Star Wars Miniatures Battles
Errata for the SWMB Companion
Vehicle Weapon Chart and Vehicle Chart
Several weapon names listed on the Vehicle Chart do not appear on the Vehicle Weapon Chart, and two weapon names are listed twice with different stats on the VWC. I believe these are the needed corrections:
Vehicle Weapon Chart
- Add 'Mk 2/S Light Blaster Cannon' with these stats: Dam 6, Fire Control 1, Short 25-150, Medium 250, Long 500, Cost 62. These stats are converted from the Rebel Sourcebook description of the Speeder Bike (Overracer). Note that they are identical to the stats for the 'Mk 1/W twin light blaster cannon.'
- Change 'Mk 1e/S Concussion missile launcher' to 'Mk 2e/S' (used on the hoverscout; the difference in range requires the use of the higher Mk #, while the 'e' refers to the enhanced Fire Control).
- Change second listing for 'Mk 1/S Concussion missile' to 'Mk 2/S' (although no vehicle uses this missile in its standard load -- a check of the 3 vehicles that list Mk 1/S missiles confirms that the SGP total for each vehicle includes only 9 SGPs per missile and not 11). Players might consider this missile to be an optional upgrade from the Mk 1/S at a cost of +2 SGPs per missile.
- As written, the 'Mk 1e/S Power harpoon' can be treated as a single-shot concussion missile. The SGP cost of 23 is 3 points less than the correct cost of a launcher plus single missile with those stats, but that is only a small compensation if the weapon is always limited to just one shot per game. See below under 'Miscellaneous' for a discussion of other interpretations of this weapon.
- Add 'Mk 3/W Medium blaster cannon' with these stats: Dam 9, Fire Control 1, Short 25-125, Medium 375, Long 750, Cost 90. These stats are converted from the Imperial Sourcebook description of the Juggernaut. (A direct conversion of the RPG stats gives Dam 8 and 89 SGPs, but Dam 9 is more consistent with the other medium blaster cannons listed in the SWMB Companion VWC.)
- Change second listing for 'Mk 1/W Twin blaster cannon' to 'Mk 2/W' (used on the AT-ST).
- Five weapons have minor errors in their listed SGP costs:
- 'Mk 2e/W Heavy blaster cannon' should cost 122 instead of 121.
- 'Mk 3e/W Heavy blaster cannon' should cost 128 instead of 127.
- 'Mk 2/W Medium blaster cannon' should cost 65 instead of 66.
- 'Mk 2e/W Medium blaster cannon' should cost 91 instead of 93.
- 'Mk 2e/W Heavy laser cannon' should cost 171 instead of 169.
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Vehicle Chart
- Seven vehicles have their RPG body strengths listed in the Companion, without having been multiplied by the RPG-to-SWMB conversion factors (x2 for RPG speeder scale, x 3 for walker scale, per page 27 of the Companion). Referring to the various RPG sourcebooks indicates these changes should be made:
'Airspeeder (Incom T-47)' should have body STR 4 and body points 40 instead of 2 & 20, for a total of 225 SGPs.
- 'Landspeeder (XP-38)' should have BS 4 & BP 40 instead of 2 & 20, for 147 SGPs.
- 'Repulsorlift Sled' should have BS 4 & BP 40 instead of 2 & 20, for 222 SGPs.
- 'Skiff' should have BS 2 & BP 20 instead of 1 & 10, for 122 SGPs.
- 'Snowspeeder' should have BS 6 & BP 60 instead of 3 & 30, for 462 SGPs.
- 'Speeder Bike (Starhawk)' should have BS 2 & BP 20 instead of 1 & 10, for 133 SGPs.
- 'Speeder Bike (Military)' should have BS 4 & BP 40 instead of 2 & 20, for 174 SGPs.
- 'AT-PT' should have BS 6 & BP 60 instead of 2 & 20, for 236 SGPs (total includes correction for grenade cost described below).
Players may wish to assume there are 2 versions of these vehicles, armored and unarmored, to account for the different stats. As long as you pay the appropriate SGP cost, either version of a vehicle should be reasonably fair in game terms.
- The Speeder Bike (Overracer) lists the 'Mk 2/S light blaster cannon' which was not included on the Vehicle Weapon Chart. See above for this weapon's stats. The total of 216 SGPs is correct for this vehicle, with 62 SGPs paid for the weapon.
- The SGP cost of the Juggernaut should be 1003 instead of 967, using the stats for the Mk 3/W medium blaster cannon listed above. (The published SGP total of 967 includes only 54 SGPs paid for the Mk3/W med bl cannon, and there is no 54 point weapon on the VWC that can be substituted.)
- The SGP cost of an AT-PT with the stats published in the Companion should be 196 instead of 187 (this was first pointed out on the Strategic HQ site). Note that 187 would be the correct cost if 3x Mk 1/W concussion grenades were substituted for the Mk 2/W grenades listed as standard issue. But as also noted at Strategic HQ and in the list above, the AT-PT body strength should be 6 instead of 2, with 60 body points instead of 20, for a total cost of 236 SPGs. It seems reasonable to allow both versions of the AT-PT to be used in the game, since it is an outdated vehicle that may have had different 'marks' produced as well as different modifications and maintenance histories over decades of service.
- If you correct the SGP costs of the five weapons listed above in the VWC errata, then the SGP costs of three vehicles are affected:
- The Floating Fortress should cost 495 instead of 493.
- The Heavy Tracker should cost 378 instead of 376.
- The AT-AT should cost 818 instead of 822.
- The Storm Skimmer stats can be found in Imperial Entanglements, or converted from the RPG Dark Empire Sourcebook. This miniature was released after the tables in the Companion were compiled.
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Miscellaneous
- SGPs: Judging from the SGP totals listed on the Vehicle Weapon Chart, the rules for calculating vehicle weapon SGPs given on p 28 can be amended to include the following:
- Add +5 to the cost of an area-effect weapon such as a grenade launcher or missile launcher (this is equivalent to the +5 cost for following fire weapons). No damage code is added to the cost of these weapons.
- Add +3 to the damage code to obtain the cost of each individual concussion grenade or concussion missile carried by a vehicle.
- Blast radius: The blast radius of vehicle-launched concussion grenades and missiles is not specified in the rules. General concensus on the SWMB mailing list is that all such weapons should use the smallest 1.5" radius blast template, regardless of their damage strengths. This is consistent with their use as anti-vehicle 'concussion' weapons, as opposed to anti-infantry fragmentation weapons which would use a 2.5" radius template.
- Harpoon: No special rules are given in the Companion for the 'Mk 1e/S Power harpoon' that is used on the snowspeeder, so it is a little unclear how this weapon is supposed to function in game terms. The SGP total of 23 includes the cost of the damage code and a +5 bonus for an area-effect, but no separate cost for individual missiles is indicated. Treating the harpoon as a single-shot weapon as described above can seem unfair in game terms if you consider that the same SGP cost could buy a laser with nearly identical stats that can fire every turn and use following fire. Keeping in mind that the Rebels routinely modify the weapons and performance of their vehicles, I would consider any of these options to be fair:
- Treat the harpoon gun as a reloadable missile launcher with one shot per turn, using the FC and range stats listed for the power harpoon on the VWC. Reduce the cost of the gun itself to 17 SGPs instead of 23, but add 9 SGPs for each Mk 1/S concussion missile carried (I suggest a limit of 3). This raises the cost of a snowspeeder with a single missile by only 3 SGPs to 435 instead of 432. A snowspeeder with 3 missiles would cost 453 SGPs (though see above for alternative snowspeeder stats and cost).
- Treat the harpoon gun as a typical following-fire weapon using all the stats as listed, making it nearly identical to the Mk 2e/S laser cannon. Since this weapon can fire solid projectiles such as a "harpoon," assume the gun has been fitted with a magazine that loads small exploding shells.
- Simply substitute the Mk 2e/S laser cannon which has similar stats and the same cost of 23 SGPs.
- Substitute any other weapon on the Vehicle Weapon Chart, subtracting 23 SGPs from the cost of the snowspeeder and adding the appropriate cost for the new weapon.
- To simulate an attempt to bind the legs of a walker with a harpoon and tow cable, you will need a carefully balanced set of house rules. Some good tow cable rules can be found at the Peregrine's Nest site under "Rule Changes," then "Speeder Tactics." Tow cable rules are not necessary if you use a regular missile launcher or gun on your airspeeder, but they are essential if you want to recreate the Battle of Hoth and useful if you often play Rebels against large Imperial Walkers.
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Last updated 10-28-00.