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> Shadowrun 4 Errata, Post errors you've noticed here, please
Darkness
post Jan 6 2006, 03:03 AM
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I think it's just a reminder, for those looking up the rules.
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maeel
post Jan 6 2006, 06:05 PM
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Some of the vehicle stats are not ok.
They need to be reviewed.
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RunnerPaul
post Jan 6 2006, 09:15 PM
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QUOTE (maeel)
Some of the vehicle stats are not ok.
They need to be reviewed.

You'll need to be a little more specific than that.
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maeel
post Jan 7 2006, 03:52 AM
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max speed for a tiltwing: 120m/turn....

for example, but there is another thread about this... it is just an example, because imo they should be completely reviewed for errors...
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Kerberos
post Jan 7 2006, 08:37 AM
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I'm not quite sure it's an error per see but flechette rounds are, due to the increased DV, more effective against even heavily armourer targets than normal rounds, which contradicts what the flavour text states (p. 313-314). It's also odd that APDS rounds are less effektive against armoured targets than EX-explosive rounds, and that Gel Rounds actually increase the DV, even if it converts it to stun.
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Azralon
post Jan 9 2006, 05:58 PM
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Agreed; those ammo types seem to mathematically fail their intended purposes.
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Churl Beck
post Jan 26 2006, 02:09 AM
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Here is a list of typos and errors I've found with the current (second printing) edition of SR. I apologize in advance if any or all of these have already been posted to this thread.


36B: Getting Around
"For that matter, in *[barren areas/Barrens areas]*, you can't even count on the roads to be in good shape, let alone the navigation aids-and that's not mentioning the go-gangs and road predators that come out at night."

36B: You Are What You Eat
"Sure, the texture can get a little monotonous after *a while*, but the stuff is clean, nutritious, cheap, and for the most part tastes pretty darn good with the right flavorings, even when compared to the real thing." [Grammar correction.]

56B: Different Types of Tests
"There are, however, three types of tests that may be called for: Success**Tests, Opposed Tests, and Extended Tests."

62A: Attribute Ratings
"During gameplay, players can spend Karma *to* improve character attributes (see Character Improvement, pg 263)." [note: the "t" in "to" is bold-faced]

64A: Cyberware
"Various technological implants, chemical modifications,** and structural enhancements to the metahuman body, collectively known as cyberware..." [note: extra comma]

64A: Cyberware
"While some cyberware is so common that it can be implanted during luch break at a corner bodyshop and is no longer remakrable to the gneral public (especially cybereyes and datajacks)..." [are datajacks still used?]

64B: Implant Grades
"Alphaware is more Essence*-*friendly than standard cyberware, but is more costly as well."
"Cultured bioware is more Essence*-*friendly than standard bioware, but is more costsly as well."

65A: Metahumanity
"though humans retain the majority, each of the others compresies a significant percentage of the worldwide population*.*"

65B: Metahumanity
"Many first*-* and second*-*generation orks and trolls--especially those who goblinized--died young..."

67A-B: Trolls
"On the flipside, many trolls have found *gainful* employment for the very traits that make them marginalized..."

78A: Exceptional Attribute
"This also increases the augmented maximum for that attribute as appropriate*.*"

78B: High Pain Tolerance
"A character who possesses this quality can ignore one box of damage per rating point when calculating wound modifiers (see Wound Modifiers, p. 153). So a character with this quality at Rating 2 can take *5* boxes of damage without suffering a wound modifier." [does this quality apply equally to Physical and Stun damage?]

84A: Gear
You can't buy gear with a rating greater than 6. However, this is ambiguous
since the sidebar on pages 300-302 lists ammunition and cost (among other things) as "ratings."

106B: Using Skills
"As an adventure unfolds, players are going to want to use their characters' skills and attributes to get things done: to con their way past a guard, fix a broken detonator before the trolls find their hiding place, or**understand what the corp suit is saying to them in Japanese."

109A: Skill Ratings
"A modified skill cannot exceed the base skill rating x 1.5 (making 9 the maximum possible rating *for humans*, or 10 with the Aptitude Quality)."


115A-B: Rappelling
Only one of the two Simple Action available in *a* Combat Phase can be expended in this manner."

130A: Composure
"Certain situations are boudn to become routine to shadowrunners (getting show at, attacked by *an* angry spirit, or seeing the remains of a ghoul's meal)..."

130B: Lifting and Carrying
"A character can lift off the ground 15 kilograms per point *of* Strength without making a test."
"A character can lift 5 kilograms per point *of* Strength over her head without making a test."

132A: Declare Actions
"The character may also declare one Free Action during either this Action Phase or on any subsequent Action Phases in the Combat Turn**."

132B: Being Next Initiative Pass
"Once all of the characters have acted and **all of the actions have been resolved for the first Initiative Pass..."

136A: Simple Actions
"An extra Free Action may be taken in place of a Simple Action (so the character would get two Free Actions and one Simple *action*, or three Free Actions, instead of one Free and two Simple Actions)."

141B: Attacker Using a Second Firearm
"If two separate skills are being used (Pistol and Automatics), use the *smaller* dice pool."

144A: Not Enough Bullets
"If the attacker is a bullet or two short, reduce each of the modifiers applied by 1 (one bullet short) or *2 (two* bullets short)."

148B Armor
"The armor rating is *modified* by the attack's AP value (see Armor Penetration, p. 152)."

159A: Acceleration
"A *driver* or drone can attempt to move a greater distance by making a Vehicle Test (see below)."

161B: Driver Complex Actions and Chase Stunts
"If the driver fails to spend a Complex Action controlling the vehicle, it becomes uncontrolled: apply a -2 dice modifier to the actions of all characters in the vehicle *on the* next turn. The driver must succeed in a Vehicle Test to regain control of the vehicle *on the* next turn or it will crash."

161B: Vehicle Damage
"Your average tank, for example, will automatically get 4 hits on a Body Test by trade*-*in, so there is no point in rolling unless the hits needed are higher than 4.**"

190B: Quickening
[formatting error. This paragraph should not be bulleted.]

191A: Activation
"A projecting magician must activate any foci she wishes to take with *her* in advance (though she can deactivate them at any time)."

195A: Threshold/Resistance
"Many spells require a threshold--a minimum number of **hits--in order for the spell to succeed." [the original text says "a minimum number of net hits," but presumably a spell never requires more than one net hit, since one net hit is already in excess of the threshold.]

206B: Matrix Topology
"The Matrix *is* a complex organism, a vast collection of billions of nodes all linked together in various networks that are themselves linked together."

206B: Device and Software Ratings
"Some of these attributes--Reponse** and Signal--are determined by the machine's hardware capabilities."

218B-219A: Edit
"You may also *copy* some or all of a file, or insert pre-readied material."

220B: Controlling Devices
"Note that remotely controlling a drone in this *manner* is different from rigging a drone..."

223A: Using hacking skill
"If you are utilizing a hacking program, *make* tests using Hacking skill + program rating."

224B: Spoofing the datatrail
"Any hacker worth his name will ** spoof his commlink's access ID on a regular basis; this requires a Hacking skill + Spoof program (2) Test."

225A: Hackers & Editing
"Hackers are fond *of* making back doors (hidden accounts) into systems they have hacked this way, so they can get inside later *without* having to hack in again.

225A: Detecting Wireless Nodes
"If you're just scanning for hidden nodes in general, or trying to pick the hidden nodes out from the non-hidden *ones*, make the same Extended Test noted above but with a much higher threshold: 15+."

258A: Public Awareness
"The stronger a character's rep grows in the shadows, the more likley it is that people outside the shadows will *know* of her as well."

264B: Other Improvements
"Awakened characters may use Karma **for initiation (p 189)..."

330: table
According to the description, disguises have ratings. So shouldn't the cost be Rating x (price)?
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P.P.Lemonade
post Feb 1 2006, 07:46 AM
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Haven't read this whole thread but noticed on page 276 under Creating a Prime Runner:

Inferior:
Inferior PC's(should be prime runners there) may be overmatched by PC's in a standup fight...

Not sure if it's been mentioned yet.
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Aku
post Feb 1 2006, 01:13 PM
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QUOTE
64B: Implant Grades
"Alphaware is more Essence*-*friendly than standard cyberware, but is more costly as well."
"Cultured bioware is more Essence*-*friendly than standard bioware, but is more costsly as well."


Actually, i think that the dash shouldnt be there, as is the case in 2 out of 3 times i that section. It looks like someone added the hyphon the second time because it broke to a new line.
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TinkerGnome
post Feb 2 2006, 07:22 PM
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Not a real error, but rather a muddy spot

QUOTE (SR4 @ p.179)
A magician may only have one unbound spirit summoned at any given time, and no more bound spirits than her Charisma attribute. Spirits on remote service and on standby count toward this total.


What spirits on remote service count against which limit? What spirits on standby count toward this total?

If all spirits on remote service count against the bound spirit limit (which I'm going to houserule in my games, anyway), then that's fine though the second half of the sentance becomes a power boost for unbound spirits. However, if the second sentence is meant to refer to only bound spirits, "spirits" should really be changed to "Bound spirits".
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mintcar
post Feb 3 2006, 08:20 AM
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Since both bound and unbound spirits can be both on remote service and on standby, I think it's obvious that they refere to both kinds with this senetence. It is only a clearafication that tells us remote services and standby mode does not prevent spirits from being limited in number, no matter if they're bound or not.
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Elve
post Feb 3 2006, 12:44 PM
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But in the unboud section it states unbound spirits on remote service don't count against the limit of 1
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TinkerGnome
post Feb 3 2006, 03:11 PM
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Mintcar, that's the reading I had of it on first look, but as I think about it more, I'm not sure one way or the other. The issue really is this text vs. the text in the unbound spirits section. One or the other should really recieve some clarification if not as errata then in the new FAQ (whenever they start building it).
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Cold-Dragon
post Feb 3 2006, 07:01 PM
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Actually, I've looked at both sections. it looks like bound spirits, being permanently linked, will always count, be it remote or not. It's the unbound spirits that get the benefit of nulling the limit, but only because they are free to go as soon as they believe they're finished. The wording is choppy, albeit.

That part on 'only one unbound spirit summoned at any given time' is the clicker for me. DOes that mean even if an unbound doesn't count against you anymore, you have to wait for it to finish? Can you have an unbound spirit and your max bound spirits, or must you be one short on bound to still summon the unbound?

Maybe that's why it's so muddy...?

gah, and slightly off the topic, I just realized the text reads that you can only summon spirits within your tradition. Meaning whichever type gets left out is outside your options. O_o oh my....that makes spirits of man a little more twinky...
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mintcar
post Feb 3 2006, 09:46 PM
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QUOTE (Elve)
But in the unboud section it states unbound spirits on remote service don't count against the limit of 1

You're right... Maybe it does need to be cleared up. Off course the unbound section also states that remote service in that case more or less frees the spirit, so that makes it rather obvious what the interpretation should be. There's no reason why the section you stated shouldn't say 'bound spirits' instead of 'spirits' tough.
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Cold-Dragon
post Feb 3 2006, 10:15 PM
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Well, maybe you can have fun with the 'free spirits' and try and persuade them to not chase you if that's their mission? lol....

oye, this is about as bad as the tank..
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Solstice
post Feb 5 2006, 08:58 PM
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QUOTE (Churl Beck)
64A: Cyberware
"While some cyberware is so common that it can be implanted during luch break at a corner bodyshop and is no longer remakrable to the gneral public (especially cybereyes and datajacks)..." [are datajacks still used?]

Oh course they are. They are listed in the gear tables, and the entry states that they are used for secure (ie hardline, not wireless) transfers of data. Same thing goes for datachips or optical chips.
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Glyph
post Feb 9 2006, 02:50 AM
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There's a problem with two of the archetypes - the Enforcer and the Hacker. Both of them have the Uncouth negative Quality, which doubles the cost of learning social skills, and clearly states that this includes at character creation. If you add up their skills, though, you will see that neither of them spent that doubled cost. For the Hacker, that works out to 6 points over what is listed. For the Enforcer, that works out to 26 points over what is listed.
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toturi
post Feb 11 2006, 03:58 PM
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For chargen, the BPs spent on Attributes may not exceed half. So at first glance there are a lot of archetypes that violate this: Is this deliberate or requiring errata?
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Cold-Dragon
post Feb 11 2006, 04:02 PM
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Are you taking into account that there's 1 free point in attributes (from creation - all stats start at 1 before you stick in points), and that attribute penalties don't actually apply (except for when you hit cap that is)? That might be the problem.
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Churl Beck
post Feb 11 2006, 04:48 PM
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Special Attributes (Edge, Magic, Resonance) don't count toward the 200-point limitation.
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Churl Beck
post Feb 11 2006, 04:56 PM
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I'm not sure if this counts as errata, but I thought it was odd anyway. Look at the sample contacts on page 282-283. The illustrations depict both the Bartender and the Fixer as being Trolls. Yet the Bartender has a Body of 2, and the Fixer has a Body of 3. By the rules of character creation, the minimum Body of a Troll is 5.
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Aku
post Feb 11 2006, 05:31 PM
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it looks like the stats are all, using human bases. probably just a case of Rules guy and art guy not being told the same things.
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toturi
post Feb 12 2006, 12:25 AM
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QUOTE (Churl Beck)
Special Attributes (Edge, Magic, Resonance) don't count toward the 200-point limitation.

Understood, as I said... at first glance. :P
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Reighnhell
post Feb 15 2006, 01:05 PM
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well, I just picked up a copy of SR4 2nd printing and all the pages from 225-240 are missing. As in not even bound into the book. Needless to say, I'm a little miffed.
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