Shadowrun

Catalyst Game Labs => Errata => Topic started by: Iron Serpent Prince on <08-30-18/1351:18>

Title: Kill Code Errata
Post by: Iron Serpent Prince on <08-30-18/1351:18>
I expect Sphinx to be along presently with a comprehensive list, but I thought I would kick out there the glaring things I noticed on my read through.

Title: Re: Kill Code Errata
Post by: Finstersang on <08-30-18/2001:54>
Shortened Versions of my nitpickings in the Kill Code thread. Some of these are probably Errata for the Core rules, but I list them here because Kill Code failed to fix them (unless itīs hidden somewhere in the fluff sections, which would be a problem on its own):

Title: Re: Kill Code Errata
Post by: Iron Serpent Prince on <08-30-18/2349:06>
Title: Re: Kill Code Errata
Post by: Wizzer on <08-31-18/0008:48>
This may of been intentional but it stuck out to me.

p.178 Power Mungers have a willpower of 20 and a charisma of 30

the number sequence is the same as the first 5 numbers in the stat block before it, Migaloo, 20 4 4 30 4 2
Title: Re: Kill Code Errata
Post by: Trillinon on <08-31-18/1720:17>
Page 25. under Matrix Attributes > Attack

It says: "When an Attack action fails, firewalls respond harshly, dealing damage to your device and alerting the target that it is under attack."

But the rules for attack actions say that failing does NOT alert the target, but succeeding does.
Title: Re: Kill Code Errata
Post by: Iron Serpent Prince on <08-31-18/2038:39>
Title: Re: Kill Code Errata
Post by: Iron Serpent Prince on <08-31-18/2121:03>
Title: Re: Kill Code Errata
Post by: Iron Serpent Prince on <08-31-18/2134:04>
Title: Re: Kill Code Errata
Post by: &#24525; on <09-02-18/0240:59>
The last AI, Derrick Own Slattery, has both Inherent Program (Decryption) and knows the same program... smh. Don't forget its missing +2 Core Condition boxes that aren't shown correctly.
Also why are all the AIs Inherently Decryption programs??? And Perceptive. And Redundant.
What's with AI's all knowing Cat's Paw?ŋ


Quote from: 01 Paragon
Disadvantage: –1 limit and –1 dice pool penalty when acting only in AR.
Is this to all actions, even non-matrix ones? It doesn't specify. -1 Accuracy kinda hurts.

Just what do the last half of the Booster Chips do? No rules. Just a cost. I feel like a Silly Willy after getting this...
Title: Re: Kill Code Errata
Post by: Hobbes on <09-02-18/1353:20>
Looper Rounds table p. 50.  The Loop Duration gets shorter the higher the rating?  Shouldn't that be going the other way?  A 1 second loop is going to be easier to spot than a 3 Second loop or longer loop.  As it stands you'd never use anything other than the Rating 1 Ammo.  The loop lasts for the entire duration, so essentially you would only have one "re-run" of the last 10 seconds of that cameras footage.
Title: Re: Kill Code Errata
Post by: Hobbes on <09-02-18/1710:40>
Probably should clarify that Calibration doesn't stack.  Other wise the daisy chain of Sprites and Agents with mutual Marks gets stupid.
Title: Re: Kill Code Errata
Post by: Baby Rigger on <09-03-18/2124:43>
  • The Pantheon Hard Case CCOB side bar on page 73 list it's Armor at "12/14*" and in the Standard Upgrades section lists that it has "internal armored shell (for RCC or cyberdecks) [14]*."  Does this mean it provides 12 armor for the wearer?
  • The Personal Drone Rack in the same side bar on the same page states "Rules: Can mount 3 micro drones or one small drone."  It completely skips over mini drones.

I haven't seen or read kill code yet but if the drone rack can hold 3 micro drones or 1 small drone then until there is some sort of official ruling I would say two mini-drones.
Title: Re: Kill Code Errata
Post by: &#24525; on <09-06-18/1645:31>
Quote from: 101pg
ENHANCE
As a technomancer begins to thread, their sprite gifts them with just a little bit of raw resonance, boosting the form’s potential.
When threading a complex form, an owner may expend a companion sprite’s task in order for the sprite to raise the applicable limit by one-half the sprite’s level, rounded up. This power cannot be used multiple times on the same threading action.
Should be generalist not companion, unless all sprites can get optional powers... >.>
Title: Re: Kill Code Errata
Post by: Iron Serpent Prince on <09-06-18/1721:37>
Pssst...

All Sprites do get Optional Powers.  1 per 3 Levels.  Page 100, under the heading "Optional Sprite Powers."  ;)
Title: Re: Kill Code Errata
Post by: Iron Serpent Prince on <09-11-18/1733:43>
AND

What are these supposed to be?  Are these for Electronic Warfare tests to reduce Noise?  Is it supposed to be Noise Reduction?  Is it a bonus that applies to all tests if there is a presence of Noise?
Title: Re: Kill Code Errata
Post by: &#24525; on <09-15-18/0102:45>
What rating autosoft does a TM get with the Resonance program Echo? (In regards to the machinists daemon)
Title: Re: Kill Code Errata
Post by: PiXeL01 on <09-15-18/0324:32>
Equal to submersion grade or logic?
Title: Re: Kill Code Errata
Post by: HP15BS on <09-15-18/1104:46>
Both of those can go above 6.  Autosofts do not.

Besides, if it was submersion grade, then imagine how crappy it would be to spend 20 karma on a stream, and another however much on a couple of submersions in order to actually use that stream, and then only get R3 or so autosofts out of them for however long....
Title: Re: Kill Code Errata
Post by: Fedifensor on <09-15-18/1615:26>
Datajack Plus questions


#1 - The Datajack Plus states in the Rules text that it can be "connected to a commlink or cyberdeck".  Can the Datajack Plus be connected to an Remote Control Console?  An RCC "can act like a commlink and has all the features of a commlink", so it seems like RAI supports this, and RAW can be argued as well.


#2 - Can a character benefit from more than one Datajack Plus at a time?  RAW would indicate yes (although each one is a separate connected device).  This could make a decker's available programs effectively unlimited - 4 alphaware Datajack Plus at Rating 3 could run 12 Common and Hacking programs for 0.5 essence and 42,000 nuyen...in addition to giving 4 points of noise reduction.
Title: Re: Kill Code Errata
Post by: Kiirnodel on <09-15-18/1645:09>
You would only be able to use the programs running on your persona's device?
You can only form your persona on one device at a time.
The action economy to switch the devices would probably outweigh the unbalance of many datajack pluses.
Title: Re: Kill Code Errata
Post by: Jack_Spade on <09-15-18/1652:46>
But you don't run your persona on your data jack. If what you say would be true, data jack plus wouldn't work at all.
Title: Re: Kill Code Errata
Post by: Kiirnodel on <09-15-18/1947:26>
He said each data jack plus running with a separate connected device. That's the limiter, isn't it?

Datajack plus says it treats the device connected to it as running the program. But even if you multiple connected to different devices, you don't share those programs across devices so...
Title: Re: Kill Code Errata
Post by: Iron Serpent Prince on <09-15-18/2034:20>
Then I'll throw it out there:


Off hand, I would say "no."

But if Antenna Earware stacks with Datajacks for Noise Reduction, that would suggest that "yes" you can use multiple signal transfer devices with the same Persona Device.
Combine with the fact that you don't require a DNI to form a Persona, and I think the rules support the idea.
Title: Re: Kill Code Errata
Post by: PiXeL01 on <09-15-18/2044:47>
Datajacks stack for noise reduction so why not programs too? Essence has been paid
Title: Re: Kill Code Errata
Post by: Marcus on <09-15-18/2329:50>
So long as your living persona has the ability to connect with a device I don't see any reason it shouldn't work.
From a balance stand point your taking a meaningful hit to have access to a datajack plus, no reason it shouldn't do something for you.
Title: Re: Kill Code Errata
Post by: Michael Chandra on <09-16-18/0436:26>
Datajacks stack for noise reduction so why not programs too? Essence has been paid
Don't get me started on that insanity. -_-
Title: Re: Kill Code Errata
Post by: Finstersang on <09-16-18/0530:50>
Datajacks stack for noise reduction so why not programs too? Essence has been paid
Don't get me started on that insanity. -_-

Makes perfect sense, doesnīt it. I also just installed a 2 additional wheels in my car, which is now 50% faster.
Still surprised why this madness is still RAI ::)

(And why I still havenīt seen decker builds with >2 Datajacks. Itīs almost as if the players have a better sense for whatīs cheesy than the responsible freelancers  :P)
Title: Re: Kill Code Errata
Post by: Finstersang on <10-11-18/0423:14>
Iīm just putting this here: https://forums.shadowruntabletop.com/index.php?topic=28560.msg508519

Fundamental uncertainty over the way Hosts and WANs work. Probably fundamental enough that one of the Kill Code writers designed the rules for "Industry Hosts" around an incorrect(?) assumption about the Core Matrix rules.

Edit: Cleared. The corresponding passages in the Core Roles and/or in Kill Code could still use a clarifying sentence or two, though  ;)
Title: Re: Kill Code Errata
Post by: RiggerBob on <10-18-18/2048:13>
What is the (mechanical) idea behind Companion sprites?


Their basic function seems to be sitting beside you and waiting for a chance to prevent damage to you.

Problem is without cybercombat or hacking skill they don't have any active role in combat and without a reason to ever attack the sprite it's high firewall is wasted. Same for basically any other stat, because both powers don't involve any stat besides a required initiative score of at least 10 for Bodyguard (and beating a 10 with 4d6+2 for a level 1 sprite isn't that hard).

Additonally Shield is badly worded: the first sentence makes it sound like an automatic ability not needing a task spend (which i would assume to be unintentional), the second one ignores the possibility of more than one active companion sprite ("[...] they may redirect a single box of damage to (one of) their companion sprite(s)" seems like the better wording, unless of course stacking companions is intended. Which would be very overpowered...)

Either way, bottom line is: There is barely any reason to compile a companion sprite above level 1 because they basically only exist to be sacrificed. The only thing that matters is the number of tasks for shielding (unless automatic shielding is intended, then even these are completely optional).

So... let's compile, register and re- re- re- register a level 1 companion for the 9 tasks needed to take 8 points of fading (on a monitor of 9) to have 1 task left to throw them at an incoming attack. Sounds... very strange.

And speaking of strange... what's about their great form power? Is it intended to be more useful to your decker friend as it can't actually heal the technomancer but only other devices/personas? And did i miss any restriction on registering a compiled great form sprite? Would that cause x2 or x4 net hits fading? Not that is matters much in this case because again i get most bang for the buck out of a level 1 one. At least there is a bonus related to the sprite's level here, but that "low level/high number of tasks"-sprite still is the most beneficial one, being able to do all the things mentioned before and to sacrifice itself to heal some other persona/device completely and prevent all further damage for the combat turn.
Title: Re: Kill Code Errata
Post by: Marcus on <10-18-18/2053:43>
what's the mechanical idea behind an ally spirit?
Keep in mind infinite sprite uses is really strong.
it can do all kinds of things for you.
Title: Re: Kill Code Errata
Post by: kyoto kid on <12-26-18/1706:22>
...concerning Looper rounds.  I'm surprised there are also not Looper heads for bolts and arrows.  We have S&S arrows/bolts and the Arrowlink (that do no penetration damage), as projectiles have lower velocity than bullets (which is preferable as you don't want to destroy the camera) it makes me wonder why are there no Looper arrow/bolt heads?
Title: Re: Kill Code Errata
Post by: kainite311 on <02-12-19/1943:22>
Matrix Action Tag p.40 - "Tagging a target negates up to 2 dice in penalties..." and "The hacker may “tag” a number of targets on a
single PAN, equal to their net hits..."

2 Dice in penalties?
only targets in a single PAN? so most of the time a single target (unless that whole security team is on a single PAN for some reason... maybe...)
Title: Re: Kill Code Errata
Post by: Hobbes on <02-27-19/1128:19>
Tag is also a Simple Action, so you could Tag two targets in a single Initiative Pass.  The penalty negation stacks with every other thing, Vision Mods, Adept Centering, whatever, and Tag also gives everyone targeting the Tagged Icon an option to Free Action Aim, that would stack with a Simple Action Aim. 

It's a pretty solid option for Deckers, Riggers, Technomancers.  Rigger, Simple Action Tag, Simple Action Order Drone(s) to Shoot Tagged targets.  Decker/Technomancer Simple Action Calibration, Simple Action Tag the Boss.

It's a buff that the entire team can use, so the extra dice can add up.
Title: Re: Kill Code Errata
Post by: Hobbes on <02-27-19/2135:09>
If you have a Mark on something, why wouldn't you just do something hackery to it?  Action Economy is a Hacker's weak spot.  Giving them meaningful actions that don't require Marks gives Hackers something to do with their Primary skills during combat.

Line of Site, because otherwise you'd be able to Tag something on the other side of the Planet?  The writer wanted to limit it in someway, but didn't want to require a Mark.  Line of Site, why not. 

Being a Freebie is the point.  It's a conditional +3 Dice to hit.

And Tagging things in AR is something Shadowrun Players have been doing since day 1.  It's really nice to have some crunch around it.
Title: Re: Kill Code Errata
Post by: Stainless Steel Devil Rat on <02-27-19/2216:36>
A fun thought exercise is figuring out whether the team's decker can remove hostile Tags on teammates.
Title: Re: Kill Code Errata
Post by: kainite311 on <02-27-19/2326:54>
so the -2 dice penalty is supposed to be??? -2 in penalties? In one sense seems kinda weak towards blind fire in particular, but OP for the no marks needed... But that might be because I was envisioning something like Widow's special vision power from overwatch, or similar highlight outline... If it worked liked that I would figure it would be more like shifts the environmental mod up 1 (in addition to the aim part), but then at same time maybe require some marks and make it a complex action.

Shifting it up one would make more useful against hidden targets, but less useful against ones in the open (and encourage hackers to scrub the marks to erase the tag - actual matrix things rather then the ad hock cyber arm gun bunny, in addition to all the new KC actions that help that)
Title: Re: Kill Code Errata
Post by: Hobbes on <02-28-19/0710:15>
A fun thought exercise is figuring out whether the team's decker can remove hostile Tags on teammates.

K.O. the other Hacker should do it.  Or reboot/wireless off. 
Title: Re: Kill Code Errata - Cyberadepts and Boosting Unrated Cybergear
Post by: ArtOfCombat on <05-18-19/1311:05>
Can a cyberadept boost mods for unrated or rating only affects capacity cybergear, such as arms or eyes? Can a cyberadept boost unrated cybergear? If a mod is boosted, can it exceed capacity temporarily? It'd make sense for cyberarms to be boostable, but they have no rating, is why I ask, in which case it might make sense for the cyberadept to just boost the arm's modified agility or strength, but then the arm's capacity may be exceeded; Maybe boosting mods does not increase their capacity, as it's software-only?