 
   
  Infantry: A unit that is carrying or being swarmed by infantry of any type does not lose its stealth modifiers. 
  Transported battle armor does not receive any benefits from a carrying unit’s stealth armor. 
   
  TAG (Target Acquisition Gear) (p. 142) 
  Replace the second and third paragraphs with the following: 
  This ruling has changed from previous errata versions. 
   
  To use TAG equipment for target designation, calculate the to-hit number as for a standard weapon attack. As using 
  TAG occurs before the Weapon Attack Phase, it does not count towards the number of targets a unit engages in the 
  Weapon Attack Phase. 
  Successful TAG designation also spots the target for Indirect LRM Fire (see p. 111), but as it occurs before the Weapon 
  Attack Phase, no spotting to-hit modifier is incurred if the unit also fires weapons in the Weapon Attack Phase. This counts 
  as the one target a unit can spot each turn. 
  If the to-hit roll fails (meaning the TAG spotter fails to designate the target), TAG has no further effect. If the to-hit roll 
  is successful, the system designates the target for that turn’s Weapon Attack Phase; the target unit is designated for any 
  number of attacks from any number of units using TAG-guided ammunition, such as semi-guided missiles (p. 142). 
   
  TAG (Target Acquisition Gear) (p. 143) 
  After the “ProtoMech” paragraph insert the following new paragraph: 
   
  Vehicles: TAG mounted in a vehicle’s body location is considered to have a front firing arc. 
   
  Targeting Computer (p. 143) 
  1) First paragraph, first sentence 
   
  “(see the appropriate Weapons and Equipment table to determine which weapons can be used with a targeting 
  computer).” 
  Change to: 
  “(see DE/DB: Direct-Fire Energy or Ballistic Weapon, p. 113, to find which weapons can be used with a targeting 
  computer).” 
   
  2) Before the “LB-X Autocannons” paragraph insert the following new paragraph: 
   
  Hyper-Assault Gauss Rifles: Hyper-Assault Gauss Rifles may not use a targeting computer to make an aimed 
  shot. 
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 26 of 54 
  Physical Attacks (p. 144) 
  Under “ProtoMechs” 
   
  ProtoMechs cannot make physical attacks; they can, however, make a single “frenzy” attack (see p. 186). 
  Change to: 
  ProtoMechs cannot make physical attacks; they can, however, make a single “frenzy” attack (see p. 187). 
   
  Physical Attack Modifiers Table (p. 144) 
  First (*) footnote 
   
  “Whenever one unit charges another, compare their Piloting Skill Levels and use the difference between the two skill 
  levels as a modifier to the to-hit number. If the target’s skill level is lower, add the modifier to the to-hit number. If the 
  attacker’s Piloting Skill Level is lower, subtract the modifier from the to-hit number.” 
  Change to: 
  “Whenever one unit charges or DFAs another, compare their Piloting Skill Ratings and use the difference between the two 
  skill ratings as a modifier to the to-hit number. If the target’s skill rating is lower, add the modifier to the to-hit number. If 
  the attacker’s Piloting Skill Rating is lower, subtract the modifier from the to-hit number.” 
   
  Modified To-Hit Number (p. 144) 
  After the first paragraph insert the following new paragraph: 
   
  “Physical attacks are not Piloting Skill Rolls, and as such, Piloting Skill Roll modifiers do not affect physical attacks.” 
   
  Club Attacks (p. 145) 
  First paragraph, replace the first sentence with the following: 
   
  “To attack another unit with a club, both the ’Mech’s shoulder actuators must be undamaged and it must have two 
  undamaged hand actuators. The ’Mech can also not have fired any arm-mounted weapons in that same turn, though it 
  may fire weapons mounted in the torso, legs and head.” 
   
  Punch Attacks (’Mech only) (p. 145) 
  1) First paragraph, first sentence 
   
  “In a single turn, a ’Mech may punch with one or both arms.” 
  Change to: 
  “In a single turn, a ’Mech may punch with one or both arms; a separate to-hit roll is made for each arm.” 
   
  2) Fourth paragraph, first line 
   
  Change “See Modified To-hit Number, p. 106,” to “See Modified To-hit Number, page 144,” 
   
  3) Under “Missing Actuators”, last sentence 
   
  Likewise, ’Mechs that do not come equipped with a lower arm actuator on the punching arm must add a +2 
  modifier to the to-hit number (in place of the +1 modifier for punching without a hand actuator), 
  Change to: 
  Likewise, ’Mechs that do not come equipped with a lower arm actuator on the punching arm must add a +2 
  modifier to the to-hit number, 
   
  Punch Attacks (’Mech Only) [example text] (p. 145) 
  1) Change “A Grasshopper with Piloting Skill Level 5” to “A Grasshopper with Piloting Skill Rating 5” 
   
  2) Change “(Piloting Skill Level)” to “(Piloting Skill Rating)” 
   
  3) Change “is 7” to “is 8” 
   
  4) Change “–1 (punching attack modifier)” to “+0 (punching attack modifier)” 
   
  5) Change “= 7.” to “= 8.” 
  
  Total Warfare Errata v5.1 
   
  Page 27 of 54 
  Physical Weapon Attacks (’Mech Only) (p. 146) 
  1) At the end of the first paragraph insert the following: 
   
  “A ’Mech can either deliver a physical weapon attack using its arm or fire the weapons on that arm, but it may 
  not do both.” 
   
  2) After “Critical Hits” insert the following new paragraph: 
   
  Grounded Spheroid DropShips: Physical attacks made against grounded spheroid DropShips are resolved as 
  Side hits, re-rolling any Nose locations. 
   
  Physical Weapon Attacks Table (p. 146) 
  Under “Damage Value”, apply the dagger footnote symbol to the Chainsaw and Dual Saw. 
   
  Push Attacks (p. 147) 
  First paragraph, second sentence 
   
  “The target ’Mech cannot execute a charge attack this turn.” 
  Change to: 
  “The target ’Mech cannot be performing a charge or death from above attack this turn.” 
   
  Kick Attacks (p. 147) 
  Under “Four-Legged ’Mechs”, first sentence 
   
  “A quad ’Mech can kick into its rear arc, but cannot kick into the front and rear arc in the same turn.” 
  Change to: 
  “A quad ’Mech can kick into its rear arc (provided the hip actuators of both legs used in the kick are undamaged), but 
  cannot kick into the front and rear arc in the same turn.” 
   
  Charge Attacks (p. 148) 
  1) First paragraph, first sentence 
   
  In order for a unit to charge, the target must be in the hex directly in front of the charging unit (disregarding torso 
  twists) at the beginning of the Physical Attack Phase. 
  Change to: 
  In order for a unit to charge, it must not have jumped that turn and its target must be in the hex directly in front 
  of the charging unit (disregarding torso twists) at the beginning of the Physical Attack Phase. 
   
  2) Second paragraph, first sentence 
   
  Charging attacks must be declared during the Movement Phase (Ground), but like all other physical attacks, they 
  are resolved during the Physical Attack Phase. 
  Change to: 
  Charging attacks must be declared during the Movement Phase (Ground), when the charging unit is directly in 
  front of the target’s hex, but like all other physical attacks, charges are resolved during the Physical Attack Phase. 
   
  Damage (p. 148) 
  1) Replace the first paragraph with the following: 
   
  If the attack succeeds, both units take damage from the collision. To determine damage to the defender, 
  divide the charging unit’s weight by 10, then multiply the result by the number of hexes moved by the attacker in 
  the Movement Phase (the hexes moved do not count the hex containing the target). Round fractional damage up. 
  If the attacker moved both backward and forward that phase, base the number of hexes it moved from the hex in 
  which the ’Mech last reversed its movement. If the attacker fell in the Movement Phase, no hexes it moved 
  before the fall apply. The charging unit takes 1 point of damage for every 10 tons the target weighs (round 
  fractions up). 
   
  
  Total Warfare Errata v5.1 
   
  Page 28 of 54 
  2) Under “Vehicles”, first paragraph, after the first sentence insert the following: 
   
  “Against a ’Mech in Depth 1 water, use the Punch Location Table if the vehicle was on the surface of the water, 
  and the Kick Location Table if the vehicle was at Depth 1.” 
   
  3) Replace the "Unusual Targets" paragraph with the following: 
   
  Buildings: A unit that charges a building hex automatically fails its Piloting/Driving Skill Roll required to avoid 
  damage when entering a building hex and takes damage equal to the current CF of the building/10 (rounded up). 
  This takes the place of the normal damage to the attacker caused by a charge. 
  Unusual Targets: If a charge attack is made against a target with no tonnage other than a building (such as a 
  hill, for example, due to a skid), calculate damage to the attacker using the attacker’s tonnage rather than the 
  target’s. For the purposes of charge attacks, DropShips are considered unusual targets. 
   
  Death From Above Attacks (p. 149) 
  1) Second paragraph, first sentence 
   
  In order to execute a DFA, the attacker must have enough Jumping MP and be able to jump into the hex 
  containing the target. 
  Change to: 
  In order to execute a DFA, the attacker must be able to legally enter the hex the target occupies. The attacker 
  must expend only the usual Jumping MP needed to reach that hex, but must have enough Jumping MP available 
  to clear any height requirement (this is the level of the hex the target is in, plus two if the target ’Mech is 
  standing, as a standing ’Mech is always two levels high). For example, to make a DFA attack from a Level 0 hex 
  against a ’Mech standing one hex away on a Level 3 hill would only cost 1 MP, but the attacking ’Mech must have 
  at least 5 Jumping MP available to make the attack. 
   
  2) Under “Weapon Attack Phase”, second paragraph, last sentence 
   
  For purposes of determining LOS, the attacking unit is considered to be in the air above the hex, standing one 
  level higher than the target hex or the level of the hex the attacker occupies, whichever is higher. 
  Change to: 
  For purposes of determining LOS, the attacking unit is considered to be in the air above the hex, standing two 
  levels higher than either the target hex or the level of the hex the attacker occupies, whichever is higher. 
   
  3) Under “Weapon Attack Phase”, “Falls”, second sentence 
   
  A failed roll means the attack automatically misses. 
  Change to: 
  A failed roll (or automatic fall) means the attack automatically misses. 
   
  4) ① Under “Weapon Attack Phase”, example text, third through fifth sentences 
   
  During the Weapon Attack Phase, the Jenner is considered to be in Hex C, as though it were standing on a Level 2 
  hill (the target hex’s level +1). The Atlas may fire against the Jenner’s front side with any weapons it can bring to 
  bear at a range of 1. Other units on the map can check for LOS and fire as though the Jenner were in Hex C with an 
  LOS height of Level 4. 
  Change to: 
  During the Weapon Attack Phase, the Jenner is considered to be in Hex C, as though it were standing on a Level 3 
  hill (the target hex’s level +2). The Atlas may fire against the Jenner’s front side with any weapons it can bring to 
  bear at a range of 1. Other units on the map can check for LOS and fire as though the Jenner were in Hex C with an 
  LOS height of Level 5. 
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 29 of 54 
  Death From Above Attacks (p. 150) 
  Under “Falls”, replace the second paragraph with the following: 
   
  On an unsuccessful attack the attacker automatically falls, taking damage as though it had fallen 2 levels. Roll on the 
  Facing After Fall Table to determine facing (see p. 68), but the Hit Location for this damage is always the rear. 
   
  Physical Attacks Against Prone ’Mechs (p. 151) 
  1) After the second sentence insert the following: 
   
  Prone ’Mechs are always treated as adjacent to their attacker for these purposes. 
   
  2) At the end of the paragraph insert the following: 
   
  Prone ’Mechs ignore Piloting Skill checks required to avoid falls. 
   
  Unit Displacement (p. 151) 
  1) After the first paragraph, insert the following new paragraph: 
   
  Displacement (including any resulting Piloting Skill Rolls and damage) is resolved immediately after the action 
  that caused it, regardless of what phase it is. If any damage was inflicted by that action, apply it before resolving 
  the displacement, even though the phase has not yet ended. 
   
  2)  “Buildings” paragraph 
   
  If a unit is displaced into a building hex, the building takes damage as if the displaced unit had executed a 
  successful charge attack (see Charge Attacks, p. 148). 
  Change to: 
  If a unit is displaced into a building hex, the building and the unit are damaged as if the displaced unit had 
  voluntarily moved into it and failed its Piloting/Driving Skill Roll (see Moving Through Buildings, p. 167). 
   
  3) Under “Vehicles”, last sentence 
   
  A vehicle displaced into a hex 2 levels or more lower than its previous position takes damage per VTOL Rotor 
  Destruction (see p. 197). 
  Change to: 
  A vehicle displaced into a hex 2 levels or more lower than its previous hex takes 1 point of falling damage for 
  every 10 tons that it weighs (rounding up), times the number of levels plus 1 that it fell. Divide the damage into 5-
  point Damage Value groupings and determine a hit location for each grouping using the Facing After Fall Table, 
  page 68. 
   
  Infantry Falling Damage Table (p. 151) 
  Insert an asterisk at the end of the header “Damage Per Every 2 Levels” 
   
  Falling Unit Hits Target (p. 152) 
  Under “Airborne Units”, delete the second paragraph. 
   
  Domino Effect [example text] (p. 153) 
  Last sentence 
   
  If the BattleMech had 2 or more MP left, it could move forward into the heavy woods in Hex F. 
  Change to: 
  If the BattleMech had 2 or more MP left, it could move forward into the light woods in Hex F. 
   
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 30 of 54 
  Heat 
  Building Up Heat (p. 158) 
  Under “Fuel Cell and ICE-Powered IndustrialMechs” 
   
  ICE-powered IndustrialMechs generate no heat from walking or running, 
  Change to: 
  These units generate no heat from walking or running, 
   
  Outside Heat Sources [example text] (p. 159) 
  Replace the second sentence with the following: 
   
  “After rolling the heat generation for the Plasma Rifle (6 heat points) and rolling on the Cluster Hits Table for the amount of 
  infernos that struck the target (a 9, resulting in 5 missiles hitting the target), ’Mech A’s controlling player tallies the heat 
  generated: 6 for the Plasma Rifle +10 for the infernos (2 heat points per missile x 5) = 16. However, such outside heat 
  sources can only inflict a total of 15 heat points in a turn, and so 1 point is wasted.” 
   
  Shutdown (p. 160) 
  1) Fourth paragraph, first sentence 
   
  “A MechWarrior can override the power plant’s safety shutdown procedure,” 
  Change to: 
  “A conscious MechWarrior can override the power plant’s safety shutdown procedure,” 
   
  2) After “Aimed Shots” insert the following new paragraph: 
   
  Voluntary Shutdown: Players may elect to voluntarily shut down a unit during any End Phase. They may then 
  restart the power plant in any subsequent End Phase, provided they first pass any Shutdown Avoid checks due to 
  heat (if needed), and provided there is no damage (such as three or more Engine Shielding criticals) that prevents 
  a restart. 
   
  Ammunition (p. 160) 
  1) First paragraph, second sentence 
   
  “The MechWarrior can avoid the explosion by pure luck, as indicated by the Avoid number.” 
  Change to: 
  “The explosion can be avoided by pure luck, as indicated by the Avoid number.” 
   
  2) In between the third paragraph and the “Exploding Weapons and Single-Shot Weapons” paragraph, insert the 
  following new paragraph: 
   
  “An ammunition explosion has no effect on any unit other than the one that suffered it.” 
   
   
  Buildings 
  Building Modifiers Table (p. 167) 
  Change “Piloting Skill Modifier” in the header to “Piloting/Driving Skill Modifier” 
   
  Building Movement Modifiers Table (p. 167) 
  Change both instances of “Piloting Skill Modifier” in the header to “Piloting/Driving Skill Modifier” 
   
  Moving Through Buildings (p. 168) 
  Under “’Mechs and Vehicles”, before the “Vehicles” paragraph insert the following new paragraph: 
   
  WiGEs: While WiGEs cannot enter a building, a WiGE moving over a building immediately collapses that building if its 
  tonnage x 0.25 exceeds the building’s current CF (see Collapse, p. 176). 
   
  
  Total Warfare Errata v5.1 
   
  Page 31 of 54 
  Infantry and ProtoMechs (p. 168) 
  At the end of the first paragraph insert the following: 
   
  Jump-capable infantry that wish to enter a building using their Jumping MP follow the procedure for jumping Battle 
  Armor, below. 
   
  Exiting Building Hexes [example text] (p. 171) 
  Second paragraph, last sentence 
   
  the Sylph can use its Anti-’Mech Skill to enter that building. 
  Change to: 
  the Sylph can enter that building. 
   
  Attacking Buildings (p. 171) 
  First paragraph, second sentence 
   
  (use the full Damage Value for Cluster Weapons; i.e. Cluster Weapons do not use the Cluster Hits Table when determining 
  damage against a building hex), 
  Change to: 
  (use the full Damage Value for Cluster Weapons; i.e. Cluster Weapons do not use the Cluster Hits Table when determining 
  damage against an adjacent building hex), 
   
  Attacking Units Inside Buildings (p. 171) 
  Under "Physical Attacks", at the end of the paragraph insert the following: 
   
  Charges are the one exception (see Charge Attacks, p. 148). 
   
  Resolving Damage [example text] (p. 173) 
  Replace the fifth paragraph (“The modified to-hit target…”) with the following: 
   
  “The modified to-hit target number for the dive-bombing attack is 6 (4 Gunnery + 2 for the dive-bombing modifier). Roll 
  once for each bomb used in the attack. If the rolls are successful, that bomb hits the target building hex at the level 
  designated.” 
   
  Resolving Damage [example text] (p. 174) 
  Left column, third paragraph on the page, fourth line 
   
  any units in hexes C, D, E, F, and G 
  Change to: 
  any units in hexes B, C, D, E, F and G 
   
  Infantry Damage From Attacks Inside Buildings Table (p. 175) 
  Reverse the entries for Heavy and Hardened, so that Heavy absorbs 50% of the damage and Hardened 75%. 
   
  Combat Within Buildings (p. 175) 
  Under “Burst-Fire Weapons and Conventional Infantry”, replace the entire paragraph with the following: 
   
  When burst-fire weapons are used against conventional infantry in a building hex, assign damage per the Burst-Fire 
  Weapon Damage Vs. Conventional Infantry Table (p. 217), but reduce the damage by half (round as normal). Damage 
  assigned to the building is per the weapon’s non-burst-fire damage; see Attacks Against Conventional Infantry, page 215. 
   
  Combat Within Buildings [example text] (p. 176) 
  First paragraph, second line from the bottom 
   
  to Level 1 of Hex A, 
  Change to: 
  to Level 1 of Hex B, 
  
  Total Warfare Errata v5.1 
   
  Page 32 of 54 
  Damage and Displacement [example text] (p. 178) 
  1) First paragraph at the top of the second column 
   
  “The Locust falls two levels and so takes 9 points of damage:…” 
  Change to: 
  “The Locust falls two levels and so takes 6 points of damage:…” 
   
  2) Right column, first paragraph, fourth sentence 
   
  He assigns damage to the front of the Locust in one 5-point grouping and one 4-point grouping, 
  Change to: 
  He assigns damage to the front of the Locust in one 5-point grouping and one 1-point grouping, 
   
  Basements (p. 179) 
  Under “ProtoMechs, Vehicles and Infantry”, first sentence 
   
  ProtoMechs, vehicles and infantry take normal falling damage (see Unit Displacement, p. 151) when they fall into a 
  basement, regardless of the roll result on the Basement Table. 
  Change to: 
  ProtoMechs, vehicles and infantry take normal falling damage (see Falling, p. 68) when they fall into a basement; their 
  facing remains as it was before they fell. 
   
  Basements Table (p. 179) 
  For each of the results 2-4 and 10-12, delete everything after it states how many levels the unit fell. 
   
   
  ProtoMechs 
  Damage (p. 185) 
  Second paragraph, fourth sentence 
   
  Each time a player crosses off a shaded critical hit box, the warrior takes a point of damage. 
  Change to: 
  Each time an attack forces a player to cross off one or more critical hit boxes, the warrior takes a point of damage. 
   
  Frenzy (p. 187) 
  1) First paragraph, at the end of the paragraph insert the following: 
   
  Against conventional infantry, this damage is treated as coming from conventional infantry (see p. 216). 
   
  2) Second paragraph, second and third sentences 
  This ruling has changed from previous errata versions. 
   
  The attack can only be made against an adjacent target in the front firing arc. If the ProtoMech has twisted its 
  torso, the attack can only be made into the rotated front firing arc. 
  Change to: 
  The attack can only be made against targets in the same hex as the ProtoMech. 
   
  3) Replace the third paragraph with the following: 
   
  If the attack hits, consult the ’Mech Kick Location Table (see p. 147); if the ’Mech is prone, use the appropriate 
  column of the standard hit location table (see p. 119) instead. Attack against vehicles, use the Front column of the 
  appropriate hit location table. 
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 33 of 54 
  ProtoMech Myomer Booster (p. 187) 
  Second sentence 
   
  Whenever a ProtoMech unit uses MP in excess of its standard movement (i.e. in the example above, expends MP of 10+), 
  it must roll 2D6 
  Change to: 
  A ProtoMech unit can choose to engage the booster as it declares what movement mode it will use. Upon doing so, it 
  must roll 2D6 
   
   
  Combat Vehicles 
  Motive System Damage Table (p. 193) 
  1) Footnote, first sentence 
   
  “All movement and Driving Skill Roll penalties are cumulative.” 
  Change to: 
  “All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll modifier can only 
  be applied once. For example, if a roll of 8-9 is made for a vehicle, inflicting a +2 PSR modifier, that is the only 
  time that particular +2 can be applied; a subsequent roll of 8-9 has no additional PSR effect, but the additional –1 
  Cruising MP would still be applied. This means the maximum Driving Skill Roll modifier that can be inflicted from 
  the Motive System Damage Table is +6.” 
   
  2) At the end of the footnote insert the following: 
   
  “If a hover vehicle is rendered immobile while over a Depth 1 or deeper water hex, it sinks and is destroyed.” 
   
  Ground Combat Vehicle Critical Hit Effects (p. 194) 
  Under “Ammunition”, second sentence 
   
  “Unlike a ’Mech, where only a single slot explodes, the Combat Vehicle loses all its ammunition (see p. 125).” 
  Change to: 
  “Unlike a ’Mech, where only a single slot explodes, the Combat Vehicle loses all its ammunition (see p. 125), excepting 
  one-shot weapons.” 
   
  Ground Combat Vehicle Critical Hit Effects (p. 194) 
  Under “Crew Killed”, at the end of the third sentence append the following: 
   
  (VTOLs and WiGEs crash and are considered destroyed). 
   
  VTOL Combat Vehicle Critical Hits Table (p. 196) 
  1) Change “Engine Hit” to “Engine Damage” 
   
  2) Change “Weapon Jam” to “Weapon Malfunction” 
   
  Rotor Hits (p. 197) 
  After the first paragraph insert the following new paragraph: 
  This ruling has changed from previous errata versions. 
   
  Any source of damage without a weapon Damage Value is not modified in this manner. In addition, any successful 
  physical attack by a ’Mech automatically destroys the VTOL’s rotor (and thus the VTOL). 
   
  Critical Damage (p. 197) 
  At the end of the bullet point insert the following: 
   
  At least 1 point of damage must have been dealt to trigger this. 
   
   
  
  Total Warfare Errata v5.1 
   
  Page 34 of 54 
  VTOL Combat Vehicle Critical Hit Effects (p. 197) 
  1) Under “Engine Damage”, replace the first paragraph with the following: 
   
  If a landed VTOL’s engine takes damage, the unit cannot move for the rest of the game. If a flying VTOL’s engine 
  takes damage over a clear, paved, rough or building hex, make a Driving Skill Roll with a +4 modifier (plus any 
  additional modifiers that might apply). If the roll succeeds, the VTOL lands in that hex and is rendered immobile. If 
  the roll fails, the VTOL is destroyed. If the VTOL takes engine damage while flying over other terrain, it is 
  automatically destroyed. 
   
  2) Under “Rotors Destroyed”, replace the entire paragraph with the following: 
   
  The VTOL’s rotor is destroyed, destroying the vehicle. 
   
  Physical Attacks Against VTOLs (p. 198) 
  Third sentence 
   
  “The first column lists the difference in levels between the ’Mech’s hex and the VTOL; to find this number, subtract the 
  ’Mech’s hex level +1 from the VTOL’s elevation.” 
  Change to: 
  “The first column lists the difference in levels between the ’Mech’s hex and the VTOL; to find this number, subtract the 
  ’Mech’s hex level from the VTOL’s elevation.” 
   
  To-Hit Modifiers (p. 199) 
  First sentence 
   
  Because a WiGE vehicle flies above terrain, it does not benefit from woods modifiers for the hex it occupies while in flight. 
  Change to: 
  Since a WiGE vehicle operates one elevation above the ground, it remains below the level of a woods hex, and so gains the 
  modifier from woods as would a VTOL at the same elevation. If a WiGE vehicle follows a road through a woods hex, it also 
  gains this bonus by being in the hex. 
   
   
  Support Vehicles 
  Airships (p. 205) 
  Last paragraph, after the first sentence insert the following: 
   
  Airships that go out-of-control after being struck by weapons fire do not lose 1d6 Altitude Levels, but instead roll on the 
  Airship Random Altitude Change Table (above). 
   
  To-Hit Modifiers (p. 206) 
  At the end of the section insert the following new subsection: 
   
  Large Support Vehicles 
  Large Support Vehicles ignore the multiple targets modifier when firing at more than one unit. 
   
  Large Ground Support Vehicle Hit Location Table (p. 206) 
  The “double S” in the “2” row of both Front Side and Rear Side columns should appear in the headers of those columns 
  instead. 
   
  Damage [example text] (p. 207) 
  Replace the fifth paragraph with the following: 
   
  “If, on the other hand, the Support Vehicle were struck by an AC/5 using armor-piercing rounds, it would be forced to 
  make a critical hit check regardless of its BAR (see Armor-Piercing Ammunition, p. 206). If it had a BAR of less than 10, the 
  vehicle would add a +2 modifier to this check.” 
   
   
  
  Total Warfare Errata v5.1 
   
  Page 35 of 54 
  Infantry 
  Generic Conventional Infantry Units Table (p. 213) 
  1) Single-dagger footnote 
   
  †Flamers can cause heat or damage at the discretion of the controlling player. Some weapons have the capacity 
  to do both (see Heat-Effect Weapons, p. 113). 
  Change to: 
  †Flamers can cause either heat or damage at the discretion of the controlling player. Some weapons have the 
  capacity to do both at the same time (see Heat-Effect Weapons, p. 113). 
   
  2) Double-dagger footnote 
   
  ‡Movement type and restrictions, as shown on the Movement Cost Table, p. 52, apply per each vehicle of the 
  same type. 
  Change to: 
  ‡Mechanized infantry have the movement type and prohibited terrain of their vehicle type, as shown on the 
  Movement Cost Table (see p. 52). 
   
  Infantry Movement (p. 214) 
  1) Under “Changing Level,” second paragraph, at the end of the first sentence append the following: 
   
  “; Inner Sphere battle armor units with body-mounted missile launchers cannot use Jumping MP until they 
  jettison such launchers (the controlling player can announce he is ejecting the missile launchers at any time, 
  marking them off on the appropriate record sheet).” 
   
  2) In between the “Buildings” and “Water” paragraphs insert the following new paragraph: 
   
  Mechanized Infantry: Mechanized infantry have the movement type and prohibited terrain of their vehicle 
  type (see the Movement Cost Table, p. 52). For example, hovercraft-based mechanized infantry may traverse 
  water of any depth, but cannot move through woods of any type. 
   
  3) Under “Woods”, replace the paragraph with the following: 
   
  To enter any light woods hex, infantry pay only 1 MP (except for permitted mechanized infantry units, which pay 
  2 MP). Infantry pay only 2 MP to enter any heavy woods hex. 
   
  Conventional Infantry Attacks (p. 215) 
  Before the first paragraph on the page insert the following: 
   
  All platoons have a Damage Type, which specifies the Type of damage they inflict: 
  - 
  “B” (Ballistic): The platoon’s attacks are of the Direct-Fire Ballistic Type (see p. 113) 
  - 
  “E” (Energy): The platoon’s attacks are of the Direct-Fire Energy Type (see p. 113) 
  - 
  “M” (Missile): The platoon’s attacks are of the Missile Type (see p. 113) 
  - 
  “P” (Point-Blank Weapon): See TechManual, page 148 
   
  A platoon might also have Special Features, also detailed via letter code:  
  - 
  “A” (Anti-Aircraft Weapon): The platoon can attack airborne aerospace units 
  - 
  “B” (Heavy Burst Weapon): The platoon deals additional damage vs. Conventional Infantry; see TechManual, page 
  148 
  - 
  “F” (Flame-Based Weapon): The platoon’s attacks are also of the Heat-Causing Type (see p. 113) 
  - 
  “N” (Non-Penetrating Weapon): The platoon’s weapons can affect only other Conventional Infantry 
   
  Conventional Infantry Attacks (p. 215) 
  1) Second paragraph (first on the page), at the end of the first sentence append the following: 
   
  (for a platoon with only one trooper remaining the result is always “1”). 
   
  
  Total Warfare Errata v5.1 
   
  Page 36 of 54 
  2) Third paragraph (second on the page), last sentence 
   
  If the target is a conventional infantry platoon, the attacking player simply applies the damage. 
  Change to: 
  If the target is a conventional infantry platoon, the damage is instead simply applied all at once. 
   
  3) Under “Stealth Equipment”, first paragraph, last sentence 
   
  “To-hit modifiers generated by basic, improved, prototype and standard stealth armor systems (regardless of 
  which unit mounts the equipment) have no effect on conventional infantry (see Other Combat Equipment, p. 
  228). 
  Change to: 
  “To-hit modifiers generated by BattleMech, basic, improved, prototype and standard stealth armor systems 
  (regardless of which unit mounts the equipment) have no effect on conventional infantry (see Stealth Armor, p. 
  142, and Other Combat Equipment, p. 228).” 
   
  Attacks Against Conventional Infantry (p. 215) 
  1) Second paragraph, last sentence 
   
  Successful non-infantry attacks against conventional mechanized infantry double the number of troopers 
  eliminated in this fashion. 
  Change to: 
  Successful non-conventional infantry attacks against conventional mechanized infantry double the number of 
  troopers eliminated in this fashion. 
   
  2) Under “Burst-Fire Weapons”, first paragraph 
   
  Delete the last sentence (“As with attacks from conventional infantry […]”) 
   
  Attacks Against Conventional Infantry (p. 216) 
  1) ① Under “Clear Terrain”, first sentence 
   
  Conventional infantry hit while in Clear terrain suffer twice the normal damage. 
  Change to: 
  Conventional infantry hit while in Clear terrain (or any other terrain that provides no terrain to-hit modifiers) 
  suffer twice the normal damage. 
   
  2) Under “Damage from Other Infantry Attacks”, first sentence 
   
  “Damage done by one infantry unit to another always equals the standard damage inflicted;” 
  Change to: 
  “Damage done by one conventional infantry unit to another always equals the standard damage inflicted;” 
   
  3) Under “Mechanized Infantry”, replace the entire entry with the following: 
   
  Mechanized Infantry: Successful non-conventional infantry attacks against conventional mechanized infantry 
  double the number of troopers eliminated unless they are made with burst-fire weapons. 
  Against successful conventional infantry and burst-fire weapon attacks, double the damage each mechanized 
  infantry trooper can sustain before being eliminated. If such a trooper is not eliminated, that unit’s record sheet 
  always retains at least one box of armor (which requires 2 points of infantry damage to eliminate) until the 
  trooper is crippled or killed. 
   
  Non-Infantry Weapon Damage Against Infantry Table (p. 216) 
  1) In between the first and second rows insert the following new row: 
   
  BattleMech Physical Attack** 
  Damage Value / 10 
   
  
  Total Warfare Errata v5.1 
   
  Page 37 of 54 
  2) At the bottom of the table, insert the following new footnote: 
   
  **Not including Thrashing Attacks (see p. 151). 
   
  3) In both the table and the footnotes, change the Pulse reference from two to three asterisks. 
   
  Burst-Fire Weapon Damage vs. Conventional Infantry Table (p. 217) 
  1) Add an asterisk after the “Battle Armor” subtable header. 
   
  2) At the bottom of the table, insert the following footnote: 
   
  * Any burst-fire weapon available to battle armor but not listed on the “Battle Armor” subtable (such as the small 
  pulse laser) defaults to the burst-fire damage listed on the “BattleMechs, ProtoMechs and Vehicles” subtable. 
   
  Battle Armor (p. 218) 
  1) Under “Non-Missile Attacks”, second paragraph 
   
  Delete the second sentence (“If the target is a conventional infantry platoon…”) 
   
  2) Under “Missile Attacks”, second paragraph 
   
  Delete the second sentence (“As with other weapon types…”) 
   
  3) Under “Anti-Personnel Weapons”, replace the last sentence with the following: 
  This ruling has changed from previous errata versions. 
   
  The standard rules presume the mounting of a single Auto-Rifle as the unit’s anti-personnel weapon. At the 
  players’ option, the damage, ranges and to-hit numbers of alternative anti-personnel weapon types may be used 
  as per TechManual, page 271. Regardless of the anti-personnel weapon type or how many anti-personnel 
  weapons a battle armor unit mounts, the unit can only make one anti-personnel weapon attack in a turn, using 
  only a single anti-personnel weapon per suit. 
   
  Battle Armor Attacks [example text] (p. 219) 
  Top of the second column 
   
  “Generic Conventional Infantry Damage Table results in a final Damage value of 1 to be assigned to a location” 
  Change to: 
  “Generic Conventional Infantry Damage Table results in a final Damage Value of 2 to be assigned to a location” 
   
  Anti-’Mech Attacks (p. 220) 
  Insert the following new paragraphs: 
   
  Body-Mounted Missile Launchers: Inner Sphere battle armor units with body-mounted missile launchers cannot make 
  anti-’Mech attacks until they jettison such launchers (the controlling player can announce he is ejecting the missile 
  launchers at any time, marking them off on the appropriate record sheet). 
  TAG: An infantry unit may not designate a target and make an Anti-’Mech Attack in the same turn. 
   
  Leg Attacks (p. 220) 
  Second sentence 
   
  “Infantry units that begin a Weapon Attack Phase in the same hex as a ’Mech may choose to attack the ’Mech’s legs 
  instead of making a standard weapon attack.” 
  Change to: 
  “Infantry units that begin a Weapon Attack Phase in the same hex and at the same elevation as the legs of an enemy 
  ’Mech may choose to attack the ’Mech’s legs instead of making a standard weapon attack.” 
   
   
  
  Total Warfare Errata v5.1 
   
  Page 38 of 54 
  Swarm Attacks (p. 220) 
  1) First paragraph, first sentence (“Infantry units that begin a Weapon…”) 
   
  “Infantry units that begin a Weapon Attack Phase in the same hex as an enemy ’Mech may choose to swarm the 
  ’Mech, rather than use their weapons or attack its legs.” 
  Change to: 
  “Infantry units that begin a Weapon Attack Phase in the same hex and at the same elevation(s) of an enemy 
  ’Mech may choose to swarm the ’Mech, rather than use their weapons or attack its legs.” 
   
  2) First paragraph, last sentence 
   
  Only one swarm attack can be made against a unit in a given turn. 
  Change to: 
  A unit can only be swarmed by one infantry unit, and only one swarm attack can be made against a target in a 
  given turn. 
   
  3) Fourth paragraph, in between the first and second sentences insert the following: 
   
  “In turn, a unit performing a swarming attack may not be the target of weapon attacks.” 
   
  4) Under “Prohibited Attacks”, first sentence 
   
  “Aerospace units and VTOLs cannot be targets of swarm attacks unless they land.” 
  Change to: 
  “Aerospace units, VTOLs and WiGEs cannot be targets of swarm attacks unless they land.” 
   
  5) Under “Prohibited Attacks”, after the last sentence insert the following: 
   
  “Lastly, swarming units are not valid targets and thus cannot be attacked either.” 
   
  Swarm Attack Modifiers Table (p. 221) 
  1) Under “Active Troopers in Conventional Platoon”, add a new footnote marker to the “16–17” entry. 
   
  2) At the bottom of the table, insert the following new footnote: 
   
  This line is also used for friendly battle armor attempting to mount a friendly unit being swarmed by 15 or fewer 
  conventional infantry. 
   
  Fighting Off Swarm Attacks (p. 222) 
  1) Second full paragraph, fourth sentence 
   
  “The infantry unit cannot move or shoot for the rest of the turn, and takes 3D6 damage points of damage. The 
  damage is applied to the infantry unit as if from an infantry attack.” 
  Change to: 
  “The infantry unit cannot move or shoot for the rest of the turn, and each trooper takes 1 damage point for every 
  Jump Movement Point the ’Mech used in that phase.” 
   
  2) Under “Mechanized Battle Armor”, right column, delete the first full paragraph (“Even if the …”). 
   
  3) Under “Vehicles”, last sentence 
   
  “If the roll is successful, the swarming infantry is shaken loose as if knocked off by a jumping ’Mech.” 
  Change to: 
  “If the roll is successful, the swarming infantry is shaken loose as if knocked off by a jumping ’Mech, and each 
  trooper takes 1 damage point.” 
   
   
  
  Total Warfare Errata v5.1 
   
  Page 39 of 54 
  4) After the “Vehicles” paragraph insert the following new paragraph: 
   
  VTOLs and WiGEs: VTOL and WiGE units can fight off swarming infantry just like regular combat vehicles. 
  Should they succeed, or be destroyed while they are swarmed, the swarming infantry is considered to be shaken 
  loose as if knocked off by a jumping ’Mech, and each trooper takes 1 damage point for every Elevation above the 
  terrain that the VTOL or WiGE unit is at. If the swarming infantry has Jump or VTOL movement, it takes no 
  damage, but still cannot move or shoot for the remainder of the turn. 
   
  Attacks Against Swarmed Units (p. 222) 
  First paragraph, first sentence 
   
  Attacks against a swarmed unit may strike the swarming infantry as well. 
  Change to: 
  Though swarming infantry cannot be deliberately targeted by weapon attacks, attacks against a swarmed unit by a third 
  party may strike the swarming infantry as well. 
   
  Swarm Attack Damage (p. 223) 
  1) At the end of the second paragraph, first column, insert the following: 
   
  “Swarm damage to grounded aerospace units uses a randomly determined side column of the appropriate 
  column of the Aerospace Units Hit Location Table.” 
   
  2) Under “Critical Hits”, second sentence 
   
  “In addition to determining normal damage, the player rolls once on the Determining Critical Hits Table (p. 124),” 
  Change to: 
  “In addition to determining the normal effects of its eligible weapons fire, the player rolls once on the 
  Determining Critical Hits Table (p. 124),” 
   
  3) Under “Vibro-Claw Manipulator”, replace the entire paragraph with the following: 
   
  A battle armor unit with one or more troopers equipped with a single vibro-claw adds 1 to its swarm attack 
  damage; if the unit has one or more troopers equipped with two vibro-claws, instead add 2 to its swarm attack 
  damage. This damage is in no way cumulative. 
   
  Infantry Carrier (p. 223) 
  1) First sentence 
   
  “Infantry may ride inside any unit during the course of a game, provided the unit has dedicated cargo space.” 
  Change to: 
  “Infantry may ride inside any non-’Mech unit during the course of a game, provided the unit has dedicated cargo 
  space.” 
   
  2) Under “Mechanized Infantry” 
   
  “Mechanized infantry cannot be carried using these rules, unless the carrying unit is a Large Support Vehicle, 
  small craft or Large Craft.” 
  Change to: 
  “Mechanized infantry can only be carried by a Combat or Medium Support Vehicle over 100 tons or any Large 
  Support Vehicle, small craft or Large Craft.” 
   
  Mounting (p. 224) 
  First full paragraph on the page 
   
  “Mounted infantry may not fire weapons, spot for indirect fire or take any action other than dismounting from the carrier. 
  Any equipment that does not require an action to use (such as an ECM suite on a battle armor unit) still functions; hence 
  in the case of an ECM suite on a battle armor unit, the carrying unit will be covered by the 1-hex “ECM bubble”.” 
   
  
  Total Warfare Errata v5.1 
   
  Page 40 of 54 
  Change to: 
  “Mounted infantry may not fire weapons, spot for indirect fire or take any action other than dismounting from the carrier. 
  Equipment that does not require an action to use (such as an ECM suite on a battle armor unit) does not function.” 
   
  Dismounting (p. 224) 
  First paragraph, first sentence 
   
  An infantry unit may dismount a carrier only at the end of that carrier’s movement. 
  Change to: 
  An infantry unit may dismount a carrier only during the Movement Phase, at the end of that carrier’s move. A charging 
  carrier cannot dismount infantry. 
   
  Dismounting (p. 225) 
  1) Delete the second paragraph (first full para on the page: “Vehicles, including VTOLs, must spend…”) 
   
  2) Under “MP Reduction”, last sentence 
   
  , no infantry may dismount even if the carrier has not expended all of its MP. 
  Change to: 
  , no infantry may dismount. 
   
  Dismounting From Aerospace Carriers (p. 225) 
  1) First paragraph, second sentence 
   
  If an aerospace unit is landed, use the rules for vehicles, Large Support Vehicles or DropShips as appropriate, 
  except that the carrying unit need not expend MP to dismount infantry. 
  Change to: 
  If an aerospace unit is landed, use the rules for vehicles, Large Support Vehicles or DropShips as appropriate. 
   
  2) Replace the second paragraph with the following: 
   
  The only exceptions are Aerospace Fighters, Conventional Fighters, and Fixed Wing and Airship Support 
  Vehicles in conjunction with infantry that have Jumping or VTOL MP. The carrying unit must be flying at Altitude 1 
  (NOE). All infantry units dismounting from an airborne aerospace unit must be placed in any hex along the 
  carrying unit’s flight path in that turn (see p. 242). Jump-capable infantry units are placed on the ground (if the 
  infantry unit must eject any missile launchers and/or detachable weapon packs to use its jumping capability, and 
  has not yet done so, it cannot eject said equipment while still mounted on or in an aerospace unit; the airborne 
  transport must first land before these units can dismount). Infantry units with VTOL MP that are dropped by an 
  aerospace unit are placed at an elevation level of 8 (see p. 43). 
  Attacks against any infantry dismounting from an airborne aerospace unit are made as though the infantry 
  moved 0 hexes, with a +1 modifier applied for infantry units that possess either Jump or VTOL MP. 
   
  Infantry Dismounting [example text] (pp. 225-226) 
  Remove all references to units expending MP to allow their infantry to dismount. 
   
  Mechanized Battle Armor (p. 227) 
  1) Under “Magnetic Clamps” 
   
  Mechanized battle armor units equipped with magnetic clamps can mount standard ’Mechs and vehicles (except 
  for VTOLs) 
  Change to: 
  Mechanized battle armor units equipped with magnetic clamps can mount standard ’Mechs and vehicles (with 
  special movement restrictions listed below) 
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 41 of 54 
  2) In between the “Magnetic Clamps” and “MP Reduction” paragraphs, insert the following new paragraph: 
   
  Movement Restrictions: Whether or not the battle armor is equipped with magnetic clamps, no vehicle may 
  expend UMU, VTOL, WiGE or Jumping MP while carrying mechanized battle armor, and no ’Mech may expend 
  UMU MP. 
   
  3) Under “MP Reduction”, at the end of the paragraph insert the following: 
   
  The ’Mech Lifting Capabilities rules (see p. 261) do not affect this MP penalty. 
   
  4) After “MP Reduction” insert the following new paragraphs: 
   
  Omni-Trailers: Each tractor and trailer is a separate vehicle for the purposes of externally carrying battle 
  armor. A trailer hitch in use on the Rear of the tractor or trailer reduces the ability of that tractor or trailer to 
  carry battle armor squads by two suits, from the maximum of six suits. 
  Support Vehicles: Omni Support Vehicles of any kind cannot carry mechanized battle armor. 
   
  Attack Damage to Troopers (p. 227) 
  First paragraph, first sentence 
   
  “When a unit carrying battle armor takes a hit in a location where a surviving trooper is riding, roll 1D6.” 
  Change to: 
  “Mechanized Battle Armor can only take damage when the unit carrying them takes damage. When a unit carrying battle 
  armor takes a hit in a location where a surviving trooper is riding, roll 1D6.” 
   
  Attack Damage to Troopers (p. 228) 
  After the first paragraph on page (the paragraph continued from p. 227) insert the following new paragraph: 
   
  Area-Effect Attacks: When resolving an area-effect attack on a hex with a unit carrying battle armor, the battle armor 
  does not take normal area effect damage, but suffers damage as described above instead (roll 1D6 if the location a battle 
  armor trooper takes damage, etc.). 
   
  Bomb Rack (p. 228) 
  First paragraph, last sentence 
   
  The only to-hit modifier that applies to the attack is Attacker Movement modifier. 
  Change to: 
  The to-hit number is equal to the battle armor’s Gunnery Skill Rating, with no other modifiers applied, including the –4 
  modifier for attacking a hex. 
   
  Improved Sensors (p. 228) 
  “sensors with an Inner Sphere technology base have a 2-hex range, while Clan-tech sensors have a 3-hex range.” 
  Change to: 
  “improved sensors have a 2-hex range.” 
   
  Magnetic Clamps (p. 228) 
  Replace the entire entry with the following: 
   
  “A battle armor unit equipped with magnetic clamps can mount standard BattleMechs and vehicles as though the carrying 
  units were Omni units (see Mechanized Battle Armor, p. 227).” 
   
   
   
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 42 of 54 
  Aerospace Units 
  Space Combat (p. 235) 
  Under “Aerodyne Units” 
   
  (see Aerospace Firing Arcs Diagram 2, p. 236) 
  Change to: 
  (see Aerodyne Firing Arcs Diagram, p. 236) 
   
  Space Combat (p. 235) 
  Under “Spheroid Units” 
   
  (see Aerospace Firing Arcs Diagram 1, above) 
  Change to: 
  (see Spheroid Firing Arcs Diagram, above) 
   
  Aerospace Attack Modifiers Table (p. 237) 
  1) Insert the following rows into the section for Target/Intervening Conditions: 
   
  Secondary target in forward arc 
  +1 
  Secondary target in side or rear arc 
  +2 
  Target conducting air-to-ground attack this turn 
  –3 
  Attacker is an OmniFighter flying at altitude 1 (NOE) attacking an air target       
  +1 
  Attacker is non-OmniFighter flying at altitude 1 (NOE) attacking an air target    
  +2 
   
  2) For both the “Target is evading” and “Attacker is evading” entries, change “Variable” to “Variable (see p. 77)” 
   
  Aerospace Units Hit Location Table, DropShips/Small Craft (p. 237) 
  On column “Side”, on “Row 8”, change “Collar Side/Door” to “Side/Door” 
   
  Weapons and Equipment (p. 238) 
  1) Under “ECM and Active Probes”, at the end of the section insert the following: 
   
  The area of effect of ECM mounted on an aerospace unit only affects ground units (and vice versa) when the 
  Aerospace Units on Ground Mapsheet rules are in use (see p. 91), the affected unit is within range, and the 
  aerospace unit occupies NoE altitude. However, the unit mounting ECM always receives the benefits of ECM, 
  even if the attack comes from beyond NoE altitude. 
   
  2) Under “Special Munitions” 
   
  “Aerospace units may not use special munitions.” 
  Change to: 
  “Aerospace units may not use special munitions, with the exception of Artemis-equipped missiles and LB-X 
  autocannons (in which they always use Cluster ammunition).” 
   
  Scale (p. 238) 
  Under “Spheroid Units” 
  This ruling has changed from previous errata versions. 
   
  attacks by standard-scale weapons against capital-scale armor are totaled then divided by 10 and rounded down for each 
  location 
  Change to: 
  attacks by standard-scale weapons against capital-scale armor and structure are totaled then divided by 10 and rounded 
  normally 
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 43 of 54 
  Structural Integrity (SI) Damage (p. 238) 
  First paragraph, first sentence 
   
  When all the armor in a location is destroyed, subtract half the excess damage (round down) from the unit’s SI value. 
  Change to: 
  All damage to a unit’s SI value is halved (round down). 
   
  Airborne Aerospace Units vs. Other Airborne Units (p. 242) 
  Replace the entire entry with the following: 
   
  “Airborne aerospace units may only execute air-to-air attacks against other airborne aerospace units. Against all other 
  targets (including airborne non-aerospace units such as WiGE and VTOL vehicles, and other units expending VTOL MPs), 
  airborne aerospace units may only execute air-to-ground attacks (see Air-to-Ground Attacks, below).” 
   
  Air-to-Ground Attacks (p. 242) 
  1) Second paragraph, second sentence 
   
  “The player must first nominate an attack path, a row of hexes over which the fighter will pass. This row must 
  form a straight line and represents the fighter’s flight path across the ground mapsheet (see diagrams below).” 
  Change to: 
  “When an aerospace unit is declaring its weapon attacks, the player must first nominate an attack path, a row of 
  hexes over which the fighter will pass. This row must form a straight line and must be parallel to the final facing of 
  the aerospace fighter; it represents the fighter’s flight path across the ground mapsheet (see diagrams on p. 
  243).” 
   
  2) Third paragraph 
   
  “Aerospace units making air-to-ground attacks cannot make any air-to-air attacks in the same turn.” 
  Change to: 
  “Aerospace units can only make one air-to-ground attack per turn, and cannot make any air-to-air attacks in the 
  same turn.” 
   
  3) Under “Types of Attacks” 
   
  “Conventional fighters and aerodyne small craft can make all the attacks described below. Spheroid 
  DropShips/small craft and VSTOL-equipped units may only make strike attacks. Aerodyne DropShips may only 
  make strike and strafing attacks.” 
  Change to: 
  “Conventional and aerospace fighters and fixed-wing support vehicles equipped with hardpoints can make all the 
  attacks described below. Spheroid DropShips/small craft may only make strike attacks. Aerodyne DropShips/small 
  craft and fixed-wing support vehicles without hardpoints may only make strike and strafing attacks.” 
   
  Non-Aerospace Airborne Units (p. 243) 
  First and second sentences 
  This ruling has changed from previous errata versions. 
   
  Airborne aerospace units cannot make air-to-ground attacks against airborne non-aerospace units (WiGE and VTOL 
  vehicles, or other units expending VTOL MP, such as battle armor). Such units cannot be damaged by these attacks, with 
  the exceptions of bombs that strike a building or water hex 
  Change to: 
  Airborne aerospace units make strafing and striking attacks against airborne non-aerospace units (WiGE and VTOL 
  vehicles, or other units expending VTOL MP, such as battle armor) just like any other ground target. Such units cannot be 
  subject to dive-bombing or level bombing attacks, however, with the exception of bombs that strike a building or water 
  hex 
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 44 of 54 
  Air-to-Ground Attack Modifier Table (p. 243) 
  Second footnote 
   
  Terrain and target movement modifiers do not apply to any type of bombing attack; 
  Change to: 
  Terrain and target movement modifiers (including the –4 modifier for an immobile target) do not apply to any type of 
  bombing attack; 
   
  Strafing (p. 243) 
  1) Second paragraph, third sentence 
   
  The unit may fire one, some or all of its direct-fire energy and pulse weapons when strafing. 
  Change to: 
  The unit may fire one, some or all of its non-ammo-dependent direct-fire energy and pulse weapons when 
  strafing. 
   
  2) Third paragraph, in between the first and second sentences insert the following: 
   
  No matter how many targets are attacked, each weapon only fires once for the purposes of heat and ammunition 
  tracking. 
   
  Strafing [example text] (p. 245) 
  Replace the first paragraph on the page with the following: 
   
  “For the VTOL in Hex D: 9 (4 (base to-hit number), +4 (strafing attack modifier) +2 (VTOL movement) +1 (airborne 
  target) –2 (pulse weapon modifier)). If the attack succeeds, the player makes the hit location rolls against the rear of the 
  VTOL.” 
   
  Striking (p. 245) 
  First paragraph, third sentence 
   
  A strike attack reduces the attacker’s altitude by one. 
  Change to: 
  A strike attack reduces the attacker’s altitude by one, applied before any attacks are resolved that turn. 
   
  Striking [example text] (p. 245) 
  Delete the last paragraph.  At the start of the second paragraph insert the following: 
   
  First, the controlling player adjusts the Shiva’s altitude from 3 to 2 on the fighter’s record sheet. 
   
  Bombing (p. 245) 
  At the end of the first paragraph insert the following: 
   
  “All such ordnance uses the Nose arc for firing purposes.” 
   
  Bombing (p. 245) 
  Under “Dive-Bombing”, first paragraph, in between the first and second sentences insert the following: 
   
  This altitude drop is applied before any attacks are resolved that turn. 
   
  Bombing (pp. 245-246) 
  Under “Dive-Bombing”, replace the second paragraph on p. 245, spilling over onto p. 246, with the following: 
   
  Roll once for each bomb being dropped in the attack. For each attack that succeeds, the bomb impacts and explodes in 
  the target hex. If an attack fails, the bomb scatters before exploding. To determine the direction of the scatter, roll 1D6 
  and consult the Dive-Bombing Scatter Diagram below. The bomb scatters in that direction, impacting a number of hexes 
  from its intended target hex equal to the attack roll’s margin of failure. (For example, if the attack roll failed by 3 points, 
  the missed bomb will strike 3 hexes away from its intended target.) 
  
  Total Warfare Errata v5.1 
   
  Page 45 of 54 
  Altitude-Bombing (p. 246) 
  Replace the second paragraph with the following: 
   
  Roll once for each bomb being dropped in the attack. If a roll succeed, that bomb lands in the designated hex. If the roll 
  fails, the bomb scatters before exploding. To determine the direction of the scatter, roll 1D6 for each bomb dropped and 
  consult the Altitude-Bombing Scatter Diagram on page 245. The bomb scatters in that direction, impacting a number of 
  hexes from its intended target hex equal to the attack roll’s margin of failure. (For example, if the attack roll failed by 3 
  points, the missed bomb will strike 3 hexes away from its intended target.) 
   
  Area-Effect Weapons (p. 246) 
  After the last sentence insert the following: 
   
  “All external ordnance uses the Nose Arc for firing purposes.” 
   
  Rocket Launchers (p. 246) 
  “One rocket launcher occupies the same space as one bomb.” 
  Change to: 
  “One Rocket Launcher 10 occupies the same space as one bomb.” 
   
  TAG (p. 246) 
  Replace the entire subsection with the following: 
   
  • TAG: Not a weapon in its own right, TAG (see p. 142) can be used to designate targets for weapons like laser-guided 
  bombs or semi-guided LRMs. TAG units can be built into a unit’s fuselage in the same way as a weapon or carried as an 
  external pod. A pod-mounted TAG occupies the same space as one bomb. To designate a target, the fighter must be at 
  Altitude 5 or lower. Like a strike attack, the target must lie along the flight path. 
  The base to-hit number for the system is the warrior’s Gunnery Skill +2. The designating aerospace unit cannot 
  make any other attacks while attempting to designate a target. 
  A grounded fighter’s TAG uses the same firing arc as a weapon in the same location (see p. 236), and uses all rules 
  of TAG use as found on page 142. A pod-mounted TAG on a grounded aerospace fighter uses the nose firing arc. 
   
  Bombing [example text] (p. 247) 
  Starting with the first new paragraph on the page (“The controlling player nominates…”), replace that paragraph and the 
  one following it with the following: 
  This ruling has changed from previous errata versions. 
   
  The controlling player nominates Hex B for its divebombing attack and opts to drop half his bomb load (5 bombs) 
  against the target hex. In this case, we’ll assume the Shiva was at an altitude of 4. First, the player adjusts the Shiva’s 
  altitude by 2 (from 4 to 2), because it is making a dive-bombing attack. The player then makes a to-hit roll against the 
  modified To-Hit Number 6 (4 (base to-hit number) + 2 (dive-bombing attack modifier) = 6) for each bomb. Unfortunately, 
  all his rolls are less than 6 and so the bombs miss their target. For each bomb, he must now roll the direction and distance 
  of deviation. If he’s lucky, they may still land in another hex containing an enemy unit, or—since they are cluster bombs—
  adjacent to an enemy unit’s hex. 
  If all the bombs had struck Hex B, the player would apply the following damage. 
   
  Ground-To-Air Attacks (p. 247) 
  First paragraph, first sentence 
   
  “The rules for ground units attacking airborne aerospace units are covered in the appropriate areas of the Combat section 
  (see p. 98).” 
  Change to: 
  “The rules for ground units attacking airborne aerospace units are covered in the appropriate areas of the Combat section 
  (see pp. 98 and 110).” 
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 46 of 54 
  Ground-To-Air Attacks [example text] (pp. 247-248) 
  Replace the entire example with the following: 
   
  In the strafing example on page 244, the controlling player of the ground units wishes to attack the aerospace fighter. The 
  Shiva is at Altitude 3 in a hex on the low-altitude map that corresponds with the Canyon map (the ground mapsheet). 
  First, all of the units on the ground mapsheet have line of sight to the Shiva. (They would have LOS whether the fighter was at 
  Altitude 1 all the way up to Altitude 8; at Altitude 9 or higher, the units on the ground mapsheet could not attack the Shiva. See 
  Line of Sight under Airborne Aerospace Units Vs. Airborne Non-Aerospace Units, p. 99 of the Combat section.) 
  Next, the ground units’ player must take his units’ firing arcs into consideration. The Shiva is operating on a low altitude map, 
  and so the line of sight is drawn from the attacking hexes to the closest point on the Shiva’s flightline to determine appropriate 
  arcs as follows (see Firing Arcs under Non-Aerospace Units to Airborne Aerospace Units, p. 110 of Combat): 
   
  1. Firing arcs do not apply to the infantry in hexes A and B. 
  2. The vehicle in Hex A can only fire its front-mounted weapons, or turret-mounted weapons if the unit had a turret and rotated 
  it appropriately during weapon declaration. 
  3. The fighter is in the right side arc of the ’Mech in Hex B. The ’Mech may torso-twist to fire its front arc weapons on the fighter. 
  4. The fighter is in the ProtoMech’s rear arc, and so the ProtoMech can only fire on the fighter if it mounts a main gun or arm-
  mounted weapons. 
  5. The VTOL in Hex D can only fire its rear-mounted weapons. 
  6. The WiGE in Hex 1 can only fire right-side mounted weapons. 
  7. Because the closest point on the Shiva’s flightline is equidistant to the ’Mech in Hex 2’s front and left arm arcs, the player 
  controlling the player may choose what arc applies. The player controlling the ’Mech in Hex 2 may elect to torso-twist 
  towards the Shiva’s flightline, thus ensuring they may use the weapons in their front firing arc. 
   
  As the Shiva is operating on a low-altitude map, the range of the fighter is drawn from the attacking unit’s hex to the nearest 
  hex on the Shiva’s flightline, minimum 0. In addition, for each altitude, all attacking non-aerospace units add 2 hexes to the range 
  (see Non-Aerospace Units Attacking Airborne Aerospace Units, p. 107). With that in mind, the ranges for each unit are as follows: 
   
  1. The vehicle in Hex A, the ’Mech in Hex B, the ProtoMech in Hex C, and the VTOL in Hex D would all attack the Shiva as though 
  the range were 6 (all are on the flightline, plus 2 hexes of range per altitude). 
  2. The range from the WiGE in Hex 1 is 7 (1 hex from the flightline, plus 2 hexes of range per altitude). 
  3. The range from the ’Mech in Hex 2 is 8 (2 hexes from the flightline, plus 2 hexes of range per altitude). 
  4. The two infantry units cannot make attacks against airborne aerospace units. 
   
  If the Shiva had been at Altitude 1 (NOE), the WiGE in Hex 1 would have applied a +1 to-hit modifier, while the ’Mech in Hex 2 
  would have applied a +2 to-hit modifier for terrain. 
  Finally, the player must consider the angle of attack (see Angle of Attack, p. 236). The units in hexes A, B, C and D are 
  attacking the aerospace fighter’s nose and so apply a +1 modifier for angle of attack. The WiGE in Hex 1 is attacking the fighter's 
  right side and ’Mech in Hex 2 is attacking the left side, and so both apply a +2 to-hit modifier. 
  With the above information determined, the controlling player of the ’Mech in Hex B (a Legacy) determines the exact to-hit 
  numbers for his weapons. The base range is 0 hexes, +2 hexes for each of the three altitudes for a net range of 6 hexes. 
  This is medium range for the Legacy’s ER medium lasers and its single Streak SRM-4. The ’Mech’s twin Ultra AC/10s (which the 
  controlling player opts to fire at double rate) are at short range. The ER small laser has a maximum range of 5 and thus cannot be 
  used against the Shiva. The Legacy walked this turn, increasing the to-hit target number modifier at short range to 5 and at 
  medium range to 7. 
  The player rolls a 6 and an 11 for the ER medium lasers (one hit, one miss), an 8 for the SRM-4 (which inflicts four 2-point hits) 
  and a 6 and 7 for the Ultra AC/10. He rolls 2D6 twice to see how many AC rounds struck the target and gets a 6 and a 10, which 
  he compares to the appropriate column of the Cluster Hits Table. One round from the first autocannon and both rounds from the 
  second struck the Shiva, inflicting 43 total points of damage. 
  Because the attacking unit is launching an assault from the ground against an airborne aerospace unit, the player uses the 
  Above/Below column of the Aerospace Units Hit Location Table (see p. 237). The ER medium laser hits the fighter’s aft and does 5 
  points of damage, exceeding the Damage Threshold of 4 and possibly inflicting critical damage to the engine, while the SRM 
  rounds strike the right wing, left wing and aft (x2) for 2 points each (no chance of a critical hit). Two AC rounds strike the right 
  wing for 10 damage points each and one AC round to the nose for 10 points, all exceeding the Damage Thresholds in those 
  locations. The wing hits offer two possible critical hits—a gear hit and a weapon hit—while the nose hit may have done critical 
  damage to sensors. 
   
  
  Total Warfare Errata v5.1 
   
  Page 47 of 54 
  The player rolls 2D6 for each possible critical hit. He gets 9 for the engine roll (critical), 7 for the gear (no critical), 11 for the 
  wing weapons (taking out one of the pulse lasers) and 7 for the sensor (no critical). The damage takes effect immediately; not 
  enough to destroy the aircraft but enough to place it in great danger. 
  The Shiva’s player must make a Control Roll against a Modified Target Number of 8 (5 (Base To-Hit Number) +2 (+1for each 
  20 points of damage sustained), +2 (atmospheric flight), –1 (aerospace fighter)). He rolls a 5—a failure—and the fighter goes out 
  of control. Next, he rolls 1D6 to determine the number of altitudes lost and gets a 2. The aircraft drops to Altitude 1 (NOE), 
  surviving—for now—to continue the fight. 
   
  Damage To Aerospace Units In Atmosphere (p. 249) 
  1) First sentence 
   
  “A unit in atmosphere must make a Control roll in the End Phase of every turn in which it suffers damage, using 
  the modifiers shown on the Atmospheric Control Modifiers Table above.” 
  Change to: 
  “An aerospace unit in atmosphere must make a Control roll in the End Phase of every turn in which it suffers 
  damage (see p. 93). All appropriate target modifiers shown on the Control Rolls Table (including the +2 modifier 
  for Atmospheric Operations), and the Atmospheric Control Modifiers Table above, apply to this roll.” 
   
  2) Before the Atmospheric Control Modifiers Table, insert the following new section: 
  This ruling has changed from previous errata versions. 
   
  ATTACKS BY AND AGAINST SPHEROID DROPSHIPS IN ATMOSPHERE 
  Spheroid DropShips and spheroid small craft, at low altitude, use the same Firing and Attack Diagrams 
  that Grounded Spheroid Aerospace units use (see p. 250). A spheroid unit may spend 1 MP of thrust to 
  reverse their left and right side facing. The player may elect to change the facing of the craft a full 180 
  degrees or any fraction thereof, but the cost of such movement is always 1 MP, no matter how much the 
  craft rotates, up to 180 degrees. 
  For any attack that strikes a spheroid from a firing unit at the same altitude, roll 1D6. On a result of 1, the 
  attack strikes the Nose; on a result of 2-5, the attack strikes the Side; and on a result of 6, the attack strikes 
  the Aft. For any attack from a firing unit at a higher altitude that strikes a spheroid, roll 1D6. On a result of 1-
  3, the attack strikes the Nose; on a result of 4-6 the attack strikes the Side. For any attack from a firing unit 
  at a lower altitude that strikes a spheroid, roll 1D6. On a result of 1-3, the attack strikes the Aft; on a result 
  of 4-6 the attack strikes the Side. 
  For attacks by a spheroid unit, if the target unit is at the same altitude as the spheroid, it may fire the 
  Fore Side and Aft Side weapons, facing the target. If the target is higher than the spheroid unit, then it may 
  fire the Nose and appropriate Fore Side weapons, at the target. For units at a lower altitude, the spheroid 
  may fire the Aft and appropriate Aft Side weapons, at the target. 
  Spheroid craft may target units in their “dead zone” (see Air-To-Air Attacks, p. 241). For targets at a 
  higher altitude, the spheroid may fire its Nose weapons at the target. For targets at a lower altitude, the 
  spheroid may fire its Aft weapons at the target. 
   
  Attacks By Grounded Aerospace Units (p. 249) 
  1) Under “Fighters and Small Craft” 
   
  Fighters and Small Craft: Fighters and Small craft have the same firing arcs and attack directions 
  Change to: 
  Fighters: Fighters have the same firing arcs and attack directions 
   
  2) Under “Firing Arcs”, throughout the entire subsection 
   
   After each mention of either Aerodyne or Spheroid Dropships, append “and Small craft" or “or Small craft” as 
  appropriate. 
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 48 of 54 
  3) Under “Firing Weapons”, first paragraph 
   
  Attacks by DropShips are carried out in the same manner as on the space map, with the exceptions noted above 
  concerning firing arcs for grounded spheroid DropShips. 
  Change to: 
  Attacks by DropShips are carried out with the exceptions noted above concerning firing arcs for grounded 
  spheroid DropShips. Resolve each individual weapon as a separate attack, using ranges and damage values as 
  found on pp. 303-304. 
   
  Tele-Operated Missiles (p. 251) 
  At the end of the section insert the following new paragraph: 
   
  “Tele-operated launchers may not fire standard (non-tele-operated) capital ammunition.” 
   
   
  Creating Scenarios 
  Crippling Damage (p. 258) 
  1) Delete the following sentence under the first bullet point: “The pilot of a destroyed ’Mech may eject normally.” 
   
  2) Under the second bullet point (first in the right column), at the end of that point insert the following: 
   
  “If the unit did not start with the ability to do 5 or more damage, or the ability to do damage at a range greater 
  than five hexes, the unit is never considered to have all its weapons destroyed.” 
   
  3) Delete the last bullet point (“Vehicles and ’Mechs that are immobilized…”). 
   
  Hidden Units (p. 259) 
  1) First paragraph, in between the second and third sentences insert the following: 
   
  “Mechanized Battle Armor is hidden only if the unit they are riding on is hidden as well. If the unit they are riding 
  on is hidden, the Battle Armor must also be hidden.” 
   
  2) Second paragraph, replace the second through fourth sentences with the following: 
   
  If the player plans to move a hidden unit during a turn, they must reveal that unit and place it on the map at the 
  start of that turn’s Movement Phase. If a player plans to attack using a hidden unit, they must reveal that unit and 
  place it on the map at the beginning of the Weapon Attack Phase. Hidden units revealed by enemy units during 
  the Movement Phase cannot move during that phase. 
   
  3) Replace the third paragraph with the following: 
   
  “If a unit attempts to enter a hex containing a hidden unit, and if that move would violate the stacking rules 
  (see Stacking, p. 57), then the unit attempting to enter the hex containing a hidden unit immediately ends its 
  movement before moving into that hex.” 
   
  4) After the third paragraph, insert the following new paragraph: 
   
  “Though hidden units may not attack, they may still spot for indirect fire or act as part of a C3 network.” 
   
  5) Before “Paved and Water Hexes” insert the following new paragraph: 
   
  Area-Effect Attacks: Any damage dealt to a hex containing a hidden unit by attacks of the Area-Effect (AE) 
  type (see p. 113) immediately reveals that unit and damages it as normal. The unit may act as normal in 
  subsequent phases. 
  Buildings: A unit which ends its move adjacent to a building or on any level of a building reveals all hidden 
  enemy units in that building. 
   
  
  Total Warfare Errata v5.1 
   
  Page 49 of 54 
  Cargo Carriers (p. 261) 
  1) Under “Movement Penalties”, replace the second and third sentences with the following: 
   
  “Cargo weighing up to a quarter of the carrying unit’s weight subtracts 3 from—or cuts in half, rounding down—
  the carrier’s Walking/Cruising MP, whichever reduction is less. A unit carrying a load weighing more than a 
  quarter of its own tonnage may only move at half its Walking/Cruising MP (round down). No unit can use Jump 
  Movement while carrying cargo, unless the cargo is being carried using the ’Mech Lifting Capabilities rules, at 
  right.” 
   
  2) Under “’Mech Lifting Capabilities”, at the end of the section insert the following: 
   
  “Note that ’Mechs suffer no movement penalties provided that they are carrying no more than 10% of their 
  constructed weight (20% with active Triple-Strength Myomer).” 
   
  Mapsheet Tables (p. 263) 
  On “Table 1: Flatlands Terrain,” change “Open Terrain #2 (MS5, MSC1)” to: “Open Terrain #2 (CBT, MS5, MSC1)” 
   
  Assigning ’Mechs (p. 264) 
  Under “Notes” 
   
  “The units on the Random Assignment Tables represent a “plain vanilla” selection of a faction’s force, circa 3070.” 
  Change to: 
  “The units on the Random Assignment Tables represent a simplified, “quick and dirty” approximation of a faction’s force, 
  circa 3070.”  
   
  Assigning ’Mechs (p. 266) 
  1) Second column, second paragraph under “Note:”, change “(3025) is Technical Readout 3025, Revised; (3026) 
  is Technical Readout: 3026, Revised” to “(3039) is Technical Readout: 3039” 
   
  2) Second column, second paragraph under “Note:”, change “(PP) is Technical Readout: Project Phoenix” to “(3085) 
  is Technical Readout: 3085” 
   
  Random Assignment Tables (pp. 267-271) 
  Change all instances of “(3025)” and “(3026)” to “(3039)”; change all instances of “(PP)” to “(3085)”. 
   
  Random ’Mech Assignment Table: Inner Sphere 1 (p. 267) 
  Under “House Kurita, “Assault ’Mechs”, #5 slot 
   
  “SD1-O Sunder [90] *” 
  Change to: 
  “SD1-O Sunder [90] (3058)*” 
   
  Experience Rating and Skills (p. 271) 
  Last paragraph 
   
  “For Clan MechWarriors, add 1 to each roll result; subtract 1 for Clan combat vehicle warriors.” 
  Change to: 
  “For Clan MechWarriors, add 2 to each roll result; subtract 2 for Clan combat vehicle warriors.” 
   
   
  Index 
  C (p. 300) 
  Change “Camo system, 229” to: “Camo system, 228” 
   
  F (p. 301) 
  Flak: change page reference to 114, 136, 141 
  
  Total Warfare Errata v5.1 
   
  Page 50 of 54 
  M (p. 302) 
  Change “Magnetic Clamps, 227, 229” to: “Magnetic Clamps, 227, 228” 
   
  P (p. 302) 
  Change “Pulse Weapons, 143” to: “Pulse Weapons, 113, 143” 
   
   
  Tables 
  Inner Sphere Weapons and Equipment Table (p. 303) 
  1) Table Headers: Change “Attack Value” to “Aero Attack Value” 
   
  2) Plasma Rifle: under “Type” column, delete “AI” 
   
  3) B-Pods: under “Type” column, add “X” 
   
  4) Under A-Pod, B-Pods, and Anti-Missile System, change all mentions of “PD” to “PB”. 
   
  5) Footnotes 
   
  “§See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 309.” 
  Change to: 
  “§See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 310.” 
   
  Clan Weapons and Equipment Table (p. 304) 
  1) Table Headers: Change “Attack Value” to “Aero Attack Value” 
   
  2) LB 2-X AC: under “Attack Value”, change “1” to “2” 
   
  3) Plasma Cannon: under “Type” column, delete “AI” 
   
  4) ATM 6: under “Attack Value” column, change “8” to “10” 
   
  5) ATM 12: under “Ammo Per Ton” column, change “4” to “5” 
   
  6) SRM-2: change their Aero Attack Value from 2/5 to 2/4 
   
  7) B-Pods: under “Type” column, add “X” 
   
  8) Under A-Pod, B-Pods, and Anti-Missile System, change all mentions of PD to PB. 
   
  9) Footnotes 
   
  “§See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 309.” 
  Change to: 
  “§See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 310.” 
   
  10) At the bottom, under “Weapons and Equipment Types Table”, change “PD: Point-Blank Weapon” to “PB: Point-
  Blank Weapon”. 
   
  Additional Inner Sphere Weapons and Equipment For Battle Armor (p. 305) 
  1) Change “Grenade Launcher” to “Heavy Grenade Launcher” 
   
  2) Under “Micro Grenade Launcher”, “Heavy Grenade Launcher”, “Light Mortar”, and “Heavy Mortar”, change the 
  Type for all four entries from “DB, AI§” to “DB, AI, S§” 
   
  3) Under “Man-Portable Plasma Rifle”, change the Type from “DE” to “DE, H” and the Damage Value from “2” to 
  “2§§” 
   
  4) Under “Equipment” add the following line: 
   
  Light Probe, E, -, -,  -,  -, 3 ,  -, 
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 51 of 54 
  5) Under “Equipment” add the following line: 
   
  Pop-Up Mine††, E, 4, -,  -,  -, 0 ,  -, 
   
  6) First footnote 
   
  See the Weapon and Equipment Types Table, p. 306, 
  Change to: 
  See the Weapon and Equipment Types Table, p. 304, 
   
   
  7) Add the following footnote: 
   
  †† See p. 229 for the full rules for Pop-Up Mines. 
   
  Additional Clan Weapons and Equipment For Battle Armor (p. 305) 
  Under “Advanced SRM”, change the Damage Value for all entries from “1/Msl, C2/‡” to “2/Msl, C2/‡” 
   
  Movement Costs Table (p. 306) 
  1) In the header, first column, change “Terrain Cost” to “Terrain Type” 
   
  2) In the header, second column, change “Terrain Type” to “Terrain Cost” 
   
  3) “Light Woods” row, “Prohibited Units” column: add footnote 9 to “Hover” 
   
  4) Footnote 4 
   
  Hovercraft may enter all water hexes along the surface and may enter such hexes using flanking movement. 
  Change to: 
  Hovercraft and WiGEs may enter all water hexes along the surface and may enter such hexes using flanking 
  movement. 
   
  5) Footnote 10 
   
  Infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any light woods hex. 
  Change to: 
  Infantry pays only 1 MP (except permitted mechanized infantry, which pays 2 MP) to enter any light woods hex. 
   
  6) Footnote 11 
   
  Infantry pays only 2 MP (except mechanized infantry, which pays 3 MP) to enter any heavy woods hex. 
  Change to: 
  Infantry pays only 2 MP to enter any heavy woods hex. 
   
  Attack Modifiers Table (p. 307) 
  Under “Target (modifiers cumulative)”, delete the row: Airborne VTOL unit +1 
   
  Physical Attack Modifiers Table (p. 308) 
  * footnote 
   
  “Whenever one unit charges another, compare their Piloting Skill Levels and use the difference between the two skill 
  levels as a modifier to the to-hit number. If the target’s skill level is lower, add the modifier to the to-hit number. If the 
  attacker’s Piloting Skill Level is lower, subtract the modifier from the to-hit number.” 
  Change to: 
  “Whenever one unit charges or DFAs another, compare their Piloting Skill Ratings and use the difference between the two 
  skill ratings as a modifier to the to-hit number. If the target’s skill rating is lower, add the modifier to the to-hit number. If 
  the attacker’s Piloting Skill Rating is lower, subtract the modifier from the to-hit number.” 
   
   
   
   
  
  Total Warfare Errata v5.1 
   
  Page 52 of 54 
  Motive System Damage Table (p. 309) 
  1) Footnote 
   
  “All movement and Driving Skill Roll penalties are cumulative.” 
  Change to: 
  “All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll modifier can only be applied 
  once.” 
   
  2) Insert the following sentence at the end of the footnote: 
   
  “If a hover vehicle is rendered immobile while over a Depth 1 or deeper water hex, it sinks and is destroyed.” 
   
  VTOL Combat Vehicle Critical Hits Table (p. 309) 
  1) Change “Engine Hit” to “Engine Damage” 
   
  2) Change “Weapon Jam” to “Weapon Malfunction” 
   
  Large Ground Support Vehicle Hit Location Table (p. 309) 
  The “double S” in the “2” row of both Front Side and Rear Side columns should appear in the headers of those columns 
  instead. 
   
  Building Modifiers Table (p. 310) 
  Change “Piloting Skill Modifier” in the header to “Piloting/Driving Skill Modifier” 
   
  Building Movement Modifiers Table (p. 310) 
  Change both instances of “Piloting Skill Modifier” in the header to “Piloting/Driving Skill Modifier” 
   
  Aerospace Units Hit Location Table, DropShips/Small Craft (p. 311) 
  On column “Side”, on “Row 8”, change “Collar Side/Door” to “Side/Door”  
   
  Control Roll Table (p. 311) 
  Remove the following line from the Control Roll Table: “Hovering (Spheroids)” 
   
  Aerospace Attack Modifiers Table (p. 312) 
  For both the “Target is evading” and “Attacker is evading” entries, change “Variable” to “Variable (see p. 77)” 
   
  Air-to-Ground Attack Modifier Table (p. 312) 
  “Terrain and target movement modifiers do not apply to any type of bombing attack;” 
  Change to: 
  “Terrain and target movement modifiers (including the –4 modifier for an immobile target) do not apply to any type of 
  bombing attack;” 
   
  Failed Braking Maneuver Table (p. 311) 
  Third Effect, second sentence (“Landing Gear Damaged”) 
   
  The unit suffers 20 points of damage on the nose and the landing gear is destroyed. 
  Change to: 
  The unit suffers 20 points of damage on the nose and the landing gear is damaged. 
   
  Landing Modifiers Table (p. 312) 
  1) First subtable, fourth line 
   
  “Unit is attempting horizontal landing 
  +1 per point of Velocity above 3” 
  Change to: 
  “Unit is attempting horizontal landing 
  +1 per point of Velocity above 2” 
   
  
  Total Warfare Errata v5.1 
   
  Page 53 of 54 
  2) First subtable, last row (“Landing Gear Damaged”) 
   
  +3 per box crossed 
  Change to: 
  +5 
   
  3) Second subtable, under “Condition”, change “Unit is aerospace fighter making vertical landing +1†” to: 
   
  Aerospace fighter making vertical landing 
  +2/+0† 
  Conventional fighter making vertical landing 
  NA/NA† 
  Conventional fighter with VSTOL making vertical landing 
  +0/NA† 
  Fixed wing support vehicle making vertical landing 
  NA/NA† 
  Fixed wing support vehicle with VSTOL making vertical landing 
  +2/0† 
  Aerodyne small craft and DropShips making vertical landing 
  NA/+0† 
  Spheroid small craft and DropShips making vertical landing 
  +0/+0† 
   
  4) Footnotes 
   
  “†Only applies in atmospheres and does not apply to VSTOL-equipped conventional fighters” 
  Change to: 
  “†Number on left applies to atmospheric vertical landings, number on right applies to vacuum vertical landings. 
  NA means the craft cannot land vertically; use stalling rules (see p. 84).” 
   
  Special Maneuvers Table (p. 312) 
  Under “Side-slip”, “Effect” column 
   
  “Modifier is –1 for VSTOL units.” 
  Change to: 
  “(Modifier is –1 for conventional VSTOL-equipped fighters only.) When using Aerospace Units on Ground Mapsheets rules 
  (see p. 91), the unit moves 8 hexes in the front-left or front-right hex direction and then an additional 8 hexes directly 
  forward.” 
   
  Special Maneuvers Table (p. 312) 
  Under “VIFF” 
   
  Change “A VSTOL unit halts its forward…” to “Any VSTOL unit halts its forward…” 
   
  Aerospace Attack Modifiers Table (p. 312) 
  1) Insert the following rows into the section for Target/Intervening Conditions: 
   
  Secondary target in forward arc 
  +1 
  Secondary target in side or rear arc 
  +2 
  Target conducting air-to-ground attack this turn 
  –3 
  Attacker is an OmniFighter flying at altitude 1 (NOE) attacking an air target       
  +1 
  Attacker is non-OmniFighter flying at altitude 1 (NOE) attacking an air target    
  +2 
   
  2) For both the “Target is evading” and “Attacker is evading” entries, change “Variable” to “Variable (see p. 77)” 
   
   
    
  ©2019 The Topps Company Inc. All Rights Reserved. 
  Classic BattleTech, BattleTech, BattleMech, ’Mech, and MechWarrior are registered trademarks and/or trademarks of The Topps Company Inc. in the 
  United States and/or other countries. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. 
  
  Total Warfare Errata v5.1 
   
  Page 54 of 54 
  NEW ADDITIONS 
  These are all the new entries or modifications of old entries for version 5.1 of this document.  They may also be found in 
  the Full Errata section in the appropriate locations, marked with a ①. 
   
  ① VTOL Movement (p. 54) 
  First paragraph, last sentence 
   
  As with jumping, a unit using VTOL movement is harder to hit, but finds it more difficult to make an attack (see Combat, 
  starting on p. 98). 
  Change to: 
  A unit using VTOL movement is considered airborne and therefore is harder to hit (see the Attack Modifiers Table, p. 117). 
   
  ① Landing Modifiers Table (p. 86) 
  Third to fifth printings only. 
  This ruling has changed from previous errata versions. 
   
  Aerodyne small craft and DropShips making vertical landing 
  NA/+0† 
  Change to: 
  Aerodyne small craft and DropShips making vertical landing 
  +2/+0† 
   
  ① Death From Above Attacks [example text] (p. 149) 
  Under “Weapon Attack Phase”, third through fifth sentences 
   
  During the Weapon Attack Phase, the Jenner is considered to be in Hex C, as though it were standing on a Level 2 hill (the 
  target hex’s level +1). The Atlas may fire against the Jenner’s front side with any weapons it can bring to bear at a range of 
  1. Other units on the map can check for LOS and fire as though the Jenner were in Hex C with an LOS height of Level 4. 
  Change to: 
  During the Weapon Attack Phase, the Jenner is considered to be in Hex C, as though it were standing on a Level 3 hill (the 
  target hex’s level +2). The Atlas may fire against the Jenner’s front side with any weapons it can bring to bear at a range of 
  1. Other units on the map can check for LOS and fire as though the Jenner were in Hex C with an LOS height of Level 5. 
   
  ① Attacks Against Conventional Infantry (p. 216) 
  Under “Clear Terrain” 
   
  Conventional infantry hit while in Clear terrain suffer twice the normal damage. 
  Change to: 
  Conventional infantry hit while in Clear terrain (or any other terrain that provides no terrain to-hit modifiers) suffer twice 
  the normal damage. 
   
   
   
  
SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/errata/Total-Warfare-2019-07-08-v5.1.pdf