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Trigger
Pg. 122: The Technomancer archetype has a Complex Form (Data Mask) that is not from the Complex Form list in the Technomancer section. Also, his Matrix Initiative should be 11+4d6, not 10+3d6.
Tzeentch
Page 304 Spirits and Edge
Are the spirits listed with Edge just for free spirits in the future splatbooks? Because this rule says that the Edge they have on their statlines cannot be used. Or is this in error?
Samoth
Pg 163. in the Reloading Weapons table: "Cylinder (cy) - Insert (Agility) rounds into belt". I believe "belt" should be changed to "cylinder."

Pg 165. the Ready Weapon simple action notes that a character can draw from a holster as a simple action, however the Quick Draw simple action is the same thing but requires a threshold test. I see no reason to ever Quick Draw when you can Ready Weapon with no test as long as the weapon is "in a traditional holster." Quick Draw does allow you to draw and fire as one simple action, but since all Simple Action attacks are limited to one per phase the utility seems limited. I believe this may be a hold over from SR4.

\/ true, good call.
Mäx
QUOTE (Samoth @ Jul 17 2013, 03:40 PM) *
Pg 165. the Ready Weapon simple action notes that a character can draw from a holster as a simple action, however the Quick Draw simple action is the same thing but requires a threshold test. I see no reason to ever Quick Draw when you can Ready Weapon with no test as long as the weapon is "in a traditional holster." Quick Draw does allow you to draw and fire as one simple action, but since all Simple Action attacks are limited to one per phase the utility seems limited. I believe this may be a hold over from SR4.

There are quite a few other things you can use that second simple action for, like taking cover or casting a buff spell on yourself etc.
saiyanslayer
pg. 241 "Jumped into Rigged Device" Matrix action.

States "If you are the device's owner, or the device's owner has given you permission to jump into the device, you don't need to make a test."

Isn't having marks considered having permission to the device? If not, how does an owner grant permission to use the device? Do they spend a free action to confirm the request? Do they use a passcode? Do they add the persona to a list of authorized personas for that one device?

Suggested amendment: "If you have three marks, or are the owner of the device, you don't need to make a test." and change the required marks for the action to one Mark.
Makki
p. 399 Movement [...] as if making an Acceleration or Deceleration Test. [...]

the rest of the book never mentions "Acceleration or Deceleration Test"
phlapjack77
page 310, Missile Parry:
"You need to have at least one empty hand to use Missile Party."
-- should be Parry
Samoth
Pg. 430 I question why the Parashield Dart Pistol and Rifle should use Exotic Ranged Skills instead of Pistol and Longarms, respectively. If they are meant to use the Exotic Ranged skill, do they both use unique skills (Exotic Ranged Dart Pistol, Exotic Ranged Dart Rifle) or one combined skill? Seems like they are unnecessarily pigeon holed.
Makki
p. 182 "If the attacker misses their intended landing spot"

should be: If the attacker misses the intended landing spot
Jaid
page 434/435: the table on page 434 is included in the table on page 435. seems unnecessary to have it twice.
Elve
p.56: Several optional rules should be included in the book according to the box, but the single optional rule I found is on p.379 for Grunts.
p.384: The Elite Force Lieutenant is missing his magic attribute.
Jaid
apart from chargen (the table that lists "special restrictions" for chargen step 7, to be exact), it does not appear that there is any mention of a limit (to charisma or otherwise) on how many registered sprites a technomancer can have.
Makki
p. p301: [...] If you (or another magician) has an action before the spirit departs, [...]

has/have
pragma
p219 -- Hosts -- "The Atlantean foundation ... the biggest skyraker building in the world." Probably want skyscraper.

(This is my favorite find.)
Elve
p.101: Astral Initiative should be (Intuition x 2) + 3D6
DWC
QUOTE (pragma @ Jul 18 2013, 03:04 AM) *
p219 -- Hosts -- "The Atlantean foundation ... the biggest skyraker building in the world." Probably want skyscraper.

(This is my favorite find.)


That one is actually right. The preposterously tall buildings of Shadowrun are called skyrakers.
Redjack
Please keep all posts in this thread to either (1) Posting of errata/errors including page numbers or (2) a direct, cited counter to a previously reported errata.
Please post all other comments, replies, etc into either (1) an existing thread, (2) a new thread or (3) the Errata Chatter thread.

Thank you,
The Management.
Elve
p.56: Several optional rules should be included in the book according to the box, but the single optional rule I found is on p.379 for Grunts.
p.384: The Elite Force Lieutenant is missing his magic attribute.

No reason to remove it from the thread?
Tzeentch
QUOTE (DWC @ Jul 18 2013, 02:09 PM) *
That one is actually right. The preposterously tall buildings of Shadowrun are called skyrakers.

Even if so ('m not familiar with that usage, myself) it's still errata because that term is not described anywhere - including the Shadow Slang section (pp. 13-14).
saiyanslayer
Snoop action Pg 242

"This action lets you intercept Matrix traffic sent to and from your target for as long as you have the target marked. You can listen to, view, or read this data live, or you can save it for later playback/viewing if you have something to store it on."

Is viewing the traffic a free action? There's no specific "Read File" action, so I assume Edit File is the correct action. Using edit file is a complex action and it is possible for a user to have more than one type of traffic: listening to an audio feed, each camera on their smartguns, cybereyes, and drones could count as a video feed, the user could also be performing Matrix actions.

Further clarification is required. Is access to these feeds included with the complex action to set up Snooping? Does it cost an action to save a file? What if the target opens a text file, do a spend an action to read the file? Do I read a bit of it as a free action and have to spend more time to read more? What if the target opens a file on init 17, the cyberdeck the target is using is bricked on init 15, and my turn is on init 11? Do I still have access to that info or is it lost before I even have a chance to react?

Also: has it been mentioned that the table on pg 244 Matrix Actions Indices does not match the detailed explanation of Matrix actions? For example, Crash Program and Data Spike are both listed as Simple actions on the table, but are Complex actions in the descriptions.

Looks like the first supplement Catalyst can release is a errata biggrin.gif
saiyanslayer
Haven't seen this posted yet:

pg 245 under Biofeedback:
"Biofeedback: When you're attacked, this program laces all of the attacks you make against other icons ..."

Should be

"Biofeedback: When you attack, this program laces all of the attacks you make against other icons ..."
Tzeentch
Page 397 Hardened Armor
Third paragraph
"If the modified Damage Value of an attack is greater than the Hardened Armor rating . . ."

That should say "If the modified Damage Value of an attack is greater than or equal to the Hardened Armor rating . . ."
Samoth
Pg 427. the Steyr TMP should have an Accuracy of 4(5) since it comes with a built-in Laser Sight.
Rubic
p. 46-47, Tests and Limits, & p. 51 Attributes. "Tests and Limits" section makes mention of the different types of limits, but does not give any mention on how to derive them, other than referring to p. 51 which, also, does not give any clear directions on how to derive the limits. Maybe not a typo, but it's rather confusing on the first read, and makes it difficult at best to take into account.

also p. 51, Str (not sure if this has been mentioned), would recommend clarifying that it does affect how much armor you can wear without penalty. A simple edit of:

"... the more you’ll be able to move or carry when there’s stuff that needs to be moved. Or carried (such as your armor, chummer). ..."
xsansara
p. 366 Under Marking systems: There is a mention of "nanite tags", but I was just informed that nanites were out of the game due to metaplot.
Prime Mover
"Speed" listed in index, has no page number.
Samoth
Pg. 368: "For availability and prices of purchasing Fake SINs, see p. 367." This should point to pages 442-443.
Daedelus
There is no pricing information for Autosofts anywhere in the book.
saiyanslayer
pg 247 "Host Convergence"
"Instead, the host gets three marks on you and starts deploying IC."
Should mention if these marks are removable or not. If you can remove them, when will the host attempt to add more, or will you only gain marks from Convergence inside a host once? Could be the difference between "No chance in hell" to "Snowball's chance in hell"
The Key of E
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.
Skynet
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.


You can also fire a 6-round-burst with BF-firing-mode. The wording should be clearer though.
Nath
page 130-146
The first two subsection are titled "Combat Active Skills" and "Physical Active Skills". The following ones are "Social Skills", "Magical Skills", "Resonance Skills", "Technical Skills" and "Vehicles Skills".
All are Active Skills, so the same title template should be used everywhere to avoid confusion.

page 151
Alchemy is not italicized in the active skill list while it cannot be defaulted according to its description on page 142.

page 151
The Active Skill List has "Arcane" instead of "Arcana".

page 151
The Active Skill List has Enchanting, which is a skill group according to pages 90 and 142. The Artificing skill is missing from the list.

page 151
The Active Skill List includes Language, Interest Knowledge, Street Knowledge, Academic Knowledge and Professional Knowledge, which are not Active Skills. Either remove them or change the title.


page 164
Table lists Load Program, Switch Two Matrix Attributes, Swap Two Programs and Unload Program as Matrix Actions and Free Actions. None of these action is described anywhere, especially in the Matrix chapter, pages 238-243.
The names suggest these action would be redundant with the unnamed Free Action described under the header "Reconfiguring your deck" on page 228, which allows to switch two cyberdeck attribute or swap a running program with another, and loading a program into a unused slot or unloading a program to leave an open slot, at the same time, and is not a Matrix Action.
UmaroVI
The text and table for Opposed Social rolls do not match: Leadership's skill description states it is Leadership + Charisma (actually it's worded oddly too...) but the table says it is versus Willpower+Leadership. Intimidate's text says it is opposed by Willpower+Charisma, but the table says Willpower+Intimidate. Which is right?
Wakshaani
QUOTE (CeeJay @ Jul 16 2013, 06:19 AM) *
Street Shaman sample character has active skill "Conjuring 6".

Should be either "Conjuring skill group 6" or (more likely) "Summoning 6".

-CJ


Summoning 6 is correct. (Sorry about that.)
Redjack
QUOTE (JM Hardy @ Tuesday, 16th July, 2013, 10:18 PM)
No, you should not be able to get used cyberware at character generation.
* LINK *

is in direct conflict with RAW.
QUOTE (SR5 @ pg451)
Only standard, alphaware, and used implants are available for purchase at character creation.


This is included because one of the two is wrong. Either the Line Developer needs to issue a correction or SR5 needs errata.
Stahlseele
QUOTE (Redjack @ Jul 20 2013, 09:04 PM) *
* LINK *

is in direct conflict with RAW.


This is included because one of the two is wrong. Either the Line Developer needs to issue a correction or SR5 needs errata.

50/50 chances on either one.
66% chances on nothing happening at all.
Mäx
QUOTE (Redjack @ Jul 20 2013, 10:04 PM) *
* LINK *

is in direct conflict with RAW.


This is included because one of the two is wrong. Either the Line Developer needs to issue a correction or SR5 needs errata.

Actually no.
As has been mentioned before in this topic, there are 2 section in the book that tell you what grades are available at chargen, the one on page 95(in the chargen chapter) actually fails to mention the existence of used ware completely.
So the on this matter the book needs errata either way.
Samoth
Pg. 384: Professional Rating 6: Elite Special Forces are missing their Augmentation list.
Pg. 384: Professional Rating 6: Elite Special Forces Lieutenant has Improved Ability (Automatics +3) adept power, but he has an unbroken Firearms skill group. Is that allowed by RAW?
Pg. 382: Professional Rating 1: Gangers & street scum - there should be a space between "Social" and "4" under Limits.
Sengir
QUOTE (Mäx @ Jul 20 2013, 08:33 PM) *
As has been mentioned before in this topic, there are 2 section in the book that tell you what grades are available at chargen

At least three, actually:
  • p 54: There are three grades of custom cyberware that offer the same benefits as standard cyberware, but with reduced Essence loss (though significantly increased prices). These grades are alphaware, betaware, and deltaware. Betaware and deltaware are not available to starting characters. [This needs a fix anyway, since it ignores used ware]
  • p 95: Only standard gear and alphaware are available at character creation.
  • p 451: Only standard, alphaware, and used implants are available for purchase at character creation.

Additionally, the ganger archetype has a used cyberarm. So whatever the final verdict is, it needs to be applied consistently in several places.
Wakshaani
QUOTE (Daedelus @ Jul 19 2013, 11:30 AM) *
There is no pricing information for Autosofts anywhere in the book.


Check page 442, software and skillsofts are both there.
Dancer
Pg433 The ammo table does not list the DMSO gel packs needed for the Super Squirt.
Tzeentch
QUOTE (Wakshaani @ Jul 21 2013, 02:48 AM) *
Check page 442, software and skillsofts are both there.

Neither of which covers Autosofts. Unless there is some missing text that ties them together?
Mantis
QUOTE (Wakshaani @ Jul 20 2013, 05:48 PM) *
Check page 442, software and skillsofts are both there.

Pg 442 references every kind of software but Autosofts, which are used for drones and vehicles. So prices for Autosofts needs to be added.

EDIT: Awww Tzeentch beat me to it.
Tzeentch
Page 448 Thermite burning bar
Second sentence might be clarified to say: "It is applied with the help of a burning bar - a thermite applicator tube and pressurized oxygen tank mounted on a carrying frame - that can be used to melt holes in iron, steel, and even plasteel.

You may also want to add that using this device usually requires a gas mask (p. 449).
Tzeentch
Suppressor Issues ("Silencer" is an inaccurate misnomer that should be expunged)
Note: A suppressor by itself is 9F (p. 432). As most weapons with suppressors are less than this, that should probably be 6F.

These two weapons are easier to get than a suppressor alone.
The Ares Light Fire 75 includes an integral suppressor and is 6F (p. 425)
The Viper Slivergun has an integral suppressor and is 8F (p. 426)


This weapon needs to be at least 6F availability
The Ingram Smartgun X has an integral suppressor and is only 6R.

Also Problems
Cyber implant suppressors do not modify availability (p. 458)

The Ares Light Fire 70 suppressor is 750 nuyen and doesn't list any availability modifier. The gun itself is 3R (p. 425)
Tzeentch
Page 428 AK-97
Second sentence. "When all of the nano-fabricated AK–174s melted to slag, the AK-97s kept functioning just fine."

I realize this is probably some reference to the upcoming metaplot, but it doesn't fit with the rest of the book (that is metaplot free) and doesn't make a lot of sense anyways (nano-manufactured does not mean it's MADE of nanites). Suggest deleting the sentence.

As has been previously noted, "AK-174" is wrong anyways, it's AK-147 (War!, p. 154)
Ruffio
p. 69, sidebar Magic User Types: In the descriptions for Magician and Mystic Adept, the following line is missing: „XYZ can follow mentor spirits."

p. 74, Exceptional Attribute: Change values to 8 and 9, respectively.

p. 96, Buying Gear example for James: The calculation of prices is too high (mainly due to too expensive ammunitions). In reality, he has about 100k Nuyen left which should be spent accordingly.

p. 107, Karma Advancement Table for Skills: In the „Active Skill Group" row, the last value (455) should be changed to "–". Aptitude is only possible for one skill, no skill group.

p. 107, Character Improvement Table: A row for „New Submersion grade" is missing. Also, it should say „New initiate grade", not „level".

p. 112, Street Samurai Archetype: Essence should be 0.8, allowed Nuyen sum spent is exceeded by ca. 200k Nuyen, Contacts are missing.

p. 113, Covert Ops Specialist: Condition Monitors should read 11/10, Initiative should read 9 + 1d6, Corporate Security Contractor contact needs to be toned down (max. 7 points for one contact).

p. 115, Street Shaman: Social Limit is 8, for Spell Focus (Health) the Force is missing.

p. 117, Brawling Adept: Unarmed Combat should read 6 (9), Critical Strike needs to be splitted to two skills (has no levels).

p. 118, Weapons Specialist: Social Limit is 5, has spent too much Karma (32 vs. the 25 allowed).

p. 119, Face: Physical Limit is 4, Mental Limit is 6, bug scanner has no rating listed.

p. 120, Tank: Essence is 2.1, Physical Limit is 9 (11), Social Limit is 4.

p. 121, Decker: Essence is 5.2, Mental Limit is 7, has too many positive qualities (for 29 Karma).

p. 122, Technomancer: Social Limit is 7, Initiative is 9 + 1d6, has too many negative qualities (for 30 Karma), complex form Data Mask is not mentioned in the Matrix chapter.

p. 123, Gunslinger Adept: Perhaps is just me, but the priority distribution did not work out in any way, so the archetype as is should not be possible to build; others: fake SIN ratings are too high, maximum possible is 4 (due to availability), same goes for the fake licenses, same goes for the Yamaha Raiden assault rifle.

p. 124, Drone Rigger: Physical Limit is 5 (6), and again, this is perhaps just me, but: a drone rigger without Rigger Command Console? Change proposal: Change the automotive facility to automotove shop, this frees 45,000 Nuyen for a decent RCC.

p. 125, Smuggler: Essence is 3.1, consequently Social Limit consequently drops to 5.

p. 126, Sprawl Ganger: Essence is 4.75 (for the used ware which increases Essence cost by factor 1.25), Limits are: Physical 9, Mental 5, Social 6, Initiative is 7 + 1d6.

p. 131, Exotic Ranged Weapon: Default should be Yes, also Exotic Melee Weapon is missing.

p. 133, Perception: The specialization „Numinous Perception" (from the Magic chapter) is missing here.

p. 134, Jumping: The Limit is missing for the Gymnastics + Agility Test.

p. 136, Using Running: The intervals for Fatigue contradict the ones in the Combat Chapter.

p. 136, Holding Your Breath: The Limit is missing for the Swimming + Willpower Test. And Swimming should be replaced by Diving.

p. 141, Using Instruction: The rules for teaching a skill contradict the rules in the character advancement section (p. 103) (Reduction of (number of hits) days vs. flat reduction by 25 %).

p. 150, Language: Default should be „No" (otherwise you'd have to dive into the topic of defaulting within the same language family like we had in SR2 or SR3).

p. 164, Drop Prone: The „surprised" part contradicts the rules under Surprise.

p. 164, Eject Smartgun Clip: This is the normal bonus for wireless guns …

p. 192, Parry: The Limit should be [Accuracy], not [Physical], as a weapon is involved.

p. 203, Ramming: There should be no Limit for the Reaction + Intuition Test, as no skill is involved.

p. 206, First Aid, para 3, sent 2: This sentence should be removed, as it makes the First Aid skill unnecessary weak and because it contradicts the first example on p. 207 (Full Deck only has First Aid 1 but heals 4 boxes of damage).

p. 227, Cyberdecks Table: Availability of the Novatech Navigator should be 9R (cf. Gear chapter).

p. 238, Check Overwatch Score: Is listed as a Simple Action, however, in the Combat Chapter it's listed as a Complex Action. One or the other needs to be corrected.

p. 242, Send Message: Marks Required lists n/a (or 1). The (or 1) is not explained and should either be explained or be removed.

p. 246, Programs Table: Availability for Hacker programs should be 6R (cf. Gear chapter).

p. 250, Decompile sprite: Limit for the Test is listed as [Level], on p. 256 as [Social]. One or the other needs to be corrected.

p. 250, Kill Complex Form: Limit for the Test is listed as [Level], on p. 251 as [Mental]. One or the other needs to be corrected.

p. 252, Infusion of [Matrix Attribute]: The Test for threading this Complex Form is missing.

p. 257, Submersion: Karma cost for Submersion should be 10 + (Grade x 3), not 10 x (Grade x 3).

p. 298, Homunculi: Charisma is missing, Initiative should be (F – 1) + 1d6, Astral Combat seems a somewhat superfluous skill.

p. 301, Binding: The Opposed Test should be Binding + Magic, not Summoning + Magic (same in the sidebar).

p. 302, Bound Spirit Services: Aid Study is not listed in the table.

p. 304, Spirits and Edge: Here it is stated that spirits have no Edge, but the spirits table says otherwise. One or the other needs to be corrected.

p. 310, Enhanced Sense: For all listed Perception Tests, the Limit is missing.

p. 311, Voice Control: The Limit for the Impersonation Test should be [Social], the Perception should have [Mental] as Limit.

p. 363, para 2, sent 2: The Test should be made with Gymnastics, not Climbing.

p. 399, Movement: The rules concerning Movement and vehicles seem to refer to the SR4 rules and are not compatible with the SR5 rules.

p. 404, Devil Rat: Climbing 5 should be replaced, either by Gymnastics 5 or by Gymnastics (Climbing) 3 (+2).

p. 408, Table Toxin and Drug Protection: Digestive Explansion not described in the Gear chapter.



Elve
QUOTE (Ruffio @ Jul 21 2013, 09:43 AM) *
p. 298, Homunculi: Charisma is missing, Initiative should be (F – 1) + 1d6, Astral Combat seems a somewhat superfluous skill.



Astral Combat is required for the homunculus to attack purely astral targets.

QUOTE (Ruffio @ Jul 21 2013, 09:43 AM) *
p. 304, Spirits and Edge: Here it is stated that spirits have no Edge, but the spirits table says otherwise. One or the other needs to be corrected.


Actually its says: "Summoned and bound spirits don’t have their own Edge pools (or if they do, they don’t use them)." So spirits do have edge (e.g., if free) you just can't use it.

Ruffio
QUOTE (Elve @ Jul 21 2013, 01:20 PM) *
Astral Combat is required for the homunculus to attack purely astral targets.


Which with the current stat set is not possible, as the homunculus does not have the power Dual Natured, but is purely physical (oh, then Assensing is unnecessary, too). Alternative solution: Give it the Power Dual Natured.
Tzeentch
Page 380
Why in the world is the Metahuman Characteristics Table and Metatype Attribute Modifiers buried way back here in the NPC section?! It should be placed around pp. 65-66

Edit: At the very least it's confusing because I thought it had something to do with NPC generation but it really doesn't.
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