UPDATED 6 Dec Thanks to Gary Carney and Nick Samaras for their input.

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1 UPDATED 6 Thanks to Gary Carney and Nick Samaras for their input. This document includes all known errata items for Module E2. Items added since 9 Feb of 2010 are new and their rule numbers are italicized and they have a date of 06 at the end of their line. This does create some duplicate rule numbers in order to separate an older errata item from a new one. NOTE: No official complete countersheet for the Triangulum galaxy exists, but special countersheet #1 available from the ADB, inc, store included counters for the Helgardian, Arachnid, Mallaran, and Imperium ships found in Module E2 and in Captain s Log #23 for anyone so interested in trying them. PAGE #2 incorrectly lists this as Module E1 Copyright 2000 due to a problem that even though we re-set the footers for the correct product and year. When it printed them out it got the embedded old info from the page we cloned this from, and nobody noticed we had failed to override this. PAGE #55 the map incorrectly lists the Loth Pack as the Loth Pact. Timeline: Y14 Entry lists Helgarians, Should be Helgardians. New 06 Timeline: Y16 Entry lists Helgarians, Should be Helgardians. New 06 Timeline: The reference to the Gorthang attacking the Frigians in Y92-97 in the Fourth Cyborg War should have been to the Atreans. Timeline: The listing of Edurians in this year should all be to Atreans, e.g., The Atreans attempt to outflank the Arachnid invasion fleet... New 06 (DN ) There is nothing in this rule that allows a player operating battle armor units to score two damage points in a given combat round in a given location on two different battle armor units in violation of (D15.34), nothing in this rule changes (D15.34) for resolving combat. The rule exists because in a prolonged combat operation there could come into existence multiple wounded battle armor units, and they would need to be tracked. For example, two different ground combat locations: In each the combat result of a given turn leaves one wounded battle armor unit. Both of these wounded battle armor units are transported aboard a supporting ship, and then beamed down to a third ground combat location. (DN ) Note that if battle armor boarding party is guarding a system that is destroyed, whether it was destroyed by damage or by a hit-and-run raid, it is subject to destruction under (D7.832), i.e., BA armor provides no benefit. (DN ) Note that only robotic boarding parties of an empire that uses battle armor, e.g., the Helgardian Protectorate, can benefit from this rule. (DN100.2) In the battle armor rules, it was mentioned that the powered battle armor rules would be on the website. They are found at: (DN100.21) Unless otherwise noted in scenario special rules, powered battle armor units cannot be purchased as individual units, but only as provided in this rule as Commander s Options and as limited by (DN ) and (DN ). Note that scenarios set around a planet, asteroid, or other terrain feature where one player is defined as having possession and the need to defend it the scenario may define a limit on the number of powered battle armor units that may be purchased as part of the defending forces on that terrain feature. Some scenarios may define that a number of powered battle armor units were placed by some unit in an ambush position, resulting in a battle with powered battle armor units where no unit, or insufficient units, to carry them are not present. (DN ) CORRECTION: The cost of powered battle armor units in this instance should be 2.5 BPV, not 3 to account for the trade in of the regular boarding party. (DN ) A powered battle armor unit may perform a tactical maneuver on Impulse #32 of a given turn instead of moving. Powered battle armor units cannot use erratic maneuvers. (DN ) Both references to the ground pack should be to (DN ), the terms ground pack and heavy ground pack are interchangeable and both refer to the same thing. Reference to the ECM pack should be to (DN ). (DN ) NEW RULE: For purposes of seeking weapons targeted on a powered battle armor unit in space which subsequently lands on, in, or is transported aboard another unit, use the procedures of (F2.335) and (G19.48). This obviously covers plasmatic pulsar device wave-lock s as well (E11.56), see also (E11.57), which would prevent such a wave-locked powered battle armor unit from entering a dogfight. (DN ) A powered battle armor unit may make one high energy turn in any given turn, but as it is limited to only one high energy turn in a given turn, a powered battle armor unit that is tractored after such a high energy turn will not be able to avoid death dragging. (DN ) Powered battle armor units cannot benefit from (D19.33) as its effect (the lack of a warp engine) is already factored into its small target modifier as provided in this rule. (DN100.24) Note, this rule provides the only basis under which a powered battle armor unit is treated as a commando squad. It is not treated as a commando squad for any other purpose unless specifically noted otherwise (which it is not). Note that a powered battle armor unit sent on a hit-and-run raid by transporter [as opposed to its transporter pack (DN )] operates under those rules and returns to the sending ship after t the raid is resolved as any other boarding party on a hit-and-run raid. It does not have the option to NOT return to the sending ship. (DN ) NEW RULE: A powered battle armor unit with two stiletto missile packs can only launch one missile in each turn, and not within a quarter turn of firing a missile on a previous turn. (DN101.43) Note that while ships in the Triangulum Galaxy have, in many cases, a reduced cost for generating ECM points, the maximum number of Electronic warfare points that can be generated is still six. Electronic warfare lent by special sensors (G24.21) operates normally, except that ECM lending is based on the size class of the receiving unit, a scout lending six points of ECM to a size class 2 unit would need to spend nine points of

2 power (plus one point for the special sensor), but it needs only four points of power to lend six points of ECM to a unit of size class 4. A scout could still not lend more than six points of ECM to such units. Note that this would apply if a Federation scout were lending ECM to a Mallaran ship (since the effect is a result of the Triangulum Galaxy warp fields (DN101.43), but a Mallaran scout lending six ECM to a Federation FF would have to use six points of power. (DN ) The die roll shift is cumulative with that provided by legendary weapons officers (G22.721), but is not cumulative with (and indeed cannot operate with) any shifts created by the use ECCM [such as the die roll shift of an outstanding crew (G21.211)]. (DN ) Note that as ECCM and ACCM cannot be combined, if a unit had any built in ECCM, or was receiving lent ECCM, it would not be able to use ACCM unless it dropped the ECCM points. The two are mutually exclusive. See also (DN ). Note that even though the maximum amount of ACCM that a ship can generate is six points at a cost of seven points of power. Note that since ACCM and ECCM are mutually exclusive, the outstanding crew (or a legendary weapons officer) cannot be providing their ECCM bonus, and thus cannot get their die roll shift, but the ECM of a poor crew would still be in effect. (DN ) The Arachnid s racial description says they can take control of races with relatively normal biology, the Trobrin (OR4.0) in the Omega Octant are definitely not a normal biology. (EN ) Grammar: the comma before you should be a semi-colon. (EN101.13) Apparently at the time the rule was written, the designer (Francois Angers) intended the heavy graviton beam to be less effective at long range. The actual published tables show that the beam is superior to the medium graviton beam at all ranges and the comments about it being best suited as a secondary weapon are clearly not accurate. ADB apologizes for not noting this prior to publication. (EN101.37) Add... or more... between... is one level... and... lower... (EN102.3) CLARIFICATION: This rule says; Pulse phasers use the same arming procedures as phasers as found in (E2.0), and the same capacitor system as found in (H6.0). The energy cost to fire a given pulse phaser is found in its description under (EN102.1). Low power firing of phasers is (E2.25), part of the (E2.0) rule that is included in (EN102.3). A heavy pulse phaser can be down fired as an (in order): extended range pulse phaser, medium pulse phaser, multipurpose pulse phaser, short-range pulse phaser, or light pulse phaser. It cannot be down fired as a dual pulse phaser, twin pulse phaser, or gatling pulse phaser because the heavy pulse phaser is a single mount. An extended range pulse phaser can be down fired as an: medium pulse phaser, multi-purpose pulse phaser, short-range pulse phaser or light pulse phaser. It cannot be down fired as a dual pulse phaser, twin pulse phaser, or gatling pulse phaser because the extended range pulse phaser is a single mount. A medium pulse phaser can be down fired as multi-purpose pulse phaser, short-range pulse phaser or light pulse phaser. It cannot be down fired as a dual pulse phaser, twin pulse phaser, or gatling pulse phaser because the medium range pulse phaser is a single mount. A short-range pulse phaser can be down fired as a light pulse phaser. It cannot be down fired as a dual pulse phaser, twin pulse phaser, or gatling pulse phaser because the shortrange pulse phaser is a single mount. A multi-purpose pulse phaser can be down fired as a light pulse phaser. It cannot be down fired as a dual pulse phaser, twin pulse phaser, or gatling pulse phaser because the multipurpose pulse phaser is a single mount. A gatling pulse phaser can be down fired as a twin pulse phaser or a single light pulse phaser. A twin pulse phaser can be down fired as a single light pulse phaser. A dual-pulse phaser can be down fired as two light pulse phasers (e.g., as a twin pulse phaser mount) or as one medium pulse laser and one light pulse laser. New 06 (EN103.21) The statement that a die roll greater than six is treated as six is because on a phaser a die roll greater than six would move to the next range bracket, and this weapon cannot do that. New 6 December 2011 (EN103.21) The (EN103.21) example fails to note the range modifier, which would reduce the damage to a single point. New 6 (EN103.21) Example coma after... at range eight should be a period. New 6 December 2011 (EN103.38) Last sentence Light Linear Accelerators should be Small Linear Accelerators. New 6 December 2011 (EN103.38) This rule refers to the fact that a large linear accelerator can be repaired as the next smaller size (i.e., medium) but not as any smaller size. New 6 Dec 2010, but drawn from the Captain s Log #23 After Action (EN104.0) The MPDS is described in the rules as a multipurpose defense system, but on the SSDs as a multi-purpose damage system, note the SSDs are in error. (EN104.0) The SSDs show reload boxes for multi-purpose defense system, but these are not mentioned in the rules. Multipurpose defense system launchers have three complete reloads, as shown on the SSDs, included in the ship s BPV. (EN104.0), (FSN100.0), and (FSN101.0): Is it possible to purchase spare multi-purpose defense system ammo and [small] ram torpedoes with Commander s Option points? If so, how much do they cost? I would suggest 0.5, 1 and 0.5 BPV. What is the cargo requirement for multi-purpose defense system ammo, ram torpedoes and small ram torpedoes? I would suggest 0.5, 1 and 1. Are they explosive ordnance? REPLY: At the time Module E2 was published it had not been determined if these systems could be purchased as Commander s Option Items. The rules as they exist make them about the size of a drone (ram and small ram) or anti-drone (multi-purpose defense system round) for purposes of cargo transfer and storage rules. Players may experiment with the above suggested BPVs and cargo sizes, but note that all would be treated as explosive ordnance (G25.3). (EN104.32) The Multi- multi-purpose defense system cannot damage a size class 0 object.

3 (EN ) As the multi-purpose defense system is defined as a ball of energy, and this rule specifically says its damage is treated as phaser damage for any interaction with other systems unless otherwise noted, SPP did not feel it was necessary to define its interaction with an expanding sphere generator field, i.e., phasers do not interact with expanding sphere generators. (EN105.0) Note that the reduction in hellfire warheads to 25% of the printed strength in errata line item (FPN100.0) also applies to this function. (EN106.11) A die roll of less than one is treated as a one. (EN109.0) Rule header lists Hypermass Autocannon, the rules use auto-cannon with the hyphen. New 6 December 2011 (EN109.23) In the last sentence If holding energy is not allocated to a hold a charged... delete the a before hold. New 6 December 2011 (EN109.33) The last sentence should have a semi-colon instead of a coma between... each time the HAC is fired and any previous... New 6 December 2011 (EN ) Third sentence if the result is equal or lower to than... should read if the result is equal to or lower than... New 6 December 2011 (EN109.34) Title HYPERMASS AUTOCANNON missing the hyphen in auto-cannon. New 6 December 2011 (EN109.55) Last sentence The amount of energy stored in HAC chamber... should read The amount of energy stored in a HAC chamber... New 6 December 2011 (FPN100.0) There have not been many reports on this weapon as of yet, but the ones that have arrived tend to indicate that the designer massively overdid the flexibility of it. In an effort to maintain the rate of launch and flexible speed features, cut the warhead yields under all conditions to 25% of the final result, rounding any fractions to the next whole number. Thus where a torpedo under the current rules has a final strength of 45, reduce this to 12. Note, while the warhead output is cut, the amount of energy required for a warhead of 45 that is reduced to 12 by this line item is unchanged. (FPN100.11) The hellfire torpedoes on the Worlds of Unions ships take two boxes on the SSD, and these boxes should have been divided by a dashed line as is done for stasis field generators on Klingon stasis field generator ships. ADB apologizes for this oversight which was entirely our own. (FPN100.16) Hellfire torpedoes are self-guiding like plasmas. As given in this rule, a hellfire torpedo operates as a plasma torpedo except where the rules say differently. Specifically, they be launched under passive fire control or without a lock-on in the same manner as plasma torpedoes. They continue to guide themselves after lock-on or control is dropped in the same manner as plasma torpedoes. Control can be dropped deliberately but the hellfire torpedo will not be removed from the map as it operates like a plasma torpedo, not a drone. (FPN100.21) Hellfire torpedoes cannot use rolling delay, they arm over one to four turns and can be held. (FPN ) While not specifically stated in the rules, any fractions of damage are lost, e.g., if the result (as provided in the example) does not result in a full point of damage, any fractional points remaining are lost. In short, as given in the example, 4.5 x 5 is 22, not 22.5 damage points. (FPN ) Add per turn to the end of this rule. (FPN ) Apparently there was an error on the table used to create the charts that then went on all the Worlds of Union SSDs. The Zero in the two turn line of the hellfire chart for damage reduction should have been a (FPN100.22) Note that the reference to power lost means that all power that was lost with that torpedo must be announced; this means any power used to modify the torpedo is included. (FPN ) Note that you can reduce the power in the weapons, but not the number of turns the weapons were being armed at a given weapon status. (FPN100.6) Note that the reduction in hellfire warheads to 25% of the printed strength in errata line item (FPN100.0) also applies to this function. (FSN100.0) States that ram torpedoes disrupt a target s warp field. A ram torpedo does damage a unit with no warp field (bases, planets, ground bases, ships using impulse power only, sublight ships, etc) as even nominally sublight or stationary units (such as bases) have a warp field and will be damaged by a ram torpedo. (FSN100.0) The SSDs show reload boxes ram torpedoes, but these are not mentioned in the rules. Ram torpedo launchers have three complete reloads as shown on the SSDs and included in their ship s BPV. (FSN100.32) When a ram torpedo is launched, the launching hex and impulse of launch must be recorded in order to confirm the strength of the warhead when it reaches its target. (FSN100.4) Ram torpedoes are affected by cloaking devices as any other seeking weapon, i.e., the passage past the cloaked unit may be too far to cause damage even with a lock-on, or may cause only a reduced amount of damage. (FSN100.4) Ram torpedoes are affected by electronic warfare as any other seeking weapon. This has the effect of reducing the damage as it would with a drone or plasma. (FSN100.51) It should be obvious that since ram torpedoes move by the seeking weapons rules they must move directly forward as their first movement after launch, see (FSN100.12). (FSN100.72) The number of reloads available to a given ram launcher are shown on the SSD for that ship. (FSN100.85) The expanding sphere is reduced by the ram torpedo s multiplier in the same manner as phaser damage, i.e., each two points of expanding sphere strength reduces the multiplier by one point. The expanding sphere is reduced by two points for each point of multiplier that is reduced. This continues until either the expanding sphere is dropped, at which point the Ram operates at its reduced level (rounding any fraction to the next higher level) or the Ram multiplier is reduced to zero (which

4 could reduce the expanding sphere to zero or weaken the expanding sphere by as much as 12 points). (GN100.1)... how much power it can use. should be... the individual generators on the ship. The rotary shield display, left of the ship, indicates the power/level (left side) and generator (top) and shields generated. (GN100.11) This rule is seriously in error and SPP apologizes for failing to catch it. It probably reflects a change in how things were to be done by the original author, and was not corrected before SPP got it. In any case, the numbers on the rotary shields on the SSD reflect the individual generators and are associated with the groups of boxes for that generator located on the ship information half of the SSD in nearly all cases. The rules under (GN100.2) provide for the amount of power that can be allocated for normal and reinforced levels for each block of shields, and not that each rotary shield operates independently, i.e., one point of power does not operate both rotary shields on a given unit with two at standard minimum, to operate both each must have a point of power. (GN100.33) Rotary shields can be rotated into any arc during Energy Allocation with no restrictions, even if last rotated on Impulse #32 of an immediately previous turn. The limit on subsequent rotations in this rule only applies to rotations during a turn, not during Energy Allocation, although the shield cannot be rotated any sooner than Impulse #9 if it is rotated during Energy Allocation. A rotary shield that is not rotated during Energy Allocation can be rotated by the provisions of this rule under the quarter turn delay, i.e., if last rotated on Impulse #26 it could be rotated again on Impulse #2 of the following turn. (GN ) QUESTION: The second clause of this rule regarding two Rotary Shields facing the same direction sharing odd points of damage is going to cause problems: if shield A has taken three points of damage from an attack, and shield B is raised to join it, is shield B forced to take the next odd point of damage? What about if they have moved around since, or yet other shields pop up? I think this rule is unnecessary and will cause arguments. REPLY: If shield A is at three points, and shield B is raised, and six damage points need to be applied the player applies one to shield A and two to shield B, the remaining three to the actual shield behind them. If shield B or Shield A subsequently rotate, the situation for purposes of damage would be judged based on the circumstances when damage is next applied to them. The fact that shield A was at two points when it was rotated in front of shield C simply means that the extra point (assuming six points of damage again) is applied to shield C. If the whole is hit with seven points of damage, the owning player will determine which shield (one of the rotary shields or the actual shields) absorbs that point. (GN ) Add... if the ship is not equipped with any type of armor. to the last sentence. (GN ) Grammar: the comma before it must... should be a semi-colon. (GN101.11) The weapons in the turrets of Imperium ships can indeed fire into a 120 arc and are not limited to a 60. New 6 (GN101.21) The rotation of turrets on Imperium size class 2 ships are indeed limited to FX; the rule is right and the SSD is wrong. New 6 Dec 2010, but drawn from the Captain s Log #23 After Action (GN101.32) Delete the coma after... end of the Operate Shields Step. New 6 December 2011 (GN101.33) Delete the coma after... immediately preceding Operate Shields Step. New 6 December 2011 (GN ) Delete the coma after... in the Operate Shields Step. New 6 December 2011 (JN100.12) As with normal electronic warfare pods, the device can be activated prior to launch, and can be deactivated after landing. (JN ) Blur devices have no affect on a seeking weapon that has already accepted that fighter as a target, otherwise the target would not need to use chaff. (JN ) Blur ECM is not combined with the small target modifier (E1.7). (JN ) The ECM from a blur device also affects systems other than direct-fire weapons directed at the fighter, including by units nominally friendly to the fighter. (MN100.13) AFFIRMATION: Imperium mine racks are destroyed only on drone hits and not on cargo, shuttle, or excess damage hits. The rule is right; the SSDs are wrong. New 6 Dec 2010, but drawn from the Captain s Log #23 After Action (RN100.1) ROBUSTNESS: This rule should have been numbered (RN100.01). New 06 (RN100.5) Change reference to Fifth Khartax War to Sixth Khartax War. (RN101.0) Fourth paragraph, change In Y60... to In Y29... to be consistent with the timeline. New 06 (RN101.0) Fifth paragraph, change In Y66... to In Y27... to be consistent with the timeline. New 06 (RN101.2) CAB SSD pulse phasers #1-#4 marked as RPP instead of EPP (as shown on heavy cruiser SSD). (RN101.2) Worlds of Union CAB SSD: Header lists CA D, should be CAB. New 06 (RN102.1) The Mallaran heavy cruiser is a hybrid carrier like many Hydran ships despite there being no V in the MSC. Note it is listed in Annex #7G. (RN102.1) SSD: The multi-purpose defense system table is (RN102.2) The Mallaran light cruiser is a hybrid carrier like many Hydran ships despite there being no V in the MSC. Note it is listed in Annex #7G. (RN102.2) SSD: The multi-purpose defense system table is

5 (RN102.3) The Mallaran destroyer is a hybrid carrier like many Hydran ships despite there being no V in the MSC. Note it is listed in Annex #7G. (RN102.3) SSD: The multi-purpose defense system table is (RN102.4) SSD: The multi-purpose defense system table is (RN102.5) SSD: The multi-purpose defense system table is (RN102.5) The Mallaran plasmatron cruiser is a hybrid carrier like many Hydran ships despite there being no V in the MSC. Note it is listed in Annex #7G. (RN102.6) SSD: The SSD is misnumbered as (RN108.6). The multi-purpose defense system table is improperly labeled the multi-purpose damage system. The SSD is not in Module E2 but can be found at this link. S.pdf New 06 (RN102.7) SSD: The multi-purpose defense system table is (RN102.8) SSD: The multi-purpose defense system table is improperly labeled the multi-purpose damage system. The SSD is not in Module E2 but can be found at this link. S.pdf New 06 (RN103.2) SSD: The turrets on size class 3 ships are indeed limited to rotation in the FX arc (GN101.21), and weapons in the turret can indeed fire into a 120 arc, i.e., FA if the turret is facing the #1 shield of the ship, and are not restricted to a 60 arc. The rule is right and the SSD is wrong. Imperium mine racks are destroyed only on drone hits and not on cargo, shuttle, or excess damage hits. The rule is right; the SSD is wrong. New 6 (RN103.3) SSD:The turrets on size class 3 ships are indeed limited to rotation in the FX arc (GN101.21), and weapons in the turret can indeed fire into a 120 arc, i.e., FA if the turret is facing the #1 shield of the ship, and are not restricted to a 60 arc. The rule is right and the SSD is wrong. Imperium mine racks are destroyed only on drone hits and not on cargo, shuttle, or excess damage hits. The rule is right; the SSD is wrong. New 6 (RN103.4) SSD:The turrets on size class 4 ships have 360 rotation (GN101.22), and weapons in the turret can indeed fire into a 120 arc, i.e., FA if the turret is facing the #1 shield of the ship, and are not restricted to a 60 arc. The rule is right and the SSD is wrong. Imperium mine racks are destroyed only on drone hits and not on cargo, shuttle, or excess damage hits. The rule is right; the SSD is wrong. New 6 Dec 2010, but drawn from the Captain s Log #23 After Action (RN103.5) SSD:The turrets on size class 4 ships have 360 rotation (GN101.22), and weapons in the turret can indeed fire into a 120 arc, i.e., FA if the turret is facing the #1 shield of the ship, and are not restricted to a 60 arc. The rule is right and the SSD is wrong. Imperium mine racks are destroyed only on drone hits and not on cargo, shuttle, or excess damage hits. The rule is right; the SSD is wrong. New 6 Dec 2010, but drawn from the Captain s Log #23 After Action (SL210.8) IMPERIUM TACTICS. First sentence should end at... as soon as possible. New 6 December 2011 (SL210.8) MALLARAN TACTICS. First sentence should have a period or colon instead of a coma after... both difficult. Second sentence, delete the s from needs in... will probably NEEDS. Third sentence, delete the s from starts in... right at the STARTS. New 6 December 2011 ANNEX #3 (RN100.2): Helgardian Protectorate heavy cruiser Year in Service should be Y118. ANNEX #3 (RN101.5): Worlds of Union dreadnought Year in Service should be Y106. ANNEX #3 (RN101.6): Worlds of Union scout Year in Service should be Y59. ANNEX #3 (RN102.1): Mallaran heavy cruiser Year in Service should be Y50. There should be a V, Y1 in its notes column. ANNEX #3 (RN102.2): Mallaran light cruiser Year in Service should be Y39. There should be a V, Y1 in its notes column. ANNEX #3 (RN102.3): Mallaran destroyer Year in Service should be Y12. There should be a V, Y1 in its notes column. ANNEX #3 (RN102.4): Mallaran frigate Year in Service should be Y2. There should be a Y1 in its notes column. ANNEX #3 (RN102.5): Mallaran plasmatron heavy cruiser Year in Service should be Y50. There should be a V in its notes column. ANNEX #3 (RN102.6): Mallaran dreadnought should have one spare shuttle and one spare fighter. The Year in Service should be Y104. Other MSC data is on its SSD (with noted change to the Year in Service from Y110 to Y104) except there should be a V in its notes column. ANNEX #3 (RN102.8): Mallaran scout frigate should have one spare shuttle. The Year in Service for this unit should be Y58. Other MSC data is on its SSD except there should be a scout diamond in its notes column. (Z94.6) ine item format should be -L-ine item format. ZZZ There are a few places where the text addresses the reader directly ( you ). This is okay, but at variance with anything that has come before.

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