New erratta:
P2, TOC
Replace:
ANOTHER NIGHT, ANOTHER RUN 8
INTRODUCTION 14
With:
INTRODUCTION 8
ANOTHER NIGHT, ANOTHER RUN 10
[I hope the change these two back again]
P5, TOC
Replace:
ALL THE ANGLES 328
GAMEMASTER ADVICE 332
With:
GAMEMASTER ADVICE 328
ALL THE ANGLES 374
[and everytnig under Gamemesters Advice needs to have 4 subtracted from it's current page number, unless they change these two back again, which I hope they do. You also have to change all other references to pages 332-377 so they reflect the new pages (subtract 4)... Nah, it's just easier to change them back]
P7, Shadowrun, Fifth Edition Credits, Playtesting:
Remove , at the end of playtesting
P7, Shadowrun, Fifth Edition Credits, Some Material Based on Previous Work by
Replace:
Tom, Dowd
With:
Tom Dowd
Replace:
Steve Keson
With:
Steve Kenson
P114, Occult Investigator, Qualities:
Remove:
Magician
P116, Combat Mage, Qualities:
Remove:
Magician
P123, Gunslinger Adept, Qualities:
Remove:
Adept
P198, Damaging A Barrier, paragraph 3, sentence 4:
Replace:
The modified Damage Value of the attack exceeds the Armor rating, and referencing Penetration Weapons shows that the attack does 1 box of damage to the barrier while the primary damage goes right through, meaning the guards on the other side must duck for cover as bullets start flying through the lab.
With:
The modified Damage Value of the attack exceeds the Armor rating, and referencing Penetration Weapons shows that the attack does 4 boxes of damage to the barrier while the primary damage goes right through, meaning the guards on the other side must duck for cover as bullets start flying through the lab.
P207, Example 2:
Either Full Deck should not have -1 per stun damage healing attempt, or he should also have -1 per physical damage healing attempt.
P250, Resonance (cont'), paragraph 2, last sentence:
Replace:
If your Resonance ever reaches zero, you lose the Technomancer quality and all Resonance abilities.
With:
If your Resonance ever reaches zero, you can no longer use any skills that require the Resonance attribute, even if your maximum Resonance is still greater than zero (but you can still raise the current Resonance attribute with Karma and get back your technomamcer abilities). If your maximum rating falls to zero, you’ve burned out, losing all technomancer abilities, including Resonance actions and your living persona. You are mundane forever. Burned-out technomancers retain all Resonance skills and knowledge, but they lack the ability to use them. All Resonance active skills become Knowledge skills.
[There is no Technomancer quality, and this put's it on par with the Magic description]
P295, Object Resistance Table
Replace:
Initiative Type
With:
Object Type
P354, Traps, paragraph 2, last sentence
Replace:
The various sensory devices that can be used as part of a trigger are listed under Security Devices (p. 362).
With:
The various sensory devices that can be used as part of a trigger are listed under Security Devices (p. 362).
P354, Traps, paragraph 3, last sentence
Replace:
Devices that can be used as part of a trap response are listed under Security Devices (p. 362).
With:
Devices that can be used as part of a trap response are listed under Security Devices (p. 362).
P455, Hosts and IC, sentence 1:
Replace:
Any network owner that is really serious about protecting their devices will use a Host (see p. 359).
With:
Any network owner that is really serious about protecting their devices will use a Host.
[no point referring to the same page, and the same section you are currently reading]
P478, Shadowrun Random Run Generator
Replace:
For more on designing shadowruns, see Gamemaster Advice, p. 335.
With:
For more on designing shadowruns, see Designing A Run, p. 335.