Shadowrun

Catalyst Game Labs => Errata => Topic started by: KarmaInferno on <06-29-23/0321:43>

Title: [SR6] Body Shop errata
Post by: KarmaInferno on <06-29-23/0321:43>
[pg 33-35] False Face - listed Capacity Cost of 8, but the largest Capacity in a cyberskull is 4. And the cyberskull you'd expect it to be used in, the Synthetic one, has a Capacity of only 2. Even with maxed Bulk Modification, you cannot place False Face into a synthetic cyberskull.

-k
Title: Re: [SR6] Body Shop errata
Post by: Katerchen on <06-29-23/0511:05>
The DNA Masking options are missing in the Augmentic Geneware Table.

So, text is there, but no game stats regarding costs or availability in the table.
Title: Re: [SR6] Body Shop errata
Post by: Lewis Greywolf on <06-29-23/0905:26>
About a month after it went to print we noticed that. Here's what it should be. It will make it into the FAQ sooner or later.

DNA MASKING
GeneClear           2 months           .1               6(I)            35,000¥
Masque                2 weeks            .2               4(I)            28,000¥
Reprint                 1 month             .1               5(I)            23,000¥
Shuffle                 2 weeks              .2               4(I)           18,000¥
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <06-29-23/1059:50>

[pg 49] Shotgun Knee - not really an errata, but seems weirdly overspecialized. I don't see a reason to restrict it to just a knee strike, it could have just been called an "Impact Shotgun" and be allowed to be installed for any single unarmed attack, like shotgun punch, shotgun elbow, shotgun kick, etc.

-k
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <06-29-23/1643:26>
Broke this out into it's own post:

[pg 46] Modular systems:

a) the Modular Mount has an Essence Cost of 0.4, but is this in addition to the associated cyberlimb Essence Cost, or instead of?

b) Does an attached cyberlimb ALSO need the Modular Connector part?

c) if I have a full cyberlimb and add in a Modular Connector at the elbow to be able to swap out just the forearm, do we use the Partial Cyberlimb capacity for the forearm part? So an Obvious cyberarm with a connector at the elbow would have 10 Capacity in the forearm and 5 in the upper arm, and two Capacity is taken up by the connector? Is the Capacity Cost of the connector taken out of the upper or lower arm? If I have a similar Synthetic cyberarm with an elbow connector, can I plug in an Obvious lower cyberarm?

d) if I am attaching a full cyberlimb to a cyber torso, do I use a Modular Mount or a Modular Connector?

e) Can the cybernetic Shells from pg 178 be fitted with modular connectors? When removed, how much Capacity is in each body part?

I get the distinct feeling that the modular section was not meant for multi-part limbs.

-k
Title: Re: [SR6] Body Shop errata
Post by: Typhus on <07-04-23/1056:13>

[pg 49] Shotgun Knee - not really an errata, but seems weirdly overspecialized. I don't see a reason to restrict it to just a knee strike, it could have just been called an "Impact Shotgun" and be allowed to be installed for any single unarmed attack, like shotgun punch, shotgun elbow, shotgun kick, etc.

-k

This one reads a little odd to me too.  It's not clear mechanically how it works.  Should you resolve an unarmed attack first and then the shotgun, or use the mechanics provided for the martial arts style where the weapon attack replaces the unarmed one?  I'd assume (and rule it as) the latter myself, but I'm curious about the RAI.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-06-23/1951:32>

[pg 50] Implanted Drone Racks - Table is a little unclear on how they work. The table has stats for "Drone Rack", but then has two other entries for "Micro/Mini drone" and "Small drone". Text description has zero explanation on how to apply the numbers.

Is the "Drone Rack" only for installing them into a meat body? It has an Essence Cost, a Capacity rating, it's own Availability and nuyen Cost.

The two other entries have no Essence Cost, a Capacity Cost, their own Availability Ratings and nuyen Costs.

If you have a meat body and install the Drone Rack, do you also need the Micro/Mini or Small drone options? If so why do the Capacity costs come out uneven compared to the Capacity of the Drone Rack? The Rack has a Capacity rating of 15, but the Micro/Mini drone has a Capacity Cost of 6 and the Small drone a Capacity Cost of 25.Which means the Drone Rack can fit two Micro/Mini mini drones but frustratingly will have 3 Capacity Rating not usable. Meanwhile you can't fit a Small drone into the implanted Drone Rack at all.

Needs clarification.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-06-23/2001:48>

[pg 36-37] Rolling Audio and Video Recorder - not really an errata, but why do these exist at all? It has been a long running thing that cybereyes and ears have always been able to dump their streams to storage for later viewing. Can you not do that automatically anymore? What about SimRigs, can they no longer do what their entire purpose revolves around?

These are options that flat out just remove an ability everyone has always had already, locking it behind a new cost. They honestly would be best off just deleted.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-07-23/0007:58>

[pg 178] Cybernetic Shells - The Shells come with the "voice modulator" augmentation, but what rating it comes as is not mentioned.


-k
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-07-23/1956:24>

[pg 37] - Single Cybereye - a Rating 1 Single Cybereye has "half the capacity" of the normal paired version, which means it would have a Capacity of 0.5. As half a Capacity point is useless, does this mean actually has zero Capacity, 1 Capacity, or does a Rating 1 Single Cybereye not exist?
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-07-23/2027:26>
[pg 29-30] Cortex Bombs -  None of the Cortex bombs have ratings for their damage, area of effect, or other bomb-related stats. Cortex bombs exist in the corebook, so a page reference should be mentioned.


-k
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-08-23/0128:04>

[pg 82-83] Diseases, drugs, toxins, radiation - This section introduces a number of new drugs and diseases, etc but is in the middle of the Nanoware chapter for some reason. Probably needs to be moved.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-08-23/2202:42>

[pg 171] Uncontrolled Metastasis - Typo, "cancerour" should be "cancerous".
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-09-23/0118:38>

[pg 168] Redliner - If someone with Redliner has MORE than two pairs of cyberlimbs, possible with multi-armed Nartaki or similar, they do not get any further Strength or Agility beyond the +2, but do the extra pairs of limbs still all get the Condition Monitor box penalty?
Title: Re: [SR6] Body Shop errata
Post by: Hobbes on <07-09-23/0923:17>
P. 101   Atavism and Transgenics.  Appear to be a complicated mechanical trap. 

Transgenic Mods as Bioware (p. 101/102) are strictly worse than used quality unless paired with "In a previous life I was a Unicorn".

Minor Transgenic Cosmetic Infusion is expensive Biosculpting. 

Moderate Transgenic Cosmetic Infusions are a mixed bag at best, mechanically.  If taken at char gen do the qualities count to the six limit?  What happens if they take you over the 20 bonus Karma from Negative qualities?

I like the idea but the à la carte options are mostly better and a lot easier.  Should be the other way around.



Title: Re: [SR6] Body Shop errata
Post by: Hobbes on <07-09-23/0923:29>
P. 104  Conspicuous Alteration was renamed from Inhuman maybe?  Me and Ctrl F couldn't find an Inhuman Negative quality but it seems from the description that this the intended Quality?
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-21-23/1419:39>

[pg 57] Cosmetic Bioware Table - the Hair Growth and Skin Pigmentation bioware each have two types, each inset on the table to denote they fall under the main entries. However, the main entries ALSO have Essence, Avail, and Cost ratings for some reason.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-21-23/2142:45>

[pg61] Vocal Modification, Range Extender - Is named "Range Expander" in the table.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-22-23/1028:18>

[pg 70] Bioware Weapons - Implanted bioware weapons are stated to "use the Unarmed Combat skill with a Natural Weapons specialization."

There is no Unarmed Combat skill. There *is* an Unarmed specialization.

There is no Natural Weapons specialization. I suppose you could make one as Specializations are open ended.
Title: Re: [SR6] Body Shop errata
Post by: MercilessMing on <07-24-23/0927:55>

There is no Natural Weapons specialization. I suppose you could make one as Specializations are open ended.

In the Companion when a SURGE quality grants the user a natural weapon, they sometimes say it uses Close Combat (Unarmed specialization), and sometimes uses an Exotic Weapons specialization.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-26-23/0618:03>

There is no Natural Weapons specialization. I suppose you could make one as Specializations are open ended.

In the Companion when a SURGE quality grants the user a natural weapon, they sometimes say it uses Close Combat (Unarmed specialization), and sometimes uses an Exotic Weapons specialization.

True, but that's not the issue here. The whole section is written with a misunderstanding about what is a skill and what is a specialization.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-26-23/0619:59>

[pg 65] Frog Tongue - missing from table, so no Essence or Nuyen costs.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <07-31-23/1320:45>

[Pg 35] Metagenic Cosmetic Alteration - has asterisk on Availability denoting it is set by the specific alteration chosen, but there are no actual rules to determine this number.
Title: Re: [SR6] Body Shop errata
Post by: MercilessMing on <08-01-23/0824:00>
In both of these cases, the rules are in the description of the augment.  The asterisk in the table says "see text".
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <08-02-23/1211:37>
In both of these cases, the rules are in the description of the augment.  The asterisk in the table says "see text".

Sorry, in the second one for cybereyes I cut and pasted when i should not have. Corrected.

The first stands, however, Neither the table nor the description tells us how to determine Availability, only nuyen and essence costs.

Actually, re-reading it, I am wondering if the chart is in error. The "3" Capacity should be a "3" Availability, with the Capacity being "-" as this does not feel like an augmentation meant to be installed in cyberlimbs.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <08-04-23/1419:27>
Kind of a general request for table formatting going forward:

If a piece of 'ware is meant to be available for Essence or Capacity but has a relevant "zero" Essence or Capacity cost, can it be denoted on tables with an actual number "0" be used instead of "—"?

There are a number of cases where "—" is used to denote "0 cost", such as with Casemodding. There are other cases where "—" is used to indicate "not available for that cost category" meaning it's ONLY for Essence or Capacity use and not the other.

Like, Auto-injectors (p 43) have a minimal Essence cost and a Capacity cost of "—", which could reasonably interpreted either way, as available as a cyberlimb accessory for zero Capacity, or not available as a Cyberware accessory at all.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <08-05-23/0546:18>

[pg 42] Skillsoft Subscriptions - no mention is made for if Linguasofts are included.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <08-24-23/0556:14>

[pg 102] Transgenics as Bioware - Several options are listed that do not exist in the Bioware section.

Dietware (appendix reactivation and expanded diet) - do not exist as an option
Hearing Enhancement (no manaware) - "Manaware" does not exist as an option
Chemical glands and exhalation spray (corrosive spit and fangs) - Was this meant to read "Chemical Glands (Exhalation Spray and Corrosive Spit). and Fangs"?
Bark (elephant skin) - "Elephant Skin" does not exist as an option
Climate Adaptation (no paraskin) - "Paraskin" does not exist as an option
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <09-11-23/0039:17>

[pg 125] BTLs/Ripjacks - Missing maximum Rating.


Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <09-11-23/1429:29>

[pg 148] Nano-Critter Cyberlimbs - most of the cyberlimb gear on the chart has Nuyen costs in both the Availability and Cost columns.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <09-11-23/2156:10>

[pg177] Cranial Containment Unit - Mentions a commlink is included, but not what model or rating.
Title: Re: [SR6] Body Shop errata
Post by: KarmaInferno on <09-29-23/2149:59>

[p95] Increased Myelination - Geneware not present in table on pg 97, so no costs, availability, etc.
Title: Re: [SR6] Body Shop errata
Post by: Dynamic_Reality on <12-27-23/1948:16>
Just a little Bump (especially for Increased Myelination) as it's been a few months and wouldn't mind knowing the costs for it.   ;D
Title: Re: [SR6] Body Shop errata
Post by: taranion on <12-28-23/0516:15>
Just a little Bump (especially for Increased Myelination) as it's been a few months and wouldn't mind knowing the costs for it.   ;D

The german translation has data for it:
Treatment time: 2 weeks
Essence: 0.1
Availability: 4(L)
Cost: 13,000