Shadowrun
Catalyst Game Labs => Errata => Topic started by: JM_Hardy on <03-18-11/0005:53>
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Runner's Toolkit errata goes here! Note that the incorrect modifiers for range in the book of tables has been corrected.
Jason H.
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PACKs book, p.16
1) Under Peak Defense - Adept Powers: Change "Improved Ability 2 (1; improves Dodge Skill)" to "Improved Ability (Dodge) 2 (1)" to match format of other Adept Powers.
2) Same location, Improved Physical Attribute (Reaction) 1 is tabbed over, not lining up with other Powers.
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PACKS, page 2, table 1
Using Attribute Kits the Ork metatype should cost 10 BP not 0 to be on level with normal character generation rules. (the other metatypes check out).
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Anatomy of a Run
p. 11 says that a device's signal is reduced by a jammer's rating, but the description of Jammer in SR4A (p. 329) says nothing about reduction, just that it automatically jams devices whose signal are less than the jammer's rating.
p. 17 says that Seta uses his action to move into full cover, but movement is not an action. Should he have sprinted instead?
p. 18 has Seta use the optional rule for hits adding to Drain on direct combat spells. It should probably mention that the rule is optional.
p. 22 says that the penalty for perception while distracted is -3, not -2.
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Wow. I had ereta even prior my box had landed :)
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PACKS, page 2, table 1
Using Attribute Kits the Ork metatype should cost 10 BP not 0 to be on level with normal character generation rules. (the other metatypes check out).
Disagree, Orks cost 20 BP normal, -1 to two attributes == -20 BP, ergo, consistant with the PACKS & the other metas, should be 0 as printed.
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Improved Reflexes on the Adept Powers Table does not match my SR4A book. The toolkit references SR4A pg 196 with costs as follows
Improved Reflexes 1 = 2 MY SR4A Book = 1.5
Improved Reflexes 2 = 3 MY SR4A Book = 2.5
Improved Reflexes 3 = 5 MY SR4A Book = 4
Which is the correct cost?
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SR4A lists the proper values.
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SR4A lists the proper values.
What is this based on? It would seem to me that the RT values are more in line with the ESS cost for the equivalent Wired Reflexes. While Adept players may not be a fan of the increased cost, it seems to be more fair.
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2/3/5 were the old SR4 costs for Improved Reflexes.
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But it would seem to me that if they update the numbers in a source that is newer than SR4A, then those would be the new "correct" values. I really don't care one way or the other - I just want to be certain which one is correct. :)
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Yea some kind of official stance on which versions of errata are correct would be nice.
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Agreed, a clear response from CGL is good to have. The intent appears to be that the 1.5/2.5/4 is the proper set of values, since you now pay more Karma for attribute advancement in SR4A to gain extra power points.
Assume for a moment you create an adept that begins play with Magic 5 and Improved Reflexes Level 2. Over the course of play, you decide you would like this adept to max out Improved Reflexes at level 3; clearly this is will take some time, as you will have to raise your Magic attribute twice for the necessary points in either case.
SR4 SR4A
Magic 5 -> Magic 6 18 30
Initiation (Grade 1) 13 13
Magic 6 -> Magic 7 21 35
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Total 52 78
That is no small margin of difference. Going a full point of Magic without having anything to show for your trouble is harsh; this change allows an adept to pick up 0.5 worth of adept powers on the intermediary Magic advancement and then boost Improved Reflexes on the next point.
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PACKs pg 21
Option 3 of the Light Augmented Speed Boosts
Synaptic Booster 1 and Reaction Enhancers aren't stackable, making the entire option invalid.
Wired Reflexes are the only exception to Reaction Enhancers.
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*General Note: Essence Cost's are miscalculated everytime Bio and Cyber ware's are mixed and not calculated correctly as per SR4 P84/SR4A P86
PACKs pg20
Option 1 of Light Augmented Speed Boost
Quoted Essence .8
Essence should be .7
Bio .2(.1)
Cyber .6
PACKs pg20
Option 2 of LASB
Quoted Essence 2.4
Essence should be 2.2
Bio .4(.2)
Cyber 2
PACKs pg 21
Option 3 of LASB
Quoted essence 1.1
Essence should be .85
bio .5(.25)
cyber .6
(plus previous post's issues)
PACKs pg 21
Option 4 of LASB
Quoted Essence 2.4
Essence should be 2.2
Bio .4(.2)
Cyber 2
PACKs pg 23
Heavy Augmented Defense
Quoted Essence 2.5
Essence should be 2.25
bio .5(.25)
cyber 2
PACKs pg 24
Brain Booster
Quoted Essence 1.0
Essence Cost should be 0.8
Bio .6
Cyber .4 (.2)
(Side note: as Attention Co-Processor is a flat .3 essence(no matter the grade) and at 3k per grade, why give 3k+ in change back and not just upgrade to a full level 3 ACP?)
PACKs pg 24
Deluxe Covert Ops
Quoted Essence 1.6
Essence Cost should be 1.4
Bio .4 (.2)
Cyber 1
Genetech .2
Note these are all pre-final adjustment values. Once you start taking multiple PACKs the actual total essence cost will change. There should be some type of mention within the introduction that final essence costs should be manually calculated based on total numbers as per the rulebook. Following this guideline all of the PACKs with the exception of the Light Augmented speed boosts(all of them) already have cyber/bioware separated into different groups
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Agreed, a clear response from CGL is good to have. The intent appears to be that the 1.5/2.5/4 is the proper set of values, since you now pay more Karma for attribute advancement in SR4A to gain extra power points.
Yay, just got confirmation from Jason Hardy! The ones in SR4A are indeed the correct number and the ones listed in the Runner's Toolkit Compiled Tables booklet are wrong.
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PACKs pg 21
Option 3 of the Light Augmented Speed Boosts
Synaptic Booster 1 and Reaction Enhancers aren't stackable, making the entire option invalid.
Wired Reflexes are the only exception to Reaction Enhancers.
Incorrect. Move-by-Wire as well is compatible with Reaction Enhancers, just pointless to do so, since MbW will max out your Augmented Maximum for Reaction really easily on its own. Though...I could've sworn that before the anniversary corebook Synaptic Booster and Reaction Enhancers would work together...oh well, I don't like that they're not compatible, so they will be :)
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PACKs page 12.
Ace Mechanic (114 BP)
Mechanic Group 5, but as per SR4A pg 84. Starting characters can only have a skill group up to rank 4.
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The Toyota Gopher is missing from the compiled tables listing.
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PACKS p. 13, Outdoorsman:
Active Skills list include both Outdoor Skill Group and Survival Skill. But Survival is part of the Outdoor Skill Group.
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PACKS
p. 17 : Adept of all trades includes a rating 4 Improved Ability. This power can only improves the skill rating up to 50%, so a rating 4 implies a rating 8 skill.
p. 17, Convincer also includes a rating 4 Improved Ability power.
Anatomy of a Shadowrun
p. 4, "Riser rolls Negotiation 6 (Bargaining +2) + Charisma 7 with a +10 modifier" : actually, the modifier is capped to +7 (Riser's Charisma), for a total dice pool of 22.
Edit: was wrong on Riser's test indeed.
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Social skills are capped by attribute + skill rating, not just attribute. So 7+6 would be a 13 maximum modifier.
Also of note, the specialty is technically a dice pool modifier as well and would be in there as well, so he would be at 12 out of his 13 maximum modifiers.