Shadowrun
The CZ => Shadowrun 5E => Errata Team => Street Lethal => Topic started by: 忍 on <06-18-18/2118:10>
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Let's get back on the merry-go-round.
Page 22 has (wait for it)... STANDARD ACTION in the description for the fluid mace. @.@ I thought we were past this.
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Should probably be a Simple action to put it along the lines of resetting the recoil counter.
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Why does the Terracotta MGL have RC 1 when it only has SS mode?
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Why does the Terracotta MGL have RC 1 when it only has SS mode?
They comment about that in the shadowtalk ("Recoil is rarely an issue."). Part of this was because of the art--I attached a picture of a Milkor MGL as a guideline. Part of it was also a tongue-in-cheek (hence the shadowtalk) reference to guns in previous books that had mods whose purpose wasn't clear. The cost of the foregrip wasn't included when I calculated the final cost of the weapon.
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Fabulous armor has an Availability of 14P
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Designer: But this gun doesn't NEED recoil compensation
Marketing: But people LOVE recoil compensation, it is one of the most asked for features.
Designer: But it won't matter on this weapon
Marketing: Some people won't buy it without it
Designer: Then they are idiots
Marketing: Idiots with nuyen are our best customers, put in the fragging compensation.
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Designer: But this gun doesn't NEED recoil compensation
Marketing: But people LOVE recoil compensation, it is one of the most asked for features.
Designer: But it won't matter on this weapon
Marketing: Some people won't buy it without it
Designer: Then they are idiots
Marketing: Idiots with nuyen are our best customers, put in the fragging compensation.
Based on Slamm-O!'s comment at the end, I'd say marketing was right.
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Page 24 Krime Trollbow (Bows) table.
Columns seem to have shifted and ratings are in the wrong spots.
I am assuming that (Rating + 2)P is the Damage not the reach and -(Rating/4) is the AP and not the Damage.
Could use a cost on the bow.
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Page 24 Krime Trollbow (Bows) table.
Columns seem to have shifted and ratings are in the wrong spots.
I am assuming that (Rating + 2)P is the Damage not the reach and -(Rating/4) is the AP and not the Damage.
Could use a cost on the bow.
I'm away from my books at the moment, but I have the original manuscript for that chapter. The headings for the table got screwed up in layout, but the values in the table are correct--those are the DV and AP numbers, respectively. The cost (which should have been under the Blades entry but not the Bow entry, not sure if that's what you mean) is Rating x 150.
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Yes it was in the blades entry.
Thank you.
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The Krime Tingler is, yes, supposed to be 11S(e) damage. It is, essentially, a shotgun Stick'n'Shock round on a Taser platform. Krime is kind of cheap that way.
#thistasergoesto11
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Woohoo!
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The Krime Tingler is, yes, supposed to be 11S(e) damage. It is, essentially, a shotgun Stick'n'Shock round on a Taser platform. Krime is kind of cheap that way.
#thistasergoesto11
HAZZAH!!!! #thistasergoesto11
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Back to the Trollbow, once more.
We kinda need KRIME to produce special Troll arrows (+variants) as well, because basic arrows are only available up to rating 10 - otherwise that big ol' tree-trunk-thrower has only decorative purposes.
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What mount slots are standard on carbines? The M23A2 has a pre-installed Under mod (Also really need a clarification on whether those mods count as Integral and hence don't occupy slots), the Izom has an underbarrel grenade launcher that isn't specified to mount slot but it fairly obviously Under, but the Stalwart doesn't have anything to indicate one way or another.
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What mount slots are standard on carbines? The M23A2 has a pre-installed Under mod (Also really need a clarification on whether those mods count as Integral and hence don't occupy slots), the Izom has an underbarrel grenade launcher that isn't specified to mount slot but it fairly obviously Under, but the Stalwart doesn't have anything to indicate one way or another.
Carbines have the same slots as automatics.
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How are the DSP Grenade and Static Gun (p.55) supposed to work? I'm mystified.
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How are the DSP Grenade and Static Gun (p.55) supposed to work? I'm mystified.
It claims that they work similar to using Data Spike on devices.
Problem is the requirement to overcome the target's Object Resistance first.
I can see it smashing through cheap sensors and electronics. (small number of condition boxes and a resistance of 9)
The good stuff will be able to take a beating before bricking. (good number of condition boxes and a resistance of 15+)
If it could be farther resisted with firewall, both would be near useless.
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It claims that they work similar to using Data Spike on devices.
Problem is the requirement to overcome the target's Object Resistance first.
I can see it smashing through cheap sensors and electronics. (small number of condition boxes and a resistance of 9)
The good stuff will be able to take a beating before bricking. (good number of condition boxes and a resistance of 15+)
If it could be farther resisted with firewall, both would be near useless.
But the page reference (SR5 p.295) is for the Object Resistance Table in the Magic chapter, and Object Resistance is a dice pool, not a threshold. I suppose the DSP Grenade uses the Thrown Weapons skill and the DSP Static Gun uses, what, Gunnery? Heavy Weapons? Exotic Weapon? Opposed by a standard Reaction + Intuition defense test, or Intuition + Firewall like a Data Spike, or the Object Resistance dice pool? "Number of net hits is equal to the net hits over the initial DV." ... what does that mean? Do the net hits from the attack add to the listed DV (10 for the grenade, 15 for the gun), or something else? Is that supposed to be Matrix Damage? I can't puzzle it out.