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> Shadowrun 5 Errata, Let's stay focused here
Tzeentch
post Jul 14 2013, 06:44 PM
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The Ford Americar (SR5, p. 463) has a maximum speed of 30 mph (Speed 3 running rate). I assume it should be Speed 4.

The Jackrabbit also max 30 mph but that seems in theme I suppose.
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HugeC
post Jul 14 2013, 08:09 PM
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The Astral Acclimation bullet under the Home Ground quality on page 74 (and continuing on page 75) makes reference to the concept of background count. The text in the quality seems to indicate that background count imposes a penalty to Magic tests, but background count is not described anywhere else in the book that I could find.
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Tycho
post Jul 14 2013, 08:15 PM
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QUOTE (Tzeentch @ Jul 14 2013, 07:44 PM) *
The Ford Americar (SR5, p. 463) has a maximum speed of 30 mph (Speed 3 running rate). I assume it should be Speed 4.

The Jackrabbit also max 30 mph but that seems in theme I suppose.


Well, considering that a Tiltwing-VTOL also has only Speed 3, I would Suggest lowering the Speed Rating on Cars significantly, so that there is a reason to take a Commuter Aircraft instead of a Commuter Bus.
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Tzeentch
post Jul 14 2013, 08:51 PM
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QUOTE (Tycho @ Jul 14 2013, 08:15 PM) *
Well, considering that a Tiltwing-VTOL also has only Speed 3, I would Suggest lowering the Speed Rating on Cars significantly, so that there is a reason to take a Commuter Aircraft instead of a Commuter Bus.

It needs a Speed buff as well unless they completely revamp the speed table on SR5, p. 202.

I get the feeling that originally the Speed was entirely abstract like Acceleration, and at some point they added in the movement rate stuff. You'll note that Acceleration doesn't actually tell you anything about how fast the vehicle can accelerate in meters per turn and the range bands don't have anything to do with physical distance traveled (IMG:style_emoticons/default/smile.gif)
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pragma
post Jul 14 2013, 09:09 PM
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p. 178 -- Previously aimed with take aim -- claims that you get a +1 bonus to your roll _or_ to your accuracy while the table on p. 176 reads "Previously aimed with take aim: +1 dice pool, +1 accuracy" and I parsed that as getting both.

Clarification would be welcome.
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Mäx
post Jul 14 2013, 09:09 PM
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QUOTE (Sengir @ Jul 14 2013, 08:21 PM) *
[list]
[*]P. 180, Shotguns: Characters can load them with shot rounds, but shot rounds have little effect against 21st-century body armor. To determine the damage done by shot rounds, apply the flechette ammunition rules to the Damage Value indicated for the weapon. Shot rounds spread when fired, creating a cone of shot extending outward from the shotgun’s muzzle. This allows the shot to hit multiple targets, but with reduced effectiveness due to the spread of the shot pellets over a wider area. The mechanism that controls this spread is called the choke.
Shot and pellets don't exist, should be "flechettes"

Shot round using damage rules of fletchette rounds, don't make them fletchette rounds.
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Sengir
post Jul 14 2013, 10:18 PM
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QUOTE (Mäx @ Jul 14 2013, 10:09 PM) *
Shot round using damage rules of fletchette rounds, don't make them fletchette rounds.

If it quacks like a duck you might as well call it that, instead of creating a new ammo type "shot" which is the same as flechette but except for the name.

(BTW, this issue has been around for at least two editions, time for a fix (IMG:style_emoticons/default/wink.gif) )
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Tzeentch
post Jul 14 2013, 10:24 PM
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Vehicle Speed Issues (Compilation)

Groundcraft
Pretty much all the Speed 3 (top speed 30 mph) vehicles need a look, unless it's intended that they are half as fast as they were in previous editions.
  • C-N Jackrabbit: Speed 3. Should be Speed 4.
  • Ford Americar: Speed 3. Should be Speed 4.
  • GMC Bulldog: Speed 3. Should be Speed 4.
  • Ares Roadmaster: Speed 3. Should be Speed 4 (yes, even in older editions it could move 80 meters per combat turn).


Watercraft
-- Some of these speeds are really optimistic, but nothing strikes me as unreasonable (the Trinity is just a mite faster than some current cigarette boats in perfect conditions).

Aircraft
-- Note that Speed 4 is a maximum air speed of ~60 mph.
  • R-K Fokker Tunra-9: Has a speed of 4 (60 mph). Should be Speed 5 if based on older stats).
  • Ares Dragon: Has Speed 4. Should be Speed 5 if going by original stats.
  • Nissan Hound: Has Speed 4. Unless Imperial Marines want to travel at less than highway speed, it should be Speed 5.
  • Fed-Boeing Commuter: Has a Speed of 3 (30 mph). It should have Speed 6 (top speed 238 mph) which would almost exactly match its original stats.
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pragma
post Jul 14 2013, 10:50 PM
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P. 183: "Stationary vehicles don't confer any of these effects, though they may inflict the firing from cover modifier."

Is that the "firing from cover using an imaging device" modifier from P. 176-177? The situations for the exception at the end of this paragraph aren't terribly clear to me. I'm currently interpreting it as the following:

"Stationary vehicles don't confer any of these effects, though they may inflict other penalties (for instance, firing from cover using an imaging device if ducking behind a door)."
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Mäx
post Jul 14 2013, 11:06 PM
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Is it really intended that Muscle toner and augmentation are incompatible with Suprathyroid gland, as that doesn't really make any sense what so ever.
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Samoth
post Jul 15 2013, 12:05 AM
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Pg 90. Individual Skills lists Lockpicking and Locksmith as active skills, but as far as I can tell Lockpicking is a specialization of Locksmith.
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Umidori
post Jul 15 2013, 12:18 AM
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QUOTE (Samoth @ Jul 14 2013, 05:09 AM) *
Armor - give me a good reason to NOT use an Armored Jacket. It's ridiculously better than all other options barring Full Body Armor.

Same as in SR4, it's noticeable due to it's bulk and will draw unwanted attention. You're not walking into a "civilized" or secure area with an armored jacket on without having to answer some "friendly" questions first. In contrast, all the slightly less well armored options are much more discrete and acceptable in many more places.

Tromping about in Full Body Armor is gonna get the fuzz called on you in most places. An Armored Jacket is almost as protective, but isn't going to draw too much attention in low security areas or the Barrens. Visit a medium security or higher area and you're gonna want the Armor Vest instead. Unless you plan on just blowing in the front door, shooting everything, and leaving before the HTR teams respond, that is. (IMG:style_emoticons/default/nyahnyah.gif)

~Umi
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Tzeentch
post Jul 15 2013, 12:30 AM
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QUOTE (Umidori @ Jul 15 2013, 01:18 AM) *
Same as in SR4, it's noticeable due to it's bulk and will draw unwanted attention. You're not walking into a "civilized" or secure area with an armored jacket on without having to answer some "friendly" questions first. In contrast, all the slightly less well armored options are much more discrete and acceptable in many more places.

-- Well, the flavor text (SR5, p. 437) implies that it's actually very common and popular and won't bring much attention.
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Shortstraw
post Jul 15 2013, 01:26 AM
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P309 Improved Ability
"... The maximum improvement possible is your current skill level x 1.5 (rounded up)."

This states that the improvement i.e what i get from my power is up to 1.5x current skill e.g skill 4 can get 6 ranks to skill 10? If the total augmented skill is supposed to be 1.5x current skill then the wording needs work.
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Tzeentch
post Jul 15 2013, 02:09 AM
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The addiction ratings given for Foci (SR5, p. 414) doesn't mesh with the box on Focus Addiction (SR5, p. 319). Notably, having Force 6 of foci (which p. 319 implies isn't a big deal for a Magic 6 mage) is on the same addiction level as BTL chips and ramps up very quickly after that!

To fix this, I would recommend changing the Addiction Table entry to "total Force - Magic" or something similar.
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Tzeentch
post Jul 15 2013, 02:13 AM
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The Addiction Rating for skillwires (SR5, p. 414) is very high. If it was this addictive then wageslaves would be dropping like flies from being reduced to Burnout in no time flat (they are screwed if they use skillwires as part of their job). Suggest reducing the Addiction Rating to 2 (more than soykaf, less than alcohol).
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Tzeentch
post Jul 15 2013, 02:16 AM
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Essence Drain, p. 397
"A willing victim being drained must make a psychological Addiction Test (p. 413) with a threshold of 2."

The page reference for Addiction Tests is p. 414.
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Tzeentch
post Jul 15 2013, 04:03 AM
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Ramming (SR5, p. 203)
-- These rules have some . . . issues that are probably outside of the scope of errata, but of immediate concern:

* The Ramming rules do not specify if the damage is Physical. Suggest adding: "Crash damage is Physical."

* The ramming vehicle taking half the damage of the ram leads to some rather bizarre results (or hilarious depending on taste). One-third the inflicted damage would at least allow cars the chance to ram a chain link fence without exploding.

* The last sentence about losing control is confusing with the "if either driver fails." Unless it's intended that both vehicles are uncontrolled if either one fails.

* Under Crashes (p. 201) it states "Crashes occur during Ramming actions (see Ramming, p. 203)" but that's a bit misleading (or outright false as the ramming rules say nothing about that).

Maybe change to "Crashes may occur" and then change the last sentence of the Ramming rules to:

"Drivers that fail the Vehicle Test cannot perform any further actions and the vehicle is considered uncontrolled until the next Combat Turn, which may result in a crash (p. 201)."
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Falconer
post Jul 15 2013, 04:53 AM
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Well finally got a look at the new PDF on game day with the guys... only one thing immediatley jumped out as 'wrong' to me and I don't recall seeing it elsewhere in the thread (quick searched it just to be sure).

Under "Buying Gear" example.... ammo isn't costed correctly. The price in the back is per box of 10rds if it's the same as previous editions.

I remember the basic ammo was listed at 10 rds per 'box' at $20 each... for $2000 buying 1000rds the same as the example.

But the specialty ammos were quantified in single bullet costs! So either the 'regular' ammo cost is wrong or the specialty is wrong... because 500 rounds of explosive shouldn't be 40,000 (but 4000 sounds right at 4x the cost of basic ammo!). The SnS was also ludicrously priced on the buying example.
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Tzeentch
post Jul 15 2013, 05:23 AM
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QUOTE (Falconer @ Jul 15 2013, 05:53 AM) *
Under "Buying Gear" example.... ammo isn't costed correctly. The price in the back is per box of 10rds if it's the same as previous editions.

You're correct.

Page 96. Buying Gear, James
-- Stick-n-shock should be "Stick-n-Shock" (Shock capitalized)
-- APDS rounds (300 rounds) is a bit repetitive. Can probably ditch the first 'rounds'.
-- The costs listed for James' Stick-n-Shock and APDS ammo are incorrect by an order of magnitude. Based on the Ammunition table (SR5, p. 433) the costs should be corrected to:

Stick-n-Shock (80 rounds) 640¥
APDS (300 rounds) 360¥

Carryover Starting Nuyen 383,600¥

Alternately, give him 10x the number of Stick-n-Shock and APDS so you don't need to update the carryover nuyen.
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Tzeentch
post Jul 15 2013, 05:34 AM
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Page 267, Rigger Control Console Table
All of the RCC's are missing a Programs entry unless they are intended to have a universal rating of 1 (in which case, that needs to be stated).
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Tzeentch
post Jul 15 2013, 05:38 AM
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Page 227, Cyberdecks
To prevent confusion with what the Programs entry on the table means, the last sentence of this section should be reworded. I suggest:

"The Programs attribute lists the number of programs you can run at one time; you can have any number of programs waiting in storage (see Programs, p. 243)."
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Skynet
post Jul 15 2013, 05:48 AM
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p.179 example: "Wombat takes a Complex Action and makes an Assault
Rifles 4 + Agility 6 Test", should be "Automatics 4 + Agility 6"

p. 207 example: Full Deck has First Aid 1 (Combat Wounds) 3 and heals 4 boxes of damage. Page 206 states "The maximum damage
healable with the First Aid skill is equal to the skill’s rating.". One of the two is incorrect. (Or does his skill get replaced by the wireless medkit?)

QUOTE (Elve @ Jul 14 2013, 06:04 PM) *
(...)
p.207: Healing is en extended test, so each roll has a cumulative -1 modifier. This is missing in the example.

Which test? Neither First Aid nor Medicine is an extended test.
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Jaid
post Jul 15 2013, 05:58 AM
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QUOTE (Tzeentch @ Jul 15 2013, 01:23 AM) *
You're correct.

Page 96. Buying Gear, James
-- Stick-n-shock should be "Stick-n-Shock" (Shock capitalized)
-- APDS rounds (300 rounds) is a bit repetitive. Can probably ditch the first 'rounds'.
-- The costs listed for James' Stick-n-Shock and APDS ammo are incorrect by an order of magnitude. Based on the Ammunition table (SR5, p. 433) the costs should be corrected to:

Stick-n-Shock (80 rounds) 640¥
APDS (300 rounds) 360¥

Carryover Starting Nuyen 383,600¥

Alternately, give him 10x the number of Stick-n-Shock and APDS so you don't need to update the carryover nuyen.


well, he's a technomancer. he has to blow his nearly half a million nuyen on *something* (i do have to say, i got a kick out of the example technomancer they designed having enough specialist ammunition to outfit a small army, and the street sam is sitting there with just a bunch of standard rounds, and i think fewer guns, too...)

anyways, on with actual errata:

page 217, Virtual Visions:
"This virtual plain is lit with the glow
of the icon of your commlink (or deck) and other icons
around you, one for each device and persona connected
to the Matrix. The plain is a projection of the whole..."

(should probably be plane, not plain).
world made flat,

edit: page 222, red box entitled Matrix Actions for the Non-Hacker, Sending Messages:

"This action will probably be the main use for your
commlink."

(the "be" is missing).
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Tzeentch
post Jul 15 2013, 06:06 AM
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QUOTE (Skynet @ Jul 15 2013, 06:48 AM) *
p. 207 example: Full Deck has First Aid 1 (Combat Wounds) 3 and heals 4 boxes of damage. Page 206 states "The maximum damage
healable with the First Aid skill is equal to the skill’s rating." One of the two is incorrect. (Or does his skill get replaced by the wireless medkit?)

-- I think the p. 206 rule needs a note about medkit limit increases affecting this. Something like:


Page 206 First Aid (second paragraph on the page)
* Second sentence needs a note about medkits increasing the healing limit. Possibly:

"The maximum damage healable with the First Aid skill is equal to the skill's rating plus the rating of any medkit or autodoc (p. 208) that has been applied."


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