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Tzeentch
Page 452 Control Rig

-- As has been noted, directly adding to vehicle Speed leads to some unintended craziness. Suggest replacing the last part of the rules with the following reorganization, clarifications, and rewording:


QUOTE
Additionally, your Vehicle Test thresholds (p. 199) are reduced by the rating of your control rig (to a minimum of 1) when you're jumped in (p. 266). As if that was not enough, while jumped in, the rating of your control rig is added to the Handling and Speed of your vehicle when using the Chase Combat rules (pp. 203 - 205).



-- Not perfect but I think it clears it up.
Ruffio
Astral Initiative Dice are inconsistent throughout the book, changing between 2d6 and 3d6.

References:
Character Creation Chapter, p. 101: 2d6
Initiative Attribute Chart, p. 159: 2d6
Astral Attribute Table, p. 314: 3d6

Occult investigator: +2d6
Street Shaman: +3d6
Corp Security Lieutenant: +3d6
Swift
General "unclear" stuff:

1. Arcana:
Arcana is said to be needed "to understand formulae that may be purchased over the counter" (p.142), but learning spells simply requires Spellcasting/Ritual Spellcasting or Alchemy. (p. 299). It doesn't mention Arcana at all. Could we get that in there somewhere?

2. Knowledge Skills:
Chemistry and Medicine are both active skills that appear also as knowledge skills. Where is the difference? Does a typical doctor really have both? (the example Street Doc doesn't.)

3. Dart Weapons:
Why is it that a dart PISTOL requires an exotic weapon skill, while tasers, which fire taser DARTS can be used with the pistols skill?

4. Touch spells:
Do you roll unarmed combat before or after you make the spellcasting test?

5. Cyberlimbs:
5.1 On what exactly can you use the attributes from a lower Cyberarm? One more sentence could really clarify things. Like "use average ratings when performing actions only with the arm"...
5.2 Would you apply the rules for extra condition boxes to armored cyberlimbs as well? (ignore hands and feet and halve ratings for partial limbs) It would make sense, that an armored cyberhand wouldn't add the same protection as a full arm...
(PLEASE don't start a discussion about this)

...

p.51/94/288/309
"Augmentation Bonus":
Character creation (p.94) refers to an "augmentation bonus", while Increase [Attribute] (p.288) and Improved Phyiscal Attribute (p.309) refer to augmentend maximum, but the general attributes section (p.51) explains neither of these concepts.
This is quite an important rule, which is sort of obfuscated right now.

p.115
The street shaman has a spell focus (health) with no rating and no subtype.
EDIT: meaning that it's not specified, whether it's a spellcasting, counterspelling, ritual spellcasting or sustaining focus.

p.140/372
The Social Modifiers table lists Street Cred as a dice modifier, while p.372 says it's a limit modifier.

p.165-167/179/180/196
"Firing Modes":
All the burst firing modes (and full auto) (p.179) can take advantage of the Multiple Attack Free Action to attack multiple targets, which the action itself (p.196) doesn't mention or explain at all.
Also the action descriptions (p.165-167) only mention this option for SB, LB and FA as a complex action, not for BF or FA (simple action), which p.179 does.
The Firing Mode table (p.180) could probably inform on that, too. (like a * unter notes -> multiple targets possible)

Additionally information on logical limitations would be welcome, like [max. targets] = [#bullets] or targets have to be within [#bullets] meters. (like with shotguns)
Right now, with a pistols skill of 8 I could hit 4 targets 2 before me and 2 behind with a short SB of 2 bullets... (okay it's silly, but still...)

Also when you attack multiple targets, do they still take the same defense penalty?
Can I make a short semi-automatic burst on purpose (shooting 2 times)?

p.180
The example mentions an Uzi V, but the book only includes the Uzi IV. (probably not important)

p.283
The example has a Manabolt deal stun damage. (also it's spelled Mana Bolt)

p.432
The Periscope's Wireless bonus seems to be the same as the item's base funcion.
Ruffio
QUOTE (Swift @ Jul 22 2013, 11:11 AM) *
p.114
The occult investigator has Arcana 4 (+2) with no specialization specified.


The +2 comes from the archetype's Mentor Spirit (Snake, +2 bonus dice for Arcana).
Draco18s
QUOTE (Swift @ Jul 22 2013, 04:11 AM) *
p.115
The street shaman has a spell focus (health) with no rating and no subtype.


Unless I'm mistaken, "(health)" is the subtype. As opposed to, for example, (combat).
Wakshaani
QUOTE (Swift @ Jul 22 2013, 03:11 AM) *
General "unclear" stuff:
p.115
The street shaman has a spell focus (health) with no rating and no subtype.


That should read spell FETISH (health). (At Resources E +10,000 from 5 karma, he can't afford a Foci!)
Patrick Goodman
QUOTE (Tzeentch @ Jul 21 2013, 01:23 PM) *
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.

Because I was bound and determined that it was going to be in the book SOMEWHERE, and I failed to get it up front in Concepts or CharGen. So I put it in the section I wrote and called it good.
Elve
QUOTE (Wakshaani @ Jul 22 2013, 03:30 PM) *
That should read spell FETISH (health). (At Resources E +10,000 from 5 karma, he can't afford a Foci!)


There are no fetishes in SR5.
Umidori
P. 139, 140

The Intimidation rules paragraph states that an Intimidation test is Opposed with Charisma + Willpower, but in the example at the bottom of the next page, the ganger is opposing with Intimidation + Willpower.

It seems like Charisma + Willpower would be the stronger resistance pool, and Intimidation + Willpower would place much more value on a character actually having the Intimidation skill to defend against hostile attempts. Given the typical negative modifiers a character already faces on making Intimidation tests, I actually feel targets Opposing via Intimiation + Willpower is the better balanced option. It rewards those who invest in the skill with both better offence against those opponents who don't take it, and better defense against those who do.

~Umi
saiyanslayer
pg 453 under Smartlink. There is a reference to page 444 for further info, page 433 is a far better page to reference.
pragma
p 246 -- agents -- "use the rating of the device they run on and their rating (up to 6) for attributes" should probably be "and their rating (up to 6) for tests." I'm interpreting this as: they'll use the attributes of the device running them as their own, and they'll use their rating+those attributes as their skill test pool. However, I could just be confused by this.
p 266 -- riggers and deckers -- "your headware can mess with their wetware usually in the form of ... gunshot wound" you probably mean
"your hardware" rather than headware unless VCRs allow you to fire rifle shots from your forehead. (A much more appealing piece of cyberware in that case.)

(my new favorite find.)

p 271 -- The initiative order in this example is confusing because of the sentence "It doesn't take any actions this action phase since it doesn't have any commands to follow" after it has initiated full matrix defense. Nominally, Driver should be taking actions next and not the drone.
p 279 -- By text an Adept's magic going to zero means they are burned out, while mages burn out when their magic maximum hits zero. Presumably the latter is also true of adepts, but it's unclear from final sentence describing adept burnout: "If your magic attribute is reduced to 0 ...".
p. 282 -- legit question: using move sustained spell area action can you hit people out of your LOS. i.e. moving chaotic world onto cover. No, but wording doesn't make it explicit.
p. 283 -- Example with Rikki, second paragraph -- "A risky maneuver for, but" should probably be "A risky maneuver for him, but"
p. 294 -- physical barrier spell -- "reduced to structure rating zero" doesn't seem to jive with the structure rating rules presented in the combat chapter. There the structure rating never changes, but merely indicates the length of the barrier's condition monitor.
p. 309 -- Adept powers -- Does Attribute boost applied to strength affect damage? The description says that the power only affects dice pools but doesn't explicitly exclude damage calculations. If it doesn't affect damage I find it counterintuitive and it might behoove you to add/explain the specific exception.
Vicar
I'm not sure if this is an actual error or not, but it certainly doesn't make any sense to me:

The Biotech Skill Group consists of 3 skills:
1) First Aid (emergency life-saving paramedic/doctor stuff)
2) Medicine (non-emergency doctor stuff)
3) Cybertechnology (Building and repairing and maintaining machinery. You know, like what engineers/mechanics do.)

Additionally, the Biotechnology Skill, which consists of other sciencey/doctor stuff like "Gene Therapy", is not a part of the Biotech group.

So what gives? Why is Cybertechnology, a skill that more resembles Armorer and the skills in the Engineering group than any of the skills it's actually grouped with, in the Biotech group? And why isn't Biotechnology in the Biotech group?
Tecumseh
Did the Glitch rules change or does the phrasing need to be errata'd?

SR4A (p. 62) "If half or more of the dice pool rolled come up as 1s, then a glitch results."
SR5 (p. 45) "If more than half the dice you rolled show a one, then you’ve got problems. This is called a glitch."

Emphasis mine. Did the rule change from greater-than-or-equal-to to simply greater-than? That changes a lot of the math and has some nonsensical implications. For example, it would mean that glitching with 3 dice (requiring 2 ones, 7.4% chance) would be more likely than glitching with 2 dice (also requiring 2 ones, 2.8% chance). Presumably the odds of a glitch should not go down by rolling fewer dice.

As a matter of in-book consistency, the Gremlins quality implies that it's still half or more: "For example, a character with a dice pool of 8 and Gremlins level 2 (8 Karma) would trigger a glitch if two or more 1s result from the test (instead of the normal 4)."
Elve
QUOTE (Tecumseh @ Jul 24 2013, 07:45 AM) *
Did the Glitch rules change or does the phrasing need to be errata'd?

SR4A (p. 62) "If half or more of the dice pool rolled come up as 1s, then a glitch results."
SR5 (p. 45) "If more than half the dice you rolled show a one, then you’ve got problems. This is called a glitch."

Emphasis mine. Did the rule change from greater-than-or-equal-to to simply greater-than? That changes a lot of the math and has some nonsensical implications. For example, it would mean that glitching with 3 dice (requiring 2 ones, 7.4% chance) would be more likely than glitching with 2 dice (also requiring 2 ones, 2.8% chance). Presumably the odds of a glitch should not go down by rolling fewer dice.


I hope this change is intended, as the old glitch rules made it almost impossible to roll 2 dice. The fact of a lesser number lesser of dice having a lower glitch probability is also present with more or equal ones (as in SR4).
Samoth
Pg. 421:
QUOTE
Incompatibility
When two items are incompatible—like a shotgun and a laser sight, or wired reflexes and synaptic boosters—you cannot use the effects of both items at the same time. If one item of gear says it’s incompatible and the other doesn’t, they’re incompatible. You can have both items if you want, you just have to pick what piece of gear to use at what time.


Pg. 429:
QUOTE
Enfield AS-7: This military assault shotgun provides its user with massive firepower. As a close-quarters weapon and general combat gun, it is universally feared. It can either be loaded with ten-round ammo clips or a special twenty-four-round drum. The Enfield AS-7 comes equipped with a built-in, top-mounted laser sight.
Larsine
The Infiltration skill has changed name to Sneaking, but there are still several references to the old Infiltration skill:

P. 184, Sensor Defense Table
Replace:
Metahuman, Critter Infiltration + Agility [Physical]
Vehicle Infiltration (Vehicle) + Reaction [Handling]

With:
Metahuman, Critter Sneaking + Agility [Physical]
Vehicle Sneaking + Reaction [Handling]


P. 184, Sensor Attacks, paragraph 1, sentence 3-4:
Replace:
If the target is trying to evade detection, make this an Opposed Test versus the target’s Infiltration + Agility [Physical] (metahumans, critters), Infiltration (Vehicle) + Reaction [Handling] (driven vehicles), or Pilot + [Model] Stealth [Handling] (drones). Since vehicle stealth is limited by the driver’s ability, the dice applied for Infiltration skill should not exceed the driver’s appropriate Vehicle skill.

With:
If the target is trying to evade detection, make this an Opposed Test versus the target’s Sneaking + Agility [Physical] (metahumans, critters), Sneaking + Reaction [Handling] (driven vehicles), or Pilot + [Model] Stealth [Handling] (drones). Since vehicle stealth is limited by the driver’s ability, the dice applied for Sneaking skill should not exceed the driver’s appropriate Vehicle skill.


P. 207, Autosofts (cont'd), paragraph 7, sentence 1:
Replace:
[Model] Stealth: This autosoft helps a drone of a specific model operate with as much stealth as possible and acts as the Infiltration skill for the drone.

With:
[Model] Stealth: This autosoft helps a drone of a specific model operate with as much stealth as possible and acts as the Sneaking skill for the drone.

P. 321, Cat, Paragraph 2, sentence 1:
Replace:
All: +2 dice to either Gymnastics or Infiltration Tests (choose one)

With:
All: +2 dice to either Gymnastics or Sneaking Tests (choose one)

P. 362, Landscaping, paragraph 1, sentence 8:
Replace:
Dense brush and ground cover are also difficult for an intruder to bypass without creating noise (apply an appropriate modifier to a character’s Infiltration Tests) and may be coupled with acoustic sensors.

With:
Dense brush and ground cover are also difficult for an intruder to bypass without creating noise (apply an appropriate modifier to a character’s Sneaking Tests) and may be coupled with acoustic sensors.


P. 365, Sensors and scanners (cont'd), paragraph 6 (Motion sensors), sentence 4:
Replace:
Defeating a motion sensor requires that characters move very slowly through the field, one half-meter per Combat Turn, and succeeding in an Infiltration + Agility [Physical] (3) Test.

With:
Defeating a motion sensor requires that characters move very slowly through the field, one half-meter per Combat Turn, and succeeding in an Sneaking + Agility [Physical] (3) Test.


P. 365, Sensors and scanners (cont'd), paragraph 8 (Sound detectors), sentence 3:
Replace:
Characters attempting to sneak by a known sound detector must succeed at an Infiltration + Agility [Physical] (3) Test (Silence or Stealth spells can also be used).

With:
Characters attempting to sneak by a known sound detector must succeed at an Sneaking + Agility [Physical] (3) Test (Silence or Stealth spells can also be used).
Samoth
Pg. 444
Vision magnification: This zoom function digitally
magnifies vision by up to fifty times, allowing distant
targets to be seen clearly. For rules on using vision magnification
in ranged combat, see p. 177.

This should point to page 178.
Vicar
This one kind of goes along with my Cybertechnology one:

There is a specialization under the Medicine Skill called "Organ Culture". That is, the growing of body parts in a lab.

Here's part of the description of the Biotechnology Skill, from p.144: "Biotechnology is a wide-ranging skill primarily used by
doctors and scientists to grow organic body parts."

It seems to me that the Organ Culture specialization under Medicine should be removed, as the specializations were apparently copy&pasted from SR4A (they are identical) without regard to the brand-new SR5 skill Biotechnology.
Dashifen
Page 243, Trace Icon.

2 marks are listed as required, but the description indicates that only one is necessary to learn the target's location.
Larsine
Missing [Limits]

P. 91, Knowledge and Language skills (cont'd), paragraph 4, sentence 2:
Replace:
Depending on the category, a character rolls either Knowledge skill + Intuition or Knowledge skill + Logic for the appropriate test.

With:
Depending on the category, a character rolls either Knowledge skill + Intuition [Mental] or Knowledge skill + Logic [Mental] for the appropriate test.


P. 129, Skill Ratings, paragraph 3, sentence 5:
Replace:
For example, hitting a Halloweener over the head with a metal pipe calls for Clubs + Agility—if your Agility is 3 and your Clubs skill is 4, you get 7 dice for the attack.

With:
For example, hitting a Halloweener over the head with a metal pipe calls for Clubs + Agility [Accuracy]—if your Agility is 3 and your Clubs skill is 4, you get 7 dice for the attack.


P. 130, Defaulting (Example), paragraph 1, sentence 4:
Replace:
The gamemaster asks for an Etiquette + Charisma test, which would come in handy if Apagar had any ranks in Etiquette.

With:
The gamemaster asks for an Etiquette + Charisma [Social] test, which would come in handy if Apagar had any ranks in Etiquette.


P. 134, Jumping, paragraph 1, sentence 3:
Replace:
Make a Gymnastics + Agility Test, applying any appropriate modifiers.

With:
Make a Gymnastics + Agility [Physical] Test, applying any appropriate modifiers.


P. 136, Using Stealth Skills, paragraph 1, sentence 2:
Replace:
Treat this as an Opposed Test using Perception + Intuition, and apply any appropriate Perception modifiers (see p. 135).

With:
Treat this as an Opposed Test using Perception + Intuition [Mental], and apply any appropriate Perception modifiers (p. 135).


P. 136, Using Stealth Skills, paragraph 1, sentence 4:
Replace:
For example, if a Triad assassin is trying to spot you in a crowd, she could rely on her own experience at hiding and roll Sneaking + Intuition.

With:
For example, if a Triad assassin is trying to spot you in a crowd, she could rely on her own experience at hiding and roll Sneaking + Intuition [Mental].


P. 137, Holding Your Breath, paragraph 1, sentence 2:
Replace:
A character needing to hold his breath longer can make a Swimming + Willpower Test (with the Controlled Hyperventilation specialization coming into play if you have it).

With:
A character needing to hold his breath longer can make a Swimming + Willpower [Mental] Test (with the Controlled Hyperventilation specialization coming into play if you have it).


P. 203, Raming, paragraph 1, sentence 3:
Replace:
The driver rolls Vehicle skill + Reaction to attack.

With:
The driver rolls Vehicle skill + Reaction [Speed or Handling] to attack.


P. 238, Control Device (Variable Action), paragraph 3, sentence 3
Replace:
For example, firing a drone-mounted weapon at a target requires a Gunnery + Agility test, and using a remote underwater welder calls for a Nautical Mechanic + Logic test.

With:
For example, firing a drone-mounted weapon at a target requires a Gunnery + Agility [Physical] test, and using a remote underwater welder calls for a Nautical Mechanic + Logic [Mental] test.


P. 310, Imporved Sense, paragraph 4 (Direction sense), sentence 1:
Replace:
Direction Sense: Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.

With:
Direction Sense: Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition [Mental] (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.


P. 310, Imporved Sense, paragraph 6 (Perfect Pitch), sentence 1:
Replace:
Perfect Pitch: With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency.

With:
Perfect Pitch: With a Perception + Intuition [Mental] (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency.


P. 310, Imporved Sense, paragraph 7 (Human Scale), sentence 1:
Replace:
Human Scale: With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object.

With:
Human Scale: With a Perception + Intuition (2) [Mental] Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object.


P. 311, Voice Control, paragraph 1, sentence 4:
Replace:
If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.

With:
If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition [Mental] of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.


P. 314, Astral Detection, paragraph 1, sentence 2:
Replace:
Make a Perception + Intuition (4) [Mental] Test—you receive a +2 dice pool bonus if you’re Awakened.

With:
Make a Perception + Intuition [Mental] (4) Test—you receive a +2 dice pool bonus if you’re Awakened.


P. 315, Astral Combat, paragraph 1, sentence 2:
Replace:
Astrally perceiving and dual-natured characters use their physical attributes and skills to fight opponents with a physical body, and their Astral Combat + Willpower to fight wholly astral entities.

With:
Astrally perceiving and dual-natured characters use their physical attributes and skills to fight opponents with a physical body, and their Astral Combat + Willpower [Accuracy or Astral] to fight wholly astral entities.


P. 315, Astral Tracking, paragraph 1, sentence 4:
Replace:
Following an astral link requires an Assensing + Intuition (5,1 hour) [Astral] Extended Test modified as noted on the Astral Tracking Modifiers table.

With:
Following an astral link requires an Assensing + Intuition [Astral] (5,1 hour) Extended Test modified as noted on the Astral Tracking Modifiers table.

P. 363, Barriers (cont'd), paragraph 2, sentence 2:
Replace:
Climbing past fencetop wiring requires a Climbing + Agility (3) Test; if the character fails, she takes damage.

With:
Climbing past fencetop wiring requires a Climbing + Agility [Physical] (3) Test; if the character fails, she takes damage.

P. 364, Doors, Windows, & Locks (cont'd) , paragraph 9 (Breath, cellular, and DNA scanners), sentence 3:
Replace:
The enzyme bath can be synthesized in a chemistry shop with a Chemistry + Logic (5, 1 hour) Extended Test.

With:
The enzyme bath can be synthesized in a chemistry shop with a Chemistry + Logic [Mental] (5, 1 hour) Extended Test.

P. 413, BTL Chips, paragraph 2, sentence 5:
Replace:
This one-shot, self-erasing feature can be bypassed with a Hardware + Logic (10, 1 hour) Extended Test.

With:
This one-shot, self-erasing feature can be bypassed with a Hardware + Logic [Mental] (10, 1 hour) Extended Test.


P. 417, Gear Ratings Glossary (Concealability Modifier), paragraph 1, sentence 1:
Replace:
This indicates how easy it is to hide a given item, and is applied as a dice pool modifier to Perception + Intuition Tests to spot the item (see Concealing Gear, p. 419).

With:
This indicates how easy it is to hide a given item, and is applied as a dice pool modifier to Perception + Intuition [Mental] Tests to spot the item (see Concealing Gear, p. 419).

P. 450, Medkit, paragraph 2, sentence 1:
Replace:
Wireless: The Medkit provides a dice pool bonus equal to its rating to First Aid + Logic tests, or can operate itself with a dice pool of Medkit Rating x 2 and a limit equal to its Rating.

With:
Wireless: The Medkit provides a dice pool bonus equal to its rating to First Aid + Logic [Mental] tests, or can operate itself with a dice pool of Medkit Rating x 2 and a limit equal to its Rating.
Samoth
Pg. 434: the (Synth)Leather jacket has a listed price of +200Y, but no note of what that price modifies. If it modifies the price of, say, a Lined Coat, would you really be paying 200Y more for an overall armor of 4 as the leather is listed?
Larsine
QUOTE (Samoth @ Jul 25 2013, 02:26 PM) *
Pg. 434: the (Synth)Leather jacket has a listed price of +200Y, but no note of what that price modifies. If it modifies the price of, say, a Lined Coat, would you really be paying 200Y more for an overall armor of 4 as the leather is listed?

That would be on page 436
FuelDrop
Page 381: No limits for thugs.
Lieutenant has a 30 round clip in a colt america.
HugeC
The Ares Duelist drone (p. 466) mounts a pair of standard swords as weapons. Swords do (STR + 3)P damage. Drones do not have a Strength rating. How much base damage do the swords on the Ares Duelist do?
quentra
QUOTE (HugeC @ Jul 27 2013, 07:02 PM) *
The Ares Duelist drone (p. 466) mounts a pair of standard swords as weapons. Swords do (STR + 3)P damage. Drones do not have a Strength rating. How much base damage do the swords on the Ares Duelist do?


I read that as a zen koan.
Tymeaus Jalynsfein
QUOTE (quentra @ Jul 27 2013, 06:11 PM) *
I read that as a zen koan.


At least in SR4A, Drones got a Strength = Body.
Aaron
QUOTE (quentra @ Jul 27 2013, 08:11 PM) *
I read that as a zen koan.

+1 Edge pool.
Falconer
Was just looking at the rulebook again on someones pad on RPG day. I don't recall seeing someone else post this in the thread...


In the combat section... right next to the Defender in melee -3 dice penalty short paragraph... is an example. I can't find rules anywhere in the section though which match the example.

Specifically it has in the example possibly hitting friends for firing into melee on some pretty draconian terms. (you miss... they need to dodge).


Someone else care to verify that the example does not match the rule and quite possibly reflects a mechanic which was removed from the rules. (I would have expected the actual rules as part of 'defender in melee').
Elve
QUOTE (Falconer @ Jul 28 2013, 06:07 AM) *
Someone else care to verify that the example does not match the rule and quite possibly reflects a mechanic which was removed from the rules. (I would have expected the actual rules as part of 'defender in melee').


The box has the wrong background. It should probably be a red box, as it contains the rules rather than an example.
Tzeentch
Hat-tip to the SR4 forums.

Page 421
QUOTE
Incompatibility
When two items are incompatible—like a shotgun and a laser sight, or wired reflexes and synaptic boosters—you cannot use the effects of both items at the same time. If one item of gear says it’s incompatible and the other doesn’t, they’re incompatible. You can have both items if you want, you just have to pick what piece of gear to use at what time.


-- Shotguns and laser sights are not incompatible, either in real life or SR5. The Enfield AS-7 (p. 429) has a laser sight built-in.
pragma
p 316. -- Getting around mana barriers -- "they regain their full structure at the end of every combat turn" -- another reference to the idea of losing structure which isn't mentioned in the combat section.
p 465 -- Shiawase Kanmushi -- "Merely being stepped on or a tag eraser can destroy it ..." lacks parallel structure and sounds weird. Maybe try "Or targeted by a tag eraser ..."
p 336 -- Scene types, social -- "The gamemaster should note enough about the people ..." weird verb usage. It's OK, but I read it and immediately thought "should know enough ..." was intended.
p 349 -- Pace -- "... Don't mess withm it ..."
p 354 -- Street Scum -- Priority generation here differs form the sidebar on p 64
p 355 -- High Life -- Priority generation here differs from the sidebar on p 64.
p 356 -- High Threat Response -- "Keep away the more 'causal' destructive elements ..." Probably want "casual."
p 227 -- Cyberdeck Attributes Table -- Novatech Navigator appears though Novatech has gone out of business. Neonet could be keeping the brand alive, but jarring given the fluff.
p 267 -- Command Console Attributes Table -- Maser Industrial Electronics, Vulcan Liegelord and Proteus Poseidon don't make a ton of sense to me I think this has been mentioned before.
p 321 -- infiltration in the Cat mentor spirit bonus description. Probably in a few others too. This has definitely been mentioned before.
Raizer
Are deck programs supposed to be so cheap or is there a price error?
Critias
QUOTE (Raizer @ Jul 31 2013, 08:58 PM) *
Are deck programs supposed to be so cheap or is there a price error?

Nope, they're meant to be that cheap. I'd've rather seen decks moderately priced and programs meaningfully so (as it is it feels like they might as well be free), but...ah well. At least we were able to cut deckers some slack somewhere, financially. wink.gif
Larsine
QUOTE (pragma @ Aug 1 2013, 03:20 AM) *
p 227 -- Cyberdeck Attributes Table -- Novatech Navigator appears though Novatech has gone out of business. Neonet could be keeping the brand alive, but jarring given the fluff.

Same for p. 439.
DWC
Colt and Ingram are still going strong, despite one having folded in the early 1990s and both being wholly owned properties of Ares Arms. Brand names are extremely valuable.
TheScrivener
QUOTE (Tzeentch @ Jul 28 2013, 04:49 PM) *
-- Shotguns and laser sights are not incompatible, either in real life or SR5. The Enfield AS-7 (p. 429) has a laser sight built-in.

Probably supposed to be 'smartgun,' as smartgun and laser sight bonuses are not compatible (p. 432)
Stahlseele
why would a shotgun not be compatible with a laser sight?
Draco18s
QUOTE (Stahlseele @ Aug 1 2013, 09:38 AM) *
why would a shotgun not be compatible with a laser sight?


Because error.
Stahlseele
Why would a Shotgun not be compatible with a Smartlink then? O.o
Patrick Goodman
It's not incompatible. The error appears to be "shotgun" in place of "smartlink." If I'm following things right. I might not be.
Stahlseele
QUOTE (Patrick Goodman @ Aug 1 2013, 05:05 PM) *
It's not incompatible. The error appears to be "shotgun" in place of "smartlink." If I'm following things right. I might not be.

aaah, i capito!
Elve
p.238: The Crack File action should be Attack or Sleaze (as per table on p.244). Otherwise it would be impossible to access protected files without raising an alarm.
Flaser
Pg. 100 "For details see Astral Initiative(p. 229) or Matrix Initiative (p. 313)."

The page numbers are mixed up, and off by a page:

"For details see Astral Initiative(p. 314) or Matrix Initiative (p. 229)."

...as Pg. 314 has the Astral Attributes, and Pg. 229 has the user modes.

Then again, there is *no* section titled, Astral Initiative anywhere in the book, only several (contradicting) references to what Astral Initiative should be. For Matrix Initiative, we have no dedicated section either. The User Modes doesn't make it clear what your initiative dice is, as unlike the Astral Attributes Table, there's no mention of what your total dice are by default. How augmented Attributes apply to Matrix and Astral Initiative is never described in the book.
Larsine
QUOTE (Larsine @ Jul 25 2013, 08:52 AM) *
Missing [Limits]

P. 238, Control Device (Variable Action), paragraph 3, sentence 3
Replace:
For example, firing a drone-mounted weapon at a target requires a Gunnery + Agility test, and using a remote underwater welder calls for a Nautical Mechanic + Logic test.

With:
For example, firing a drone-mounted weapon at a target requires a Gunnery + Agility [Physical] test, and using a remote underwater welder calls for a Nautical Mechanic + Logic [Mental] test.

The errata should be:

With:
For example, firing a drone-mounted weapon at a target requires a Gunnery + Logic [the lower of Accuracy and Data Processing] test, and using a remote underwater welder calls for a Nautical Mechanic + Logic [the lower of Mental and Data Processing] test.

According to p. 183 you use Gunnery + Logic [Accuracy] for remote operated systems, which Control Device is.

Larsine
P. 90, Skill Groups & Indivudall Skills, table, Logic

Replace:
LOGIC
Academic Knowledge, Aeronautics Mechanic, Arcana, Armorer, Automotive Mechanic, Biotechnology, Chemistry, Computer, Cybertechnology, Cybercombat, Demolitions, Electronic Warfare, First Aid, Forgery, Industrial Mechanic, Hacking, Hardware, Medicine, Nautical Mechanic, Professional Knowledge, Software

With:
LOGIC
Academic Knowledge, Aeronautics Mechanic, Arcana, Armorer, Automotive Mechanic, Biotechnology, Chemistry, Computer, Cybertechnology, Cybercombat, Demolitions, Electronic Warfare, First Aid, Forgery, Gunnery, Industrial Mechanic, Hacking, Hardware, Medicine, Nautical Mechanic, Professional Knowledge, Software

[Since Gunnery can also use Logic, according to page 183]


P. 146, Gunnery (Agility), headline

Replace:
Gunnery (Agility)

With:
Gunnery (Agility or Logic)

[See Gunnery on page 183]


P. 183, Gunnery, paragraph 1, sentence 2:

Replace:
Vehicle-mounted weapons are fired using Weapon Skill + Agility [Accuracy] for manual operation, like door guns on mounts, or Gunnery + Logic [Accuracy] for remote operated systems.

With:
Vehicle-mounted weapons are fired using Gunnery + Agility [Accuracy] for manual operation, like door guns on mounts, or Gunnery + Logic [Accuracy] for remote operated systems.

[At least according to the the Gunnery skill description on page 146]
Larsine
QUOTE (Flaser @ Aug 2 2013, 08:53 AM) *
Pg. 100 "For details see Astral Initiative(p. 229) or Matrix Initiative (p. 313)."

The page numbers are mixed up, and off by a page:

"For details see Astral Initiative(p. 314) or Matrix Initiative (p. 229)."

...as Pg. 314 has the Astral Attributes, and Pg. 229 has the user modes.

Then again, there is *no* section titled, Astral Initiative anywhere in the book, only several (contradicting) references to what Astral Initiative should be. For Matrix Initiative, we have no dedicated section either. The User Modes doesn't make it clear what your initiative dice is, as unlike the Astral Attributes Table, there's no mention of what your total dice are by default. How augmented Attributes apply to Matrix and Astral Initiative is never described in the book.


So the correct errata would be:

For details see Astral Attributes (p. 314) or User Modes (p. 229-230).
Larsine
QUOTE (Swift @ Jul 22 2013, 11:11 AM) *
p.283
The example has a Manabolt deal stun damage. (also it's spelled Mana Bolt)

Change the Mana Bolt to Stunbolt, otherwise the example won't take down the ganger, since some of the damage will be Stun, and some of the damage will be Physical.
Larsine
P. 115, Street Shaman, Spells

Replace:
Spells Antidote, Cure Disease, Entertainment, Heal, Mana Bolt

With:
Spells Antidote, Cure Disease, Entertainment, Heal, Manabolt
Flaser
QUOTE (Larsine @ Aug 2 2013, 10:30 AM) *
P. 90, Skill Groups & Indivudall Skills, table, Logic

Replace:
LOGIC
Academic Knowledge, Aeronautics Mechanic, Arcana, Armorer, Automotive Mechanic, Biotechnology, Chemistry, Computer, Cybertechnology, Cybercombat, Demolitions, Electronic Warfare, First Aid, Forgery, Industrial Mechanic, Hacking, Hardware, Medicine, Nautical Mechanic, Professional Knowledge, Software

With:
LOGIC
Academic Knowledge, Aeronautics Mechanic, Arcana, Armorer, Automotive Mechanic, Biotechnology, Chemistry, Computer, Cybertechnology, Cybercombat, Demolitions, Electronic Warfare, First Aid, Forgery, Gunnery, Industrial Mechanic, Hacking, Hardware, Medicine, Nautical Mechanic, Professional Knowledge, Software

[Since Gunnery can also use Logic, according to page 183]


P. 146, Gunnery (Agility), headline

Replace:
Gunnery (Agility)

With:
Gunnery (Agility or Logic)

[See Gunnery on page 183]


P. 183, Gunnery, paragraph 1, sentence 2:

Replace:
Vehicle-mounted weapons are fired using Weapon Skill + Agility [Accuracy] for manual operation, like door guns on mounts, or Gunnery + Logic [Accuracy] for remote operated systems.

With:
Vehicle-mounted weapons are fired using Gunnery + Agility [Accuracy] for manual operation, like door guns on mounts, or Gunnery + Logic [Accuracy] for remote operated systems.

[At least according to the the Gunnery skill description on page 146]


Actually, it'd make more sense if Gunnery only ever used LOG, as it doesn't make sense that it takes a radically different skill to manually operate the same gun depending on whether it's mounted on a gyro-harness or a weapon-mount.... so the rule on pg. 183 seems fine to me.
Tymeaus Jalynsfein
QUOTE (Flaser @ Aug 2 2013, 10:04 AM) *
Actually, it'd make more sense if Gunnery only ever used LOG, as it doesn't make sense that it takes a radically different skill to manually operate the same gun depending on whether it's mounted on a gyro-harness or a weapon-mount.... so the rule on pg. 183 seems fine to me.


Gunnery should Be Logic based if operated remotely, and Agility Based if operated Manually.
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