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Rotbart van Dainig
Most Clubs now do Physical Damage, too...
Prosper
QUOTE (calypso)
QUOTE (Prosper @ Oct 3 2005, 02:57 PM)
The Ruger Super Warhawk is listed as SS.  Revolvers are semi-automatic.

Could you provide a reference? I see nowhere that says that all revolvers are semi-automatic (unless of course you were simply stating your opinion, in which case it doesn't really belong in the errata thread).

Calypso

I apologize; there isn't any reference in the book. I've just never heard of a single shot revolver.
WhiteRabbit
I assume that the SS mode of the Super Warhawk is more of a reference to its slow rate of fire than actually being SS.
Rotbart van Dainig
QUOTE (SR4 p. 123 Using Instruction)
For every hits achieved in this test, the student receives an additional die for making the test to learn the skill.

The factor two seems to be a leftover.
Fortune
QUOTE (Prosper)
I've just never heard of a single shot revolver.

Revolvers were classified as SS in SR3 (and all previous editions) as well. SS limits the weapon to one shot per initiative pass, but still only takes a Simple Action for the shot.
Crusher Bob
Of course, pump-action shotguns were SA...
Fortune
I didn't say it was logical! nyahnyah.gif
Crusher Bob
Hmm, so I'll modify my super warhawk to be pump action too (however that would work) and make it SA grinbig.gif It would then make kewl 'ka-chunk' noises as well.
Siege
I don't think you can add an additional "pucker factor" option under the gun design rules.

I could be wrong though.

-Siege
cartoonlad
(About the Hacker in-game definition on the previous page)

QUOTE
Um. How does that resolve anything? How do you decide who can take the Hacker quality?


Throw in a 0 BP positive quality and anyone can take it up during character creation (and add it during game play between sessions). Then you say the Cracking skill group skills require the Hacker quality, much in the same way that several skills are tied to other qualities (Assensing and Magicians come to mind). Now what you have is a game rules definition of a hacker, the same way we have a game rules definition of a magician. What does this resolve? It definitely points out who gets 5 BP and who gets 10 BP for taking the Scorched, Sensitive Neural Structure, or Simsense Vertigo negative qualites, all which give more BP for hacker and technomancer characters.

Anyway, there's a discussion called "What is a hacker?" on the forum that responses to this should be addressed.
Fortune
But if it is a Zero Point Quality, what is to stop everybody from taking it, whenever they like?
Prosper
QUOTE
Hmm, so I'll modify my super warhawk to be pump action too (however that would work) and make it SA grinbig.gif It would then make kewl 'ka-chunk' noises as well.


That would make it two handed, which is probably why you can fire it so fast. I think a character with ambidexterity and two Ruger Super Warhawks would get bonus points for coolness. Not to mention you can still fire twice per round (one SA for each hand).
cartoonlad
That's the point -- there is absolutely no restriction on who could take it. The only thing it's there for is to determine if a character would get 5 BP or 10 BP for those negative qualities. Without defining what a hacker is in game terms, one cannot add those negative qualities to their character properly if one is playing a character that is "sort of" a hacker.

But then this is getting away from the point of the errata thread. The errata comment boils down to "SR4 has several negative qualities that function differently depending on defined character types including hackers, but while the rule book defines other character types by game terms, there is nothing in the rule book that defines a hacker in game terms."
Fortune
Much simpler to just define it by each specific character's outlook, background, and knowledge skills.
cartoonlad
This came up because the character's outlook, background, and knowledge skills could go either way.

Regardless, every character type that has some sort of special rule that affect only that character type can be defined by the game rules is defined by a positive quality -- except for the hacker. (The only special rules that this is a problem with is the BP per negative quality.) That is why I posted this in the Errata thread.
calypso
You don't need a hard definition of Hacker. Use some common sense. Or if you have none, find someone that does and ask them.

Calypso
Azralon
QUOTE (calypso)
You don't need a hard definition of Hacker. Use some common sense. Or if you have none, find someone that does and ask them.

I suspect the point of a hard definition is to negate any unfortunate GM-vs-Player debates over how many BPs a character should receive for a particular Quality.

GMs can certainly make arbitrary declarations; that is their right and responsibility. Their lives are just easier if they have to make fewer of them.
Bandwidthoracle
Pg 236:
QUOTE
Machine sprites are adept at manipulating devices. Of all sprites, they are the most likely to actually interact with the physcal world via a device…Optional CFs: Decrypt, Edit, Medic,Transfer, any Autosoft.


There is no program called Transfer
Eyeless Blond
How about: "Must have at least three skills in the Computer or Cracking skill groups at 3 or better"? That way it costs you more points to pick up than you save, if you're never planning on touching a computer.
apple
This doesn´t make sense. Hacker is not a class like mage or technomancer, it is just a description of a specialised human (like streetsam or drone rigger or face). Just change the point value of the quality for technomancer/non-technomancer.

SYL
Rotbart van Dainig
Or just remove that last 'class-specific' part of negative qualities.
Eyeless Blond
I don't see why that definition is a problem. Sure it's not as discrete as buying a specific Quality, but it's still a significant build point investment, particularly if you never plan on actually using those skills.
Azralon
QUOTE (Rotbart van Dainig)
Or just remove that last 'class-specific' part of negative qualities.

I rather like this solution; remove the higher-return version because:

A) It negates the question of if someone is a hacker or not,
B) It's a poor return on investment for a hacker to pick up, and
C) Only non-hackers are likely to get it anyway.
Rotbart van Dainig
There is no rule allowing the upgrade or replacement of ware without paying the full Essence cost again.
Eyeless Blond
That's not really errata though. That's an extra (though for sams it's be required) feature that you'll see in Augmentation, when it comes out.

Now for errata, maybe it should be considered that the whole concept of the Augmented Skill cap is violated in damn near every single place it's mentioned. Many many examples, for instance, show a guy with a skill of 3 and a xpecialization throwing 5+attribute dice at a test, when specializations are specifically mentioned to be capped, meaning they should only be throwing 4 dice before hitting the glass ceiling.
Rotbart van Dainig
QUOTE (Eyeless Blond)
That's not really errata though.

In fact, it is... thats a thing more basic than higher grades - in fact, higher grades require such a rule if they are unavailable on chargen...
calypso
QUOTE (Rotbart van Dainig)
QUOTE (Eyeless Blond)
That's not really errata though.

In fact, it is... thats a thing more basic than higher grades - in fact, higher grades require such a rule if they are unavailable on chargen...

It explicitly states that higher grades are unavailable at chargen. Page 84, second column, third paragraph.

Calypso
Rotbart van Dainig
Known. smile.gif

That makes the inability of upgrading very... ungood.
Nkari
Wich one is Correct regarding Spurs.. The one on the weapon summary on 149 in the combat section, OR the listing in Cyberware section on pg 337 ?

Its regarding the reach.. combat says 0, Cyber says 1..
Feshy
QUOTE (Eyeless Blond)
Now for errata, maybe it should be considered that the whole concept of the Augmented Skill cap is violated in damn near every single place it's mentioned. Many many examples, for instance, show a guy with a skill of 3 and a xpecialization throwing 5+attribute dice at a test, when specializations are specifically mentioned to be capped, meaning they should only be throwing 4 dice before hitting the glass ceiling.

This confused me as well -- especially since even the places it is "sort of" honored it is technically wrong. An example would be a skill of 1 with a specialization (seems common in the sample characters). Since the modified skill caps imply we round down (by saying a character with "aptitude" has a maximum of 10), a skill at rating 1 should not be able to get any specialization dice. At least, that would appear to be the case because I haven't seen any text indicating that a modifier of +1 is always allowed. Yet, the sample characters show skills at 1(2).

Personally, I just assume round up, with a maximum modified skill of 10, but that's probably inconsistent with attributes. But it would make all the 1(2)'s and 3(5)'s non-issues.
puke
this may belong here:

Flechettes now increase armor by two, and increase damage by two.

If I put flechettes in a gun that normally has -1 AP, is the total modifier +1 AP? if so, why does the remmington roomsweeper have a damage code of 5P -1 / 7P(f) +2?
puke
QUOTE (Feshy)
QUOTE (Eyeless Blond @ Oct 8 2005, 11:40 AM)
Now for errata, maybe it should be considered that the whole concept of the Augmented Skill cap is violated in damn near every single place it's mentioned. Many many examples, for instance, show a guy with a skill of 3 and a xpecialization throwing 5


An example would be a skill of 1 with a specialization (seems common in the sample characters)....Personally, I just assume round up, ...

i prefer to read it that specializations are modifying the base skill, under specific circumstances. you're not applying a modifier to the base, you have actually trained to be better at the skill under the circumstances of your specialization.

thus, nothing is in error, and its just in need of clarification.

Shemhazai
I could compile a long list of errata (as some of you have done). Sorting them out in a forum thread would be very tedious for players and designers. This is because people are going off on wild tangets and repeating the same things over and over.

I will instead give you the best help I can:

You need a Shadowrun 4E Errata Wiki! That way they will be concisely listed in order. The discussion page of the wiki would discuss rule clarifications and the merits of the things listed. With work, the book could be error-free in short order!
Rotbart van Dainig
QUOTE (p. 238 Drones)
The key difference that sets drones apart from ordinary vehicles is the rigger adaption that provides drones with a Pilot program

This seems to be a leftover - Pilot is Software simply replacing System, with nothing more required than Response.
Feshy
QUOTE
You need a Shadowrun 4E Errata Wiki! That way they will be concisely listed in order. The discussion page of the wiki would discuss rule clarifications and the merits of the things listed. With work, the book could be error-free in short order!


I agree, that would probably be a very good way to both work on them and display them. Anyone willing to set one up?
Synner
An update to the errata on the official website is planned for the near future and yes, the second printing of SR4 will integrate all that was available at the time it went to press.

The errata will definitely include a clarification on the Skill / Specialization issue. For those who can't wait though: the errata will likely say something to the effect that there was a mixup regarding the notation, and that when a Specialization comes into play the 2 dice are actually Pool Modifiers (rather than an Augmented Skill Rating) and hence do not count towards the Augmented Skill cap.

For the official version you'll have to wait a little while longer.
Rotbart van Dainig
Damn - no healing 8 Boxes with FA (CW). grinbig.gif
Eyeless Blond
So, other than adept powers, what *does* count toward the augmented skill cap?
Synner
The answer is that any and all enhancements, abilities and powers (present and future) that modify the Skill Rating contribute to the Augmented Skill Rating.

However, currently that pretty much just means Improved Ability (I am away from my book and may be missing something minor). I checked through the list of potential Skill Rating modifiers posted by DireRadiant (which included Analyze Device, the Control Rig, Enhanced Articulation, Synthacardium, Tailored Pheromones and Reflex recorder) and all the others are clearly noted as being dice pool modifiers in the book.
Xenith
I had hoped that combat sense didn't contribute towards your reaction limit... that how it seems to be stated... but I just don't know anymore... wobble.gif spin.gif rotate.gif
Shemhazai
Look what I found!


Errata - Wikibooks
http://en.wikibooks.org/wiki/Errata

The Errata wikibook is a repository for listing perceived errors in printed works.

Since errors differ between editions, the Errata wikibook is organized according to ISBNs, which change with editions. To look up an errata list for a particular book when you have the ISBN, try searching for the article en.wikibooks.org/wiki/Errata/ISBN. Do not include any dashes in the ISBN, only numerals and the possible trailing capital X.

Every Errata article will include the title of the work, so that you can also just do an article search for a particular title to see which editions have an errata list available.

What do you think? Should I go ahead and fire this puppy up or should I let one of you do the honors?
The_Eyes
QUOTE (Synner)
However, currently that pretty much just means Improved Ability

Heh, except even that one specifically says:

QUOTE (page 187)
Improved Ability does not actually improve a skill’s rating, it only provides additional dice for tests involving the skill.


Oh, and just before that:

QUOTE (page 187)
You cannot have more additional dice than your base skill rating.


Now why would they limit this power to providing additional dice equal to 1*base skill rating if the Augmented limits forbade you from ever adding more than .5*base skill rating (for a total of 1.5*base skill rating)?
blakkie
QUOTE (The_Eyes)
QUOTE (Synner @ Oct 17 2005, 11:54 AM)
However, currently that pretty much just means Improved Ability

Heh, except even that one specifically says:

QUOTE (page 187)
Improved Ability does not actually improve a skill’s rating, it only provides additional dice for tests involving the skill.


That doesn't nessasarily mean that it doesn't increase the "modified rating", because "rating" alone as used on page 106 means "base rating" as it is called on page 109.

QUOTE
Oh, and just before that:

QUOTE (page 187)
You cannot have more additional dice than your base skill rating.


Now why would they limit this power to providing additional dice equal to 1*base skill rating if the Augmented limits forbade you from ever adding more than .5*base skill rating (for a total of 1.5*base skill rating)?


Which is likely a second, almost entirely reduntand limit that is a copy-paste from SR3 (where it was put in because of a lack of a general augmented Skill cap).
KosherPickle
I didn't see this anywhere on the errata thread, and didn't feel like searching through the California-related posts, so...

Page 42:

QUOTE
Horizon
Headquarters: Los Angeles, California Free State


Wrong, wrong, wrong. Los Angeles was annexed by the Pueblo Corporate Council. Even the map at the back of the book reflects that fact.

Pedantic as always,

KosherPickle
Eyeless Blond
And before that Calfree had gone on a gigantic statewide bender and kicked LA out of the state, in order to deal with a small group of hackers within the city, so it's doubly incorrect. This act was not unlike the giant countrywide bender that, years before, prompted the US to eject California, which contributed about 1/3 of the nation's total GNP by that point, which then put it on a bad enough economic footing to conceivedly merge with Canada rather than just annexing the place.

Though I perfer to see this "typo" as a portent of things to come. biggrin.gif
FrankTrollman
Considering that the entire population of the PCC with Los Angeles is less than the populaion of Los Angeles all by itself, I prefer to think that the typographical error is the Map rather than the location of Horizon.

-Frank
Clipwing
QUOTE
p 183:
Mere minutes are required to cross great distances, and in an hour the magician can circle the globe.


QUOTE
p183:
Magicians may choose to move faster than that in astral space, up to the "Running rate" of 5 kilometers per Combat Turn (roughly 100 km/minute, or 6000 km/hour).


The circumference of the earth is 40,000 km. These two statements therefore contradict each other since if the first is true the magician would be travelling 40000 km/hour (about 30-35 kilometers per Combat Turn) and if the second is true, the magician would need about 6-7 hours to circle the globe.
Aku
i dont have access to the book, but i would imagine that there is a difference between tactical movement, and "normal" movement. The first quote may be referring to "normal" movement, but when you have to be making tactical movement (in a combat turn) then you DO slow down... but are still moving incrediablly fast.
Clipwing
QUOTE (Aku)
i dont have access to the book, but i would imagine that there is a difference between tactical movement, and "normal" movement. The first quote may be referring to "normal" movement, but when you have to be making tactical movement (in a combat turn) then you DO slow down... but are still moving incrediablly fast.

The above quote is referring to the fast movement mode. Here's the quote discussing "tactical" movement, which is right above the second quote I made above.

QUOTE
A magician may travel up to 100 meters each Combat Turn with no penalty to her actions; this is considered the "Waking [sic] rate" in astral space.
TonkaTuff
On p. 321, the software table in the gear section, Autosofts are tagged with a note that appears to limit them to ratings 1-4 though they're listed under the same split-pricing scheme of all the other softs that go up to six. All of the other softs that have maximum ratings lower than 6 have one pricing scheme. Which, admittedly, would make the parenthetical note necessary where it is. But nowhere else in the book does it make mention of a maximum rating for Autosofts, either on the original software cost table on p. 228 or in the text section on Autosofts starting at p. 239. Whether it's an omission from the earlier sections or a mistake in the gear section could probaby stand to be cleared up.

Additionally, on the hardware/software build table, there are no limits mentioned for the maximum rating for any of the projects listed. Which seems to mean that, though you can't buy hardware or software higher than rating 6 (however, the Signal table on p. 212 shows that, technically, you can get that up to r9), you could, for instance, build a Signal upgrade capable of broadcasting to Saturn in a month or three.
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