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Tzeentch
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.
HugeC
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.
Tycho
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.
Tzeentch
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 smile.gif
pragma
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.
Mäx
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.
Sengir
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 wink.gif)
Tzeentch
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.
pragma
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)."
Mäx
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.
Samoth
Pg 90. Individual Skills lists Lockpicking and Locksmith as active skills, but as far as I can tell Lockpicking is a specialization of Locksmith.
Umidori
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. nyahnyah.gif

~Umi
Tzeentch
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.
Shortstraw
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.
Tzeentch
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.
Tzeentch
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).
Tzeentch
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.
Tzeentch
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)."
Falconer
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.
Tzeentch
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.
Tzeentch
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).
Tzeentch
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)."
Skynet
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.
Jaid
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).
Tzeentch
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."


Elve
QUOTE (Skynet @ Jul 15 2013, 07:48 AM) *
(...)
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.


Healing damage (see p.206: "In both cases, healing is handled as an Extended Test.")

p.238, Control Device: It is easier (less risky) to fire the gun a guard is holding than to eject a clip? One has a test the other does not.
Nows7
Devil rats have a charisma of 5.... Can I play a Devil-rat face?

http://global3.memecdn.com/Ugly-Dog_o_91750.jpg
Elve
p.205, Evasive Driving: Is this really meant to add Intuition (for a defense of Rea+Int+Int)? In all other cases Willpower is added.
p.239: Is a mark on the host really required to exit the host? This makes it quite easy to trap personas.
Tzeentch
Page 325 Fixation
This is a very underwhelming metamagic ability since you have to expend Karma to do anything (on consumables, no less). When Quickening of all things is FAR cheaper on Karma you have an issue.

Suggest at the very least making the Potency degradation be a base ability that doesn't require Karma consumption. As follows:
QUOTE (Suggested rewording of Fixation metamagic)
Fixation: Your alchemical preparations (p. 304) have an extended shelf life. When your preparation’s Potency starts to decay, instead of losing 1 Potency every hour it loses 1 every day.


For the rest I suggest:
QUOTE (Suggested rest of Fixation metamagic)
In addition, you can spend Edge (up to the Force of the preparation) at creation that is used as a dice pool bonus against Disjoining (p. 307).



Then just change Karma to Edge in the parens comment on p. 307.
Elve
p.242: Why is is harder to put a data bomb in my high security host (that I own) instead of in my low security host? (Putting is resisted by 2xdevice rating)
p.242: Data bombs are still lethal for technomancers due to overflow.

File actions, e.g., Edit or Crack: Do these actions require a mark on the host/device containing the file or on the file?
Tzeentch
Should Analyze Truth (p. 285) be Passive? If not, I'm not clear what niche it has over the FAR more effective Mind Probe (p. 287). You only need 1 hit to know if the statement was true, but the speaker can dissemble and obfuscate or simply not speak at all. At least if it was Passive you could use it and the slot wouldn't necessarily know you caught him in a lie.
Tzeentch
QUOTE (Nows7 @ Jul 15 2013, 07:48 AM) *
Devil rats have a charisma of 5.... Can I play a Devil-rat face?

That's been their Charisma forever. All the way back to Paranormal Animals of North America.
Elve
p.246: With the low cost and availability there is almost no reason not to buy all programs at character creation: 5.310 ¥ total cost. So you are always prepared for very little money. Furthermore, the description of some of the programs sound as if they should be rarer than others.

Local Grids: Can you brute force or hack into a local grid not in your physical location?
Mäx
This is little strange case but Krime Cannon has Ammo of 6(m), while that is the same as what it has listed in Gun Heaven 2, there is the slight problem that the 6(m) is quite obviously an error in Gun Heaven 2 and should be 6[c]
Not necessarily errata needing, but wanted to but it out there anyway.
Elve
p.130: Exotic Melee Weapons Skill is missing

p.250: "Whenever you lose Essence (after character generation), you lose an equal amount of Resonance, rounded up." RAW this means: you loose 0.1 Essence -> 1 Res gone, later you loose another 0.1 Essence, so another 1 Res gone. Furthermore, the "after character generation" part is in contradiction to p.95 where it is indicated that you also have to pay for lost Magic or Resonance points.
p.250: Decompiling Sprite should be Decompiling + Resonance [Social] v. Sprite Rating (+ compiler’s Resonance) (See p.256; otherwise a level 1 sprite would be way harder to decompile than a lvl 3)
p.250: Killing a complex form should be Software + Resonance [Mental] v. Complex Form Level + Resonance (See p.251; and the same reasoning as above).
p.250: Using Level as limit for compiling, registering, and threading is bad, as demonstrated in several other threads.
p.254: Sprites: "If its physical location is tracked, the tracker gets your physical location instead" What if the technomancer is currently not connected to the matrix?
p.256: Is there a limit on the number of registered sprites?
p.257: "The natural maximum for your Resonance attribute is 6 + your Submersion grade." This should mention essence loss.
Mäx
QUOTE (Elve @ Jul 15 2013, 12:47 PM) *
p.257: "The natural maximum for your Resonance attribute is 6 + your Submersion grade." This should mention essence loss.

And exceptional attribute
Stahlseele
QUOTE (Mäx @ Jul 15 2013, 01:22 PM) *
And exceptional attribute

which is a good question:
seeing how initiation/submersion is not allowed in char gen . . how does that work?
Mäx
QUOTE (Stahlseele @ Jul 15 2013, 02:24 PM) *
which is a good question:
seeing how initiation/submersion is not allowed in char gen . . how does that work?

It raises racial maximum of the attribute by 1.
So max becomes 7+grade.
Stahlseele
That works on other Attributes.
But Magic has a Limit of Essence+Initiation Grade.
Mäx
QUOTE (Stahlseele @ Jul 15 2013, 02:30 PM) *
That works on other Attributes.
But Magic has a Limit of Essence+Initiation Grade.

Well if you want to be pedantic, we can also write it down as Essence+grade+1, doesn't change the end result.
CeeJay
SR5 p. 303

The optional powers listing for Spirit of Beasts has the entry "Natural Weapon (Drain Value = Force Physical damage, AP —)".

It should be "(Natural Weapon (Damage Value = Force Physical damage, AP —)".

-CJ

Edit:
SR5 p. 304

The entry for Spirits of Fire says that Spirits of Fire get +5 meters of movement per hit when sprinting. But unlike Spirits of Air, that have a similar speciality, they don't have the Running skill.
Sengir
QUOTE (Stahlseele @ Jul 15 2013, 12:30 PM) *
That works on other Attributes.
But Magic has a Limit of Essence+Initiation Grade.

Wrong. Maybe leave this thread to folks who have the book, there are plenty of other places where you can crosspost other people's opinions...
Elve
p.243: How many programs (common or even hacking) an you run on a commlink?
p.267: The Command Console table is missing from the Streetgear chapter
p.267: Vulcan Liegelord should have Data Processing 6 and Firewall 5 (otherwise it would be identical to the Proteus Poseidon)
p.267: How many programs (common and hacking) an you run on a command console?
RelentlessImp
QUOTE (Sengir @ Jul 15 2013, 08:00 AM) *
Wrong. Maybe leave this thread to folks who have the book, there are plenty of other places where you can crosspost other people's opinions...


This whole issue is solved by remembering that specific rules override general rules. 6+Grade is the general rule; Exceptional Attribute, et al, change the general rule to a more specific one.
Elve
p.213: It is not possible to eject a rigged in rigger as described in the story.
p.270: "When jumped in, the test is Stealth + Intuition [Handling] vs. Perception + Intuition [Mental]" this should probably be Sneaking + Intuition [Handling]
p.270: "If the chassis and the electronics of your drone get trashed, it will probably cost you more to fix it than buy a new one." There are no cost given for repairing drones (or other stuff). Neither her nor on the referenced pages 145 and 228.
p.323: Raven should not provide free Traceless Walk, as every other Mentor Spirit only provides 0.5 free PPs.
Skynet
QUOTE (Elve @ Jul 15 2013, 03:30 PM) *
p.243: How many programs (common or even hacking) an you run on a commlink?
(...)


The cyberdeck-table on p. 439 (gear section) has a column called "programs" (, which seems to be equal to the device-rating).
It should still be mentioned in the programs, cyberdeck and RCC-sections (as that is where you would logically look for such information).

Edit: Woops, misread the 'comlink'-part. Thought it said 'cyberdeck'.
Elve
QUOTE (Skynet @ Jul 15 2013, 05:36 PM) *
The cyberdeck-table on p. 439 (gear section) has a column called "programs" (, which seems to be equal to the device-rating).
It should still be mentioned in the programs, cyberdeck and RCC-sections (as that is where you would logically look for such information).

Edit: Woops, misread the 'comlink'-part. Thought it said 'cyberdeck'.


Probably the answer is still device rating, but this should be written in the book.

p.418: "When contacts look for an item for you, they use their Negotiation and Charisma for the Availability Test, with their Connection Rating serving as a bonus to their Social limit." The bonus should be to the dice pool instead of the limit (see p.388). Otherwise a fixer wouldn't really be better than a charismatic runner at buying stuff (he already has a high limit).
Samoth
I'm not sure WHY this is a rule, but why are Qualities 2x Karma cost post-chargen? IMO it should be corrected to 1x cost so the Bonus Karma at chargen follows the same rules as normal Karma.

Pg. 460, do the boni from Toxin Extractor and Tracheal Filter stack?

Pg. 455, can the Internal Air Tank really be installed in a cyberlimb despite the description noting it replaces part of a lung?
Skynet
The same issue as detaching attribute- and skill-values from costs, actually. It just encourages min-maxing (or "get as many qualities as you can get at chargen" in this case).

But that's probably something for it's own discussion and not well placed in an errata-thread.
Elve
p.432, Periscope: The wireless bonus is already included in the normal bonus of this system.
p.432, Smartgun (internal): The cost in the table should be Weapon Cost ¥ instead of x2 (else it would triple the price of the weapon)
p.433, Stick-n-Shock: The AP value in the table should note with an star that it replaces instead of adds.
P.436, explosives: These are rounded down, breaking with the general rule of rounding up. Removing this exception would simplify the rules with minimal influence
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