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> Shadowrun 5 Errata, Let's stay focused here
Flaser
post Aug 2 2013, 08:47 PM
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QUOTE (Tymeaus Jalynsfein @ Aug 2 2013, 10:41 PM) *
Gunnery should Be Logic based if operated remotely, and Agility Based if operated Manually.


The brings up the question though, of which weapons can you operate manually that fall under Gunnery. The original rule, that you operate mounted weapons with the appropriate skill (Heavy Weapons for machine guns, grenade launchers, miniguns, etc., Automatics if it's an AR, Longarm for a sniper weapon, etc.) makes a lot of sense. The only weapons that might fall under the skill using this interpretation then, are very high-calibre weapons... which you can't just aim manually, as they're too heavy, large and kick like a Troll on Kamikaze... so you'll inevitably use a powered, likely digitally controlled weapon platform instead manually jerking the main gun around.

...hence my point, that Gunnery should only ever use LOG.
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Shortstraw
post Aug 3 2013, 12:20 AM
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Then again all fire arms should use INT (for quick shots) and LOG (for mortars and sniper rifles etc).
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AndyZ
post Aug 3 2013, 01:56 AM
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I didn't read through all this, so it may or may not have already been mentioned.

The Beretta 201T light pistol specifically gives the option of burst fire as a complex action. However, the burst fire option is pretty much identical to a semi-automatic burst, other than that burst fire is usually a Simple Action. Giving the option of Burst Fire as a Complex for a Semi-Automatic weapon is effectively pointless.

Page 179 can be checked for more detail on this. The gun itself is on 425.
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Skynet
post Aug 3 2013, 07:47 AM
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QUOTE (The Key of E @ Jul 19 2013, 10:15 PM) *
Pg. 425: The Beretta 201T says it can fire in Burst mode, but then says it requires a Complex Action to fire a burst. This is superfluous because all SA guns can fire a Semi-Auto Burst as a Complex Action.



QUOTE (Skynet @ Jul 19 2013, 10:20 PM) *
You can also fire a 6-round-burst with BF-firing-mode. The wording should be clearer though.

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Tzeentch
post Aug 3 2013, 09:59 AM
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P304 Spirits and Edge
"Summoned and bound spirits don’t have their own Edge pools (or if they do, they don’t use them). However, you can spend your own Edge pool on your summoned spirits’ tests if you like."

Edge pools do not apply here (see Group Edge, p. 380). Replace "pools" with "points" in this paragraph.


P306
First paragraph
"There is no Drain in this spellcasting because it was already taken by the alchemist; likewise no Edge pool can be spent on this spellcasting."

Edge pools are only for Group Edge (p. 380). The last part of that should say: "; likewise no Edge points can be spent on this spellcasting."

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tete
post Aug 3 2013, 03:46 PM
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So I haven't followed the whole thread but IMHO with some authors complaining about word count and things missing the combat chapter could get 2 or more pages shorter if you removed paragraph copies. Part of the Initiative rules are stated twice, as with some defensive actions, a couple of attacks, etc. Surprise comes to mind as a section thats over 2 pages long to say roll this dice pool then at the very end say oh and if you succeeded and your on the surprised side you cant attack but you can some actions. I dont know if that counts as errata...
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Eratosthenes
post Aug 4 2013, 02:04 PM
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Very minor point: The Ares Venture (pg 465) is described as having numerous legitimate uses, and yet its Availability is 12F.
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Flaser
post Aug 4 2013, 08:49 PM
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Page 90. Herding is listed as an Agility related active skill, in the actual skill descriptions it's only a specialization of Animal Handling.
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eidolon
post Aug 4 2013, 10:58 PM
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Page 444. Vision Magnification:

"For rules on using vision magnification in ranged combat, see p. 177."

Should read:

"... p. 178."
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Ryx
post Aug 5 2013, 03:09 AM
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I havn't gone through this whole thread, so there are probably some duplicates in here, but this is what I've noticed so far. I don't even know if some of these count or not, but I figure you're probably a better judge than I.

- Shock frills don't seem to have a damage listing. Maybe I'm just missing it.

- Herding is listed as a skill under agility on page 90 despite not being a skill. So is both lockpicking and locksmith, despite only the latter being a skill.

- The 'max rating of 7 at character creation' rules for contacts isn't actually mentioned in the contact section of character creation. You may also want to raise this limit in Prime Runner play mode in the Alternate Gameplay sidebar.

- Under Learning Spells on page 299 it states the cost to hire a living breathing teacher is (instruction skill x formula cost) in nuyen. Couldnt find anything about a teacher actually needing the instruction skill for this sort of thing. You could save a lot of money by hiring a teacher with a instruction skill of 0.

- How many programs can a Technomancer run? I assume they'd get their sys-rating, like decks seem to, but I can't find the actual programs=sys-rating rule, just a table, so by RAW TMs don't seem to get any. If this is the case, some clarification might be good.

- Do skillwires come with a skilljack, or do you have to purchase it seperately? Phrasing is unclear.

- Hydrolic Jacks (pg 457) - "each rating adds twenty percent to maximum jump." Is that compound (298% at rank 6) our sum (220% a rank 6)?

- Page 453, on the Headware table, "Taste Booster" should be "Taste Booster (Rating 1-6)"

- Is the Ares Alpha only F because of it's grenade launcher? It seems odd that the only Ares Assault Rifle (Ares is my jam) is so highly illegal for something that should probably be optional. It would be very easy and convenient if it could be purchased without the GL attachment, for civilian and security use.
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Jaid
post Aug 5 2013, 04:43 AM
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@ ryx: technomancers cannot run *any* programs, unless they submerge and choose one as an echo.
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BlackJaw
post Aug 6 2013, 04:56 PM
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I think this is a typo:

The Wireless section for the Smartgun system on page 433 says (emphasis minie) "A wireless smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence." I think that first listing should be Smartgun not smartlink, especially considering working a smartlink with a smartlink doesn't make a much sense as working a smartgun with a smartlink, and the whole listing is under Smartgun not smartlink.
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Lynchmob
post Aug 8 2013, 11:23 PM
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I tried to make sure I'm not double dipping on an issue already covered but this thread is long so if I am brining up old news, my bad.

On p. 198 under the rules for using people as cover it states
QUOTE
Apply an Agility and Reaction penalty equal to the difference between the holder’s Strength and the shield body’s Body attribute while the metahuman shield is carried.


Strictly reading that means if I have a Strength higher than the meat shield's Body I will be taking a penalty.
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Jaid
post Aug 9 2013, 02:45 AM
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QUOTE (Lynchmob @ Aug 8 2013, 06:23 PM) *
I tried to make sure I'm not double dipping on an issue already covered but this thread is long so if I am brining up old news, my bad.

On p. 198 under the rules for using people as cover it states

Strictly reading that means if I have a Strength higher than the meat shield's Body I will be taking a penalty.


that depends on whether you interpret difference to mean subtraction.

(most people won't, but it is technically one possible way to interpret that sentence).
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Bigity
post Aug 9 2013, 03:53 AM
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No, that is the way to read that sentence. It's easy to figure the intent though, as you said.
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Lynchmob
post Aug 9 2013, 05:10 AM
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Right I understood the intention I was just pointing out that the wording could be fixed.
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Maelwys
post Aug 10 2013, 12:05 AM
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Not sure if this has been mentioned, but...

pg. 321. Cat Mentor Spirit provides a +2 bonus to Gymnastics or Infiltration Tests (pick 1).

Infiltration isn't a skill in SR5. Needs to either be deleted entirely, giving Cat Mentored characters +2 to Gym only, or replaced by a skill that's in SR5.

Page 362 also mentions an "Infiltration Test" under landscaping.
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Sengir
post Aug 10 2013, 01:27 AM
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Minor one: The bounty hunter archetype on 127 has his Defiance T-250 and Colt America loaded with "standard ammo", should be "regular ammo". CTRL+F reveals the same mix-up in the example sidebar on p. 179.
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DerWish
post Aug 10 2013, 05:53 PM
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p 319 - Focus Addiction: 'it’s not a danger as long as the total Force of your active foci isn’t greater than your Magic rating'
same page - Power Foci: 'They are very powerful foci that temporarily increase your effective Magic rating'

RAW: you can have unlimited high Power Foci as an active focus as your Magic rating will be always higher than the Power Foci.
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BlackJaw
post Aug 12 2013, 09:57 PM
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QUOTE (Matrix page 230)
When you are in hot-sim VR mode, you use your Data Processing + Intuition as your Initiative and you get +4D6 Initiative Dice (remember that any enhancements or bonuses cannot take you past the maximum of 5D6 Initiative Dice). You receive a +2 dice pool bonus to all Matrix actions, and you take biofeedback damage as Physical damage.

QUOTE (Rigging page 266)
If you’re using hot-sim, you get +3D6 (4D6 total) Initiative dice, and a +1 dice pool bonus that applies to all Matrix test (in- cluding Vehicle actions), but all biofeedback damage is Physical damage.

Is it intentional that the initiative and Hot VR matrix bonus for Rigging and normal VR be different?
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Samoth
post Aug 14 2013, 12:14 PM
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Pg 458 under cyberweapons:

"For extra concealment, cyberguns are built from
mostly non-metallic compounds, and any metallic
parts are incorporated into the (cyber) arm’s structure."

How does this extra concealment actually work? Can cyberguns be caught on scanners whether they are installed in a cyber arm or a meat arm?
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CeeJay
post Aug 14 2013, 02:35 PM
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Pg. 311 Voice Control adept power.

Cost: 0.5 PP per level

Why is this a leveled power? Nothing in the description talks about the effect that multiple levels of the power have. All effects that are described, are either static (+1 to social limit) or independent of the Voice Control level (opposed test of Impersonation + Charisma [Mental] to fool someone).

-CJ
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TCArknight
post Aug 14 2013, 03:01 PM
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Can we consider the Archetypes as all needing errata corrections? It appears that every single one doesn't add up properly as if it were a starting character....
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Samoth
post Aug 14 2013, 03:09 PM
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QUOTE (CeeJay @ Aug 14 2013, 03:35 PM) *
Pg. 311 Voice Control adept power.

Cost: 0.5 PP per level

Why is this a leveled power? Nothing in the description talks about the effect that multiple levels of the power have. All effects that are described, are either static (+1 to social limit) or independent of the Voice Control level (opposed test of Impersonation + Charisma [Mental] to fool someone).

-CJ



"You can also adjust your voice to generate positive
social effects, giving you +1 per level to your Social limit."

However, it seems pointless to go above level 1, since the Limit increase is only in effect when using the power, and only when it is a situation that can benefit you. The Improved Potential power also costs .5 per level and has no restrictions.
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shinryu
post Aug 14 2013, 04:25 PM
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really need a lot of clarification on how lynchpins work in terms of parts of objects, what "destroyed" and "contact" mean, etc.
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