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> Shadowrun 4 Errata, Post errors you've noticed here, please
hahnsoo
post Aug 26 2005, 08:57 PM
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Edit: Never mind. Wow, Wolves packing cyberware, perhaps? :)
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Cthulhu449
post Aug 29 2005, 06:02 AM
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I also noticed the extremely high availability for some cyberware, and the fact that some of the pre-gens have cyberware listed at too high of an availability to get according to the rules. Examples include the street samurai as mentioned, and rating 3 cyber eyes for the "Hacker" (read: Decker, damn it!). On the cyber eyes I believe they got the capacity and availabilities reversed (availability 68 for rating 4? Good luck!) FInally, the "Hacker" (blech) has a deck with all of it's ratings at 5, however I have yet to find rules that would get the stock items you can buy in the book up to all 5's. Very frustrating when you want to get the top gear you can but you can't figure out where the stuff is coming from and if it's legit or not.
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kigmatzomat
post Aug 29 2005, 11:50 AM
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Yeah, that drove me nuts too.

Don't have my book handy but at the end of the matrix chapter there's a block on upgrading Comms. That has improved hardware, either purchased or self-built. That same table may also have the upgraded OS software costs or it's in a table within 2-3 pages on the Comm/Signal Rating section.

From what I can tell most deckers should buy the cheapest Comm & OS and then upgrade the bejeezus out of it.
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hahnsoo
post Aug 29 2005, 04:59 PM
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Just look in the section where you can buy programs, and you'll see System, Firewall, Signal and Response all available for purchase at individual ratings rather than as a package deal.
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Cthulhu449
post Aug 30 2005, 01:18 AM
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Many thanks everyone!
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Kai
post Aug 30 2005, 01:56 AM
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B&E gear - Autopicker - pg. 327
Cost is straight 200, but its available in Ratings 1 to 6. Should that be 200 x Rating?

--//[改]>
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Pandamoanyum
post Aug 30 2005, 03:29 AM
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I don't have the book, but I've downloaded the Table of Contents and Index pdfs.

The Table of Contents, page 3, in the left column lists Weapon Foci as being on page 192, while all of the other foci before and after it are listed as being on page 191. The Index pdf also says Weapon Foci are on page 191.
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tisoz
post Aug 30 2005, 07:13 AM
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Page 12 Power Foci listed as page 191, should be 192.

Weapon Foci start on 191 and finish on 192.
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Theo
post Aug 30 2005, 03:18 PM
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In the range listing for bows (I'm sorry, I don't have my book handy), the listing is shifted over to the left, making it a bit confusing. I think it just needs another 'tab' in it to correct the display/printing.
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Rotbart van Dain...
post Aug 30 2005, 04:12 PM
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The DV for bows is listed as (Min Str+2)P - shouldn't it be (Min Str/2+2)P like for melee weapons?
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tisoz
post Aug 31 2005, 01:27 AM
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Page 139 has the Weapon Range Table with the bow shift.

Page 145 has the Projectile Weapons Table with the Bow entry needing shifted.

Rotbart van Dainig, Bows have always used Str Minimum + 2.
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Kagetenshi
post Aug 31 2005, 11:12 PM
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QUOTE (page 119)
A typical character can hold her breath for 48 seconds (8 Combat Turns).

(For those keeping score, that would make a combat turn 6 seconds rather than the revised value of 3)

References to Shapeshifters appear in two locations: first as an example (!) of someone who would have a skill of Unaware in technical areas (p108), second in the Critters section as a possible alpha male for a wolf pack (p291).

~J
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hahnsoo
post Sep 1 2005, 02:25 AM
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p180 shows conjuring materials for binding at 500 nuyen per Force. The gear section on p340 shows conjuring materials for binding at 1,500 nuyen per Force.
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hahnsoo
post Sep 1 2005, 02:28 AM
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p334 The Unarmed Combat Attack table for Bone Lacing should be a linear progression of Plastic (STR/2 +1)P, Aluminum (STR/2 +2)P, Titanium (STR/2 +3)P, as listed in the Combat section on p149
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Doomclown
post Sep 1 2005, 03:12 AM
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QUOTE ("Page 60")
There are twelve attributes in Shadowrun ... There are four
Physical attributes, four Mental attributes, and five Special attributes.


Edit: formatted for clarification.
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hahnsoo
post Sep 1 2005, 06:30 AM
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QUOTE (Doomclown)
QUOTE ("Page 60")
There are twelve attributes in Shadowrun ... There are four
Physical attributes, four Mental attributes, and five Special attributes.

Essence, Resonance, Magic, Initiative, and Edge. Nothing wrong there.
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Kremlin KOA
post Sep 1 2005, 06:52 AM
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4+4+5=12?
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hahnsoo
post Sep 1 2005, 07:07 AM
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QUOTE (Kremlin KOA)
4+4+5=12?

Ah. It would help if you only bolded the incorrect part in your post. Something like:

p60 Column 2, 1st Paragraph under the Attribute header should be the following:
There are thirteen attributes in Shadowrun, though each character has just eleven or sometimes twelve.
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Bull
post Sep 1 2005, 07:09 AM
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It's poorly worded, but possibly not wholly incorrect. An indivicual character can only ever have 12 attributes since Resonance and Magic are mutually exclusive.

Bull
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Rotbart van Dain...
post Sep 1 2005, 08:35 AM
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The Ares Antioch features 8(m) Grenades, the Ares Alpha 6©... wasn't it the other way round?
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Sabosect
post Sep 1 2005, 08:38 AM
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At the very least, the Ares Alpha information is wrong. It carries 8 grenades, more if you can get a GM to agree to letting you modify it.

It also has a clip of 42 bullets and a built-in smartlink-2, in addition to 2 points of recoil compensation. I hope those they got right.
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Adam
post Sep 1 2005, 08:39 AM
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QUOTE (Bull)
It's poorly worded, but possibly not wholly incorrect. An indivicual character can only ever have 12 attributes since Resonance and Magic are mutually exclusive.

It sounds like a sentence that was shortened in editing/second draft stage without double-checking the numbers. I remember it being a cumbersome sentence when I originally wrote it, but I'm pretty sure I did the math right at the time ... :-)
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tisoz
post Sep 1 2005, 11:14 AM
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Page 219. You may also copying some or all of a file, ...

Page 203. Levitate spell. movement is spell's Magic?

Page 325. Select Sound Filter and Audio Enhancement described as using ratings, but no ratings listed in cost table.

Wondering about mentor spirits that give bonus to spirit that are not available to tradition, like shaman - Firebringer - fire spirits, and hermetic - Wolf - beast spirits. Are these bad choices or open up access to those spirits?
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Rotbart van Dain...
post Sep 1 2005, 12:02 PM
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p. 334 Simrig: This is an implanted version of the external sim module (see p. 318).

As the sim module is a different implant (p. 331), it should mean simrig.
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Kagetenshi
post Sep 1 2005, 02:40 PM
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QUOTE (Bull)
It's poorly worded, but possibly not wholly incorrect. An indivicual character can only ever have 12 attributes since Resonance and Magic are mutually exclusive.

Not true—the quote addresses the number of attributes "in Shadowrun", not per character.

~J
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