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> Arsenal Errata linked on Shadowrun4.com
Mäx
post Oct 19 2008, 06:53 AM
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Errata for Larsine errata of errata (IMG:style_emoticons/default/grinbig.gif) (IMG:style_emoticons/default/rotfl.gif)
QUOTE (Larsine @ Oct 19 2008, 02:47 AM) *
The Stick’n’Shock is called Stick-n-Shock in the book, and the entry on page 173 is already OK for Stick-n-Shock.

No it's not ok, the price is missing at least in the pdf version.
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BullZeye
post Oct 19 2008, 08:05 AM
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QUOTE
The following weapon entries should list an AP of +5
(per the updated flechette rules): Raecor Sting (p.174), Ares
Viper Slivergun (p.175), Remington Roomsweeper w/ flechettes
(p.175), Mossberg AM-CMDT (p.176), Remington 990
w/ flechettes (p.176), Street Sweeper (p.176).


But if one adds +2P +5AP to a shortgun, doesn't it make it 9P(f) +4AP? instead of +5AP as the original damage is 7P -1AP...
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Glyph
post Oct 19 2008, 09:20 AM
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Those weapons already have the damage code modified for flechette ammo - it is only the AP that needs adjustment, since flechettes have +5 AP, instead of +2 AP, now. Some of the shotguns have two lines, one for normal ammo and one for flechette ammo - the normal one will be 7P, and the flechette one will be 9P (f).

The previous APs for flechette ammo are all +2, which is what flechette ammo used to have, so apparently flechette ammo negates the AP modifier for the guns, as well as applying its own AP modifier. It would be nice if it actually said so somewhere in the rules, though. Going purely by the RAW description of flechette ammo, post-erratta, it should be +4 for weapons such as the Ares Viper slivergun and the shotguns.
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Larsine
post Oct 19 2008, 04:40 PM
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QUOTE (Mäx @ Oct 19 2008, 08:53 AM) *
Errata for Larsine errata of errata (IMG:style_emoticons/default/grinbig.gif) (IMG:style_emoticons/default/rotfl.gif)

No it's not ok, the price is missing at least in the pdf version.


QUOTE (Arsenal pdf Version 1.0 (Jan 2008), page 173)
Stick-n-Shock 6S(e) -half 6R 13 (IMG:style_emoticons/default/nuyen.gif) 19


I rest my case... (IMG:style_emoticons/default/smile.gif)

Lars


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Mäx
post Oct 19 2008, 05:02 PM
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QUOTE (Larsine @ Oct 19 2008, 07:40 PM) *
I rest my case... (IMG:style_emoticons/default/smile.gif)

Lars

(IMG:style_emoticons/default/wobble.gif)
Page 19. (IMG:style_emoticons/default/cyber.gif)
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DocTaotsu
post Oct 19 2008, 05:17 PM
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Wait wait... Sensor upgrades are worth foisting on my rigger now?
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psychophipps
post Oct 19 2008, 05:48 PM
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QUOTE (gtjormungand @ Oct 18 2008, 07:40 PM) *
Correct me if I'm wrong, but doesn't +5 AP add 5 points of armor to the victim?


Which is still less than the six dice typically needed to counter the +2 power. Flechette ammo is full of win in DoT.
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Larsine
post Oct 19 2008, 06:16 PM
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QUOTE (Mäx @ Oct 19 2008, 07:02 PM) *


Which is why I wrote "the entry on page 173 is already OK for Stick-n-Shock". The errata claims that both page 19 and page 173 is wrong about the Stick-n-Shock, but page 173 is correct.

Lars
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Mäx
post Oct 19 2008, 06:33 PM
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QUOTE (Larsine @ Oct 19 2008, 09:16 PM) *
Which is why I wrote "the entry on page 173 is already OK for Stick-n-Shock". The errata claims that both page 19 and page 173 is wrong about the Stick-n-Shock, but page 173 is correct.

Lars

Oh right (IMG:style_emoticons/default/embarrassed.gif) sorry abou that (IMG:style_emoticons/default/silly.gif)
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KCKitsune
post Oct 24 2008, 07:09 AM
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I would like to know why sensor software packages are so worthless at low ranks. I mean at rating 1 or 2 the programs are worse than useless. You are unlikely to get even a single hit and they still take a program slot. It's only when you are using rating 4 or higher that they become something useful. Why did Catalyst do that?
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The Jopp
post Oct 24 2008, 07:29 AM
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I see that the Mimic modification hasn't entered the errata with price and availability.

I assume this will be corrected in later errata?
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hobgoblin
post Oct 24 2008, 07:57 AM
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QUOTE (KCKitsune @ Oct 24 2008, 09:09 AM) *
I would like to know why sensor software packages are so worthless at low ranks. I mean at rating 1 or 2 the programs are worse than useless. You are unlikely to get even a single hit and they still take a program slot. It's only when you are using rating 4 or higher that they become something useful. Why did Catalyst do that?


somebody didnt do their maths?

or maybe one should read the ratings as a basic "vga" camera and so on? as in, sure you can see movement on there, but it could be sensor noise for all you know...
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KCKitsune
post Oct 24 2008, 09:35 AM
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QUOTE (hobgoblin @ Oct 24 2008, 03:57 AM) *
somebody didnt do their maths?

or maybe one should read the ratings as a basic "vga" camera and so on? as in, sure you can see movement on there, but it could be sensor noise for all you know...


OK so if I tied the sensor software packages to an Agent will that give me extra dice equal to the rating of the Agent?
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Ryu
post Oct 24 2008, 10:03 AM
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Per RAW it wouldn´t. Be careful with tinkering, some of the high-end softs are already pretty dangerous for runners.
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Dr Funfrock
post Oct 24 2008, 12:38 PM
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QUOTE (psychophipps @ Oct 19 2008, 12:48 PM) *
Which is still less than the six dice typically needed to counter the +2 power. Flechette ammo is full of win in DoT.


Don't forget that Flechette works against Impact armour, which is typically 2 less than Ballistic.

Some interesting comparisons:

Solid Slug (7P / -1 AP) vs Body 4 in Armor Jacket (8/6)

1 net hit on the attack roll for 8P damage.
11 dice soak for an average of 4 hits (approximately). 4 damage after soak.
2 Nuyen a shot.

Flechette (9P / +5 AP) vs same.

1 net hit for 10P damage.
15 dice soak, for an average of 5 hits. 5 damage after soak.
10 Nuyen a shot.

Explosive (8P / -1 AP) vs same.

1 net hit for 9P damage.
11 dice soak for an average of 4 hits (approximately). 5 damage after soak.

EX-EX (8P / -2 AP) vs same.

1 net hit for 9P damage.
10 dice soak for an average of 3 hits (approximately). 6 damage after soak.
10 Nuyen a shot.


So EX-EX wins, but Flechette comes close, and doesn't have that pesky "blow up when I glitch" effect. Still, for half the cost and the same damage, even with the glitch rule Explosive is a more tempting option.

I personally house rule that flechette rounds for shotguns cost the same as regular ammo, because that's kinda the point of shotguns. Also, it's often noted that shotgun "counts as" flechette, rather than actually being flechette.
Of course shotguns also have medium and wide choke, which is really unpleasant when combined with tight burst (though GM discretion is suggested for that one. I see it as trying to hold the gun steady rather than just painting buckshot everywhere, which would be wide burst).

Of course, if you ever do come up against unarmoured targets of any kind, load up flechette and go crazy. +AP only works if there is armour to add to.
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BlackHat
post Oct 24 2008, 01:04 PM
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QUOTE (The Jopp @ Oct 24 2008, 03:29 AM) *
I see that the Mimic modification hasn't entered the errata with price and availability.

I assume this will be corrected in later errata?

It is in there.
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The Jopp
post Oct 24 2008, 02:31 PM
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QUOTE (BlackHat @ Oct 24 2008, 02:04 PM) *
It is in there.


Ignore me I'm blind.
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