Shadowrun

Catalyst Game Labs => Errata => Topic started by: Sendaz on (05:49:24/10-10-15)

Title: Hard Targets Errata
Post by: Sendaz on (05:49:24/10-10-15)
A few things have been cropping up so may as well have a spot for them to get listed on.

The spell Spellblades (p. 192) states that Physical blades are like power bolts and are resisted by armor, yet the Power Bolt spell is not resisted by armor, just pure body. Mistake?
If armor can be used them what is the AP of the spell?


Reloading Slide: How many clips does it hold? The Reloading Rail specifically mentions it holds 4 clips, but the Reloading Slide doesn't mention any clip capacity.

Expanded Bows - Traditional: Does overdrawing require the fired arrow to be of a higher rating? if so it makes it useless on Rating 10 bows as there's no rating 11 arrows.

Master Archer: Does the -2 Movement Penalty reduction count towards firing from a moving vehicle as well as running?

the "Biospike" entry has its components listed as "Bone Spurs."

Then Hand Load manufactured armor is listed in the body of the work to be normal ammunition cost +10% while the table lists it as +25%

For myself, it is more a case of  fluff to crunch questions needing clarifying.

Depleted Uranium Rounds in the fluff mention that if all the shattered bits of the round aren’t removed from a surviving target,
the target will develop cancer in a matter of weeks.
Are we to just use the Radiation elemental effects from Street Grimoire and if so, what are the values used for determining ongoing effects?
Or is there some other table to consult?

Title: Re: Hard Targets Errata
Post by: Rift_0f_Bladz on (13:01:47/10-10-15)
Also for the spellblade errate, what does the spellcasting test for?

Edit: also what is used for ACC? Force?
Title: Re: Hard Targets Errata
Post by: Hobbes on (19:15:54/10-10-15)
Table for Hand Loads is under Depleted Uranium Rounds.
Title: Re: Hard Targets Errata
Post by: PiXeL01 on (05:18:35/10-11-15)
Does Elemental Focus (p.191) effect drain in some way or not?
Title: Re: Hard Targets Errata
Post by: Orudeon on (23:27:05/10-11-15)
Voice Warper (p. 187-188) doesn't have possible ratings listed in either the description or price table and no test is listed to fool listeners. I assume it's Impersonation + Charisma + Device Rating, or would it be, given that it's designed to warp your voice rather than impersonate which is what the voice modulator would be for?

 Voice Recognition is Equipment DP vs. Device Rating as per CRB, I believe?

Does Elemental Focus (p.191) effect drain in some way or not?
I believe all it does is change the drain to be the element of the spell e.g. Ice Spear would become Cold-element drain. No idea what it'd do to fire, acid, or water spells.
Title: Re: Hard Targets Errata
Post by: firebug on (23:36:05/10-11-15)

Does Elemental Focus (p.191) effect drain in some way or not?
I believe all it does is change the drain to be the element of the spell e.g. Ice Spear would become Cold-element drain. No idea what it'd do to fire, acid, or water spells.

Yeah.  I'm sure every fire magician is looking forwards to lighting themselves on fire every time they cast Fireball.  Totally worth it for the +2 dice.  Or the -5 Initiative every time you use Ball Lightning...  Oh, so much fun.
Title: Re: Hard Targets Errata
Post by: Orudeon on (01:47:19/10-12-15)

Does Elemental Focus (p.191) effect drain in some way or not?
I believe all it does is change the drain to be the element of the spell e.g. Ice Spear would become Cold-element drain. No idea what it'd do to fire, acid, or water spells.

Yeah.  I'm sure every fire magician is looking forwards to lighting themselves on fire every time they cast Fireball.  Totally worth it for the +2 dice.  Or the -5 Initiative every time you use Ball Lightning...  Oh, so much fun.
At least if it's fully resisted, nothing happens.
Title: Re: Hard Targets Errata
Post by: Sendaz on (03:30:33/10-12-15)
It would explain why the toxic and radiation mages are so sickly looking, it's not just where they hang out but their own drain having residual effects. :P
Title: Re: Hard Targets Errata
Post by: Chummer 5 is Alive on (06:27:17/10-12-15)
Cloaks don't have a base level cost. Also, as Capacity is governed by Armor Rating, does this mean that a cloak can accept standard modifications if suitably armoured?
Title: Re: Hard Targets Errata
Post by: HaikenEdge on (09:37:05/10-12-15)
Kind of nitpicky, but I don't see why the Longbarrel modification should be using the Barrel modification slot; it's very possible to add a sound suppressor to a weapon with a lengthened barrel (and slide), and given this, I feel like the Longbarrel use of the barrel modification slot doesn't really jive with how having an internal piece of a firearm replaced functions in conjunction with modifications, since the barrel can still be threaded to accept a sound suppressor.
Title: Re: Hard Targets Errata
Post by: Jack_Spade on (10:42:39/10-12-15)
Cloaks don't have a base level cost. Also, as Capacity is governed by Armor Rating, does this mean that a cloak can accept standard modifications if suitably armoured?

That's hidden in the blurb:
100 NY per rating for the basic with corresponding number of slots (up to 6)
300 NY per rating for the stylish version

Title: Re: Hard Targets Errata
Post by: Chummer 5 is Alive on (18:46:55/10-12-15)
Ehhh. The way I read it the 100¥ was for the armor modification, with an additional 300¥ for the latest fashion. If it's intended that a cloak costs a hundred with a minimum of 1 point of armour then yeah, sweet. Easy done. As is it's a little ambiguous.
Title: Re: Hard Targets Errata
Post by: PiXeL01 on (00:09:44/10-13-15)
P. 25 fluff section - It states the great dragon Lung has strong ties to MCT.
It isn't Lung, MCT (& yakuza for that matter) has always been Ryumyu
Title: Re: Hard Targets Errata
Post by: Duellist_D on (08:48:59/10-14-15)
Kind of nitpicky, but I don't see why the Longbarrel modification should be using the Barrel modification slot; it's very possible to add a sound suppressor to a weapon with a lengthened barrel (and slide), and given this, I feel like the Longbarrel use of the barrel modification slot doesn't really jive with how having an internal piece of a firearm replaced functions in conjunction with modifications, since the barrel can still be threaded to accept a sound suppressor.


Adding to this:

Why is electronic firing a barrel-modification?
By RAW, you can't use it together with Gas-Vents or silencers anymore, which honestly doesn't make much sense (and is already broken with the Yamaha Raiden which features both items on the same weapon).

IMHO this should be a normal internal modification that doesn't use up any of the external mod-slots.
Title: Re: Hard Targets Errata
Post by: PiXeL01 on (00:46:23/10-15-15)
The Spellblades spell (p. 192) does not have a classification attached to it. All others spells have (manipulation) written behind the name.
Other subfixes are not present either for all spells
Title: Re: Hard Targets Errata
Post by: Rift_0f_Bladz on (15:08:58/10-15-15)
Second electronic firing not being a mod slot.
Spellblades (while concept is awesome) needs some work for it to work right, such as AP for the indirect version, Acc for both versions (force, astral, physical (best)), etc.
Title: Re: Hard Targets Errata
Post by: PiXeL01 on (20:05:11/10-15-15)
For spellblades Acc is decided by force I believe.
Title: Re: Hard Targets Errata
Post by: HaikenEdge on (20:31:39/10-17-15)
A) Biospike and Foot Blades have no listed accuracy. Is this the physical limit, or was that an oversight?
B) Biospike and Foot Blades aren't specified to which skill they use. Do they use Blades like Spurs, or Exotics?
Title: Re: Hard Targets Errata
Post by: Dinendae on (21:51:30/10-17-15)
Do they use Blades like Spurs, or Exotics?

Both Hand Razors and Spurs use Unarmed Combat, and use the physical limit. I'm guessing these would be the same.
Title: Re: Hard Targets Errata
Post by: HaikenEdge on (00:09:21/10-18-15)
Do they use Blades like Spurs, or Exotics?

Both Hand Razors and Spurs use Unarmed Combat, and use the physical limit. I'm guessing these would be the same.
Firstly, I was under the impression Spurs Blades, so my bad there. I remember reading in the Bad Enough Trog guide (https://docs.google.com/document/d/1KTX4FC4rl55QILGOfcnc9MTwApiqFbmqlOfLtNRUoxo/edit?hl=en_US%22) that Spurs used Blades; is that incorrect?
Title: Re: Hard Targets Errata
Post by: Dinendae on (00:41:37/10-18-15)

Firstly, I was under the impression Spurs Blades, so my bad there. I remember reading in the Bad Enough Trog guide (https://docs.google.com/document/d/1KTX4FC4rl55QILGOfcnc9MTwApiqFbmqlOfLtNRUoxo/edit?hl=en_US%22) that Spurs used Blades; is that incorrect?

Cyber implants are a specialization of the Unarmed Combat skill; this includes hand razors, hand blades, spurs, and the shock hand. Given that, the bio versions should operate the same skill and limit.
Title: Re: Hard Targets Errata
Post by: Lucean on (04:58:21/10-19-15)
Cyber-Spurs were used as Blades in SR4, so maybe that's where the misunderstanding is coming from.
Title: Re: Hard Targets Errata
Post by: Rift_0f_Bladz on (13:27:10/10-21-15)
For spellblades Acc is decided by force I believe.

Don't remember reading that, but could be easily misremembering.
Title: Re: Hard Targets Errata
Post by: PiXeL01 on (00:09:37/10-22-15)
Quote p.192 - Spellblades, last paragraph:

"The damage for the weapons created by this spell equals to the Force plus the net hits rolled on the me- lee weapon skill of the wielder’s choice. (In spite of the name, the Clubs or Blades skill works equally well). The Accuracy of the Spellblade is equal to the Force of the spell, and the Reach is 1."

Bold is mine.

Sorry I didn't post that earlier.
Title: Re: Hard Targets Errata
Post by: HaikenEdge on (11:12:45/10-22-15)
Given that Biospikes interact with Bone Density for increased damage, how does it interact (if at all) with Bone Lacings?
Title: Re: Hard Targets Errata
Post by: Rift_0f_Bladz on (23:20:05/10-23-15)
Quote p.192 - Spellblades, last paragraph:

"The damage for the weapons created by this spell equals to the Force plus the net hits rolled on the me- lee weapon skill of the wielder’s choice. (In spite of the name, the Clubs or Blades skill works equally well). The Accuracy of the Spellblade is equal to the Force of the spell, and the Reach is 1."

Bold is mine.

Sorry I didn't post that earlier.

Thanks!!
Still leaves out what the spell casting test is for.
Title: Re: Hard Targets Errata
Post by: Triskavanski on (13:09:45/10-24-15)
Throwing Syringe is just simply labeled as (exotic)
And while this does trigger a bit of a pet peeve of mine with exotic weapons that shouldn't be, the main issue is it doesn't say what kind of exotic. The Exotic doesn't even appear where it should be, like the previous Shiawase Arms Simoom has it underneath the name.

In addition, the syringe has a RC of 6F and Avaliability of 40Y and cost of 1500Y


Flame Bracer also doesn't have (Exotic Ranged Weapon) under its name

Title: Re: Hard Targets Errata
Post by: Raven2049 on (09:15:42/10-25-15)
Throwing Syringe is just simply labeled as (exotic)
And while this does trigger a bit of a pet peeve of mine with exotic weapons that shouldn't be, the main issue is it doesn't say what kind of exotic. The Exotic doesn't even appear where it should be, like the previous Shiawase Arms Simoom has it underneath the name.

In addition, the syringe has a RC of 6F and Avaliability of 40Y and cost of 1500Y


Flame Bracer also doesn't have (Exotic Ranged Weapon) under its name

is this a question as to weather the Throwing Syringe is supposed to be an exotic weapon? or just "look at this C* F* of a blurb for a weapon, lets look at the whole thing" type of comment?

im in agreement tho that both the flame bracer and the throwing syringe should be exotic weapons tho (was going to say something about the Tiffani Shooting Bracer in Run-N-Gun being exotic, but theres nothing there that backs up that comment, but again i think it should be.)

Quote p.192 - Spellblades, last paragraph:

"The damage for the weapons created by this spell equals to the Force plus the net hits rolled on the me- lee weapon skill of the wielder’s choice. (In spite of the name, the Clubs or Blades skill works equally well). The Accuracy of the Spellblade is equal to the Force of the spell, and the Reach is 1."

Bold is mine.

Sorry I didn't post that earlier.

Thanks!!
Still leaves out what the spell casting test is for.

i believe the consensus is that its for dispelling tests. but a clarification would be nice yes
Title: Re: Hard Targets Errata
Post by: Rift_0f_Bladz on (11:04:32/10-25-15)
Another easy use would be duration equal number of hits in combat turns.
Title: Re: Hard Targets Errata
Post by: Triskavanski on (12:28:39/10-25-15)
is this a question as to weather the Throwing Syringe is supposed to be an exotic weapon? or just "look at this C* F* of a blurb for a weapon, lets look at the whole thing" type of comment?

im in agreement tho that both the flame bracer and the throwing syringe should be exotic weapons tho (was going to say something about the Tiffani Shooting Bracer in Run-N-Gun being exotic, but theres nothing there that backs up that comment, but again i think it should be.)

Little of column A, little from Column B.

If the weapon is suppose to be Exotic and isn't just a copy paste blunder like its statbox is, I'd think it should follow one of the other two exotic weapons formats in the page. Either the one that apperently was copy pasted for its stat box, (Which I believe is how it should be) or the flame bracer. The later of which says it uses exotic weapon prof right at the end. As is, the format changes for each weapon on that page.

I've also noticed the weapon also lacks range, which there is currently a total of four of them for thrown weapons. Knives, Shurikin, Standard Grenade, Aerodynamic grenade.
Title: Re: Hard Targets Errata
Post by: ScytheKnight on (19:32:09/10-25-15)
On the other hand... considering they are described as knives with internal reservoirs why exactly would they need to be an exotic weapon? Why couldn't they be handled by throwing weapons? I don't really see any difference between throwing one of these and a knife?

And for the record, just stating the question, someone comes up with a good reason, I'll happily accept it, I just don't see one.
Title: Re: Hard Targets Errata
Post by: Dinendae on (01:22:26/10-26-15)
On the other hand... considering they are described as knives with internal reservoirs why exactly would they need to be an exotic weapon? Why couldn't they be handled by throwing weapons? I don't really see any difference between throwing one of these and a knife?

And for the record, just stating the question, someone comes up with a good reason, I'll happily accept it, I just don't see one.

Other than probably using the same physical motions you would use with a throwing spike, as opposed to a throwing knife, I can't really think of anything else other than "reasons."
Title: Re: Hard Targets Errata
Post by: Orudeon on (18:00:07/10-26-15)
Theatrical Cosmetics Kit's avail and cost were shifted left one column, resulting in capacity being pushed off the table and cost being entirely blank.
Title: Re: Hard Targets Errata
Post by: adzling on (19:39:17/10-26-15)
urm exotic weapon means it's a one use skill, not transferrable to any other exotic weapon.
Hence you have:

exotic weapon: monowhip
exotic weapon: tiffani arms bracer
exotic weapon: gyrojet pistol
etc.

The Throwing Syringe is another skill:
exotic weapon: throwing syringe
Title: Re: Hard Targets Errata
Post by: ScytheKnight on (01:44:06/10-27-15)
urm exotic weapon means it's a one use skill, not transferrable to any other exotic weapon.
Hence you have:

exotic weapon: monowhip
exotic weapon: tiffani arms bracer
exotic weapon: gyrojet pistol
etc.

The Throwing Syringe is another skill:
exotic weapon: throwing syringe

yes but the question is WHY is it an exotic weapon? I really can't think of any reason Throwing Weapons couldn't handle it. Again, I'm willing to listen to reasons... but so far it seems the only reasons are "because reasons"
Title: Re: Hard Targets Errata
Post by: Sendaz on (04:55:36/10-27-15)
On the other hand... considering they are described as knives with internal reservoirs why exactly would they need to be an exotic weapon? Why couldn't they be handled by throwing weapons? I don't really see any difference between throwing one of these and a knife?

And for the record, just stating the question, someone comes up with a good reason, I'll happily accept it, I just don't see one.
But they are not described as knives with an internal reservoir.
Quote from: Hard Target pg 184
These aerodynamic throwing needles have an internal compressed reservoir with an inertial trigger.

They are basically buffed up medical syringes to be thrown like darts thrown straight on at a target on a fairly flat trajectory.

Most of your thrown weapons tumble in the air as they go, even when throwing knives you have to decide whether to hold by the handle or blade to throw or adjust the spin  depending on distance so that you don't thump your opponent with the hilt.  (still hurts a little, but not as much nor does it stick :P ) 

So the syringe/darts are a bit different than a lot of the thrown weapons you will commonly use in SR.

It's kind of like shuriken, there are actually different types of shuriken but get lumped under one heading, most classic distinction are the multiblade stars and needle type. 
They actually get thrown differently because the star is spinning and cutting while the needle type can be thrown to tumble like the throwing knives for better distance or thrown like dart for a deeper piercing attack but shorter distance.

That said, you would think Thown Weapon skill would cover this as it says it covers a broad range of items, and back in 3rd they mentioned it covered darts.
But they never went into it a lot, kind of like you do not really see spears which I imagine they would probably slap under exotic as well if darts are getting this treatment.
I guess they just assumed most people would stick to knives and grenades.

So I can see both sides of this argument, and ultimately if you want to houserule it under Thrown Weapon it really is not going to break the table.
Title: Re: Hard Targets Errata
Post by: Novocrane on (06:18:59/10-27-15)
That's what skill substitution is for.
Title: Re: Hard Targets Errata
Post by: Sendaz on (06:54:46/10-27-15)
So assuming the GM let you substitute Thrown weapons, call it a -1 or -2 penalty for the item (it's not that far off to use) and use thrown knife ranges as someone was asking about range on this as well earlier?
Title: Re: Hard Targets Errata
Post by: Marcus on (13:11:20/11-03-15)
The wording of spellblades is confusing, we need clarifications on both the power blade version and the mana blade version. I was guessing that power is indirect and mana was direct. 
Getting one without the other won't solve the issue.
Title: Re: Hard Targets Errata
Post by: Duellist_D on (23:12:58/11-05-15)
This whole table of Weapon Mods is a huge mess.
Besides the problem with electronic firing being a barrel mod, the Ammo Skip System also doesn't work.
Its listed as an UNDERBARREL Mod, but all revolver can only be equiped with Barrel and top mounted mods, not underbarrel ones.

Should be put in the (-) Slot to avoid confusion, same goes with electronic firing and long/shortbarrel, to avoid problems with GasVents and Silencers.
Title: Re: Hard Targets Errata
Post by: falar on (17:23:50/11-24-15)
The text for Hand-Loaded rounds says that they cost +10% of what you're making a beefed-up version of. The table says that they cost +25%.

WHICH IS RIGHT?
Title: Re: Hard Targets Errata
Post by: Duellist_D on (07:55:41/11-28-15)
The text for Hand-Loaded rounds says that they cost +10% of what you're making a beefed-up version of. The table says that they cost +25%.

WHICH IS RIGHT?

10% increase if you make them yourself out of the components, 25% increase if you buy rounds that got handloaded by somebody else.
Title: Re: Hard Targets Errata
Post by: falar on (08:30:18/11-28-15)
The text for Hand-Loaded rounds says that they cost +10% of what you're making a beefed-up version of. The table says that they cost +25%.

WHICH IS RIGHT?

10% increase if you make them yourself out of the components, 25% increase if you buy rounds that got handloaded by somebody else.
I would quibble on the availability then. I can get EX-Explosive Rounds for 4R if they're handloaded, but if they were made normally, it's 14F? I read that line as being the cost for just the components, otherwise it makes it way too easy to get ahold of handloaded Depleted Uranium rounds from your local ganger.
Title: Re: Hard Targets Errata
Post by: Medicineman on (08:36:46/11-28-15)
Isn't the Avail + 4R ( ImO it should be added to the standard Avail of the Ammo) ?
That makes (way more) Sense to me

HokaHey
Medicineman
Title: Re: Hard Targets Errata
Post by: Duellist_D on (12:56:11/11-30-15)
The text for Hand-Loaded rounds says that they cost +10% of what you're making a beefed-up version of. The table says that they cost +25%.

WHICH IS RIGHT?

10% increase if you make them yourself out of the components, 25% increase if you buy rounds that got handloaded by somebody else.
I would quibble on the availability then. I can get EX-Explosive Rounds for 4R if they're handloaded, but if they were made normally, it's 14F? I read that line as being the cost for just the components, otherwise it makes it way too easy to get ahold of handloaded Depleted Uranium rounds from your local ganger.

Isn't the Avail + 4R ( ImO it should be added to the standard Avail of the Ammo) ?
That makes (way more) Sense to me

HokaHey
Medicineman


I'd go for the same route.

If you want to buy handloaded Depleted Uranium Rounds, add 4 to the availability, making them 18F.

So:
10% Price increase if you buy the components and assembly the Ammo yourself with appropriate tools and tests
25% Price increase if you get handloaded Ammo from somebody else.
In the latter case, you'll also have a +4 increase in availabiltiy, because its more difficult to find this stuff than factory standards.

You COULD also add the increased Availability to buying the components, but for that i find the increase a bit to steep so would refrain from it.
Title: Re: Hard Targets Errata
Post by: Kincaid on (13:42:18/11-30-15)
My understanding is that buying a handloaded round is +4 availability, +25% cost.  If you're making your own Armorer tests, the materials cost you 10% of the ammo your modding.

(All which makes me very curious about how this will work out in the "no crafting" environment of Missions.)
Title: Re: Hard Targets Errata
Post by: falar on (14:19:46/11-30-15)
(All which makes me very curious about how this will work out in the "no crafting" environment of Missions.)
I would guess that you can't make them and you can only buy them from certain contacts. In Missions, it would probably be Goober as a provided one (or roll your own).
Title: Re: Hard Targets Errata
Post by: gradivus on (15:54:45/12-02-15)
Goober gobbles but he can't fall down.
Title: Re: Hard Targets Errata
Post by: Herr Brackhaus on (07:56:11/01-06-16)
Extended Clip (page 180-181) lists two possible Ratings (Rating 1 adding 50% more rounds, Rating 2 adding 100% more rounds) but the table on page 183 just lists one cost (35¥). Does Rating 2 simply cost double (70¥)?
Title: Re: Hard Targets Errata
Post by: Rift_0f_Bladz on (16:46:27/01-06-16)
I figured since rating 1 doesn't added concealment modifiers, but rating 2 does that explains the same price. But I may be horribly wrong here.
Title: Re: Hard Targets Errata
Post by: schenn on (15:23:12/01-29-16)
Magui - p. 133 & Night Manta - p. 134
These critters are using 4E skills (Infiltration, Shadowing)
Title: Re: Hard Targets Errata
Post by: Kiirnodel on (16:31:17/01-29-16)
I figured since rating 1 doesn't added concealment modifiers, but rating 2 does that explains the same price. But I may be horribly wrong here.

They both add concealment modifiers, rating 1 adds 1, rating 2: 2
Title: Re: Hard Targets Errata
Post by: Rift_0f_Bladz on (03:43:02/01-30-16)
Yeah, I reread the mod since that post. Oh well. Price by rating would be great.
Title: Re: Hard Targets Errata
Post by: ScytheKnight on (02:50:04/03-05-16)
((I am cross posting this in both official errata and Missions forums as this is for a Missions character, but should also be noted for official errata))

Found a couple of oversights for the Flame Bracer exotic weapon. Hard Targets P184

A: There's no mention of ranges.

B: There's no mention of ammo cost/availability.

Also, it seems like in the table on P187 Ares Monotip Arrows and Seeker Shafts might have the costs swapped?
Ares Monotip Arrows are basically an arrow head, yet have a (Rating x) cost, while Seeker Shafts have a flat cost going against standard arrows, injection arrows and static shafts all having (Rating x) costs.
Title: Re: Hard Targets Errata
Post by: adzling on (12:41:44/03-14-16)
Found a potential unintended error in Hard Targets.

The Ammo Skip System requires an UnderBarrel mod slot, which is not present on a revolver.

Consequently you cannot fit this system to a revolver type pistol, effectively making it longarms and heavy weapons only (grenade launchers and one shotgun i think).

Was this meant to be useable on a revolver (i suspect so)?

thanks
Title: Re: Hard Targets Errata
Post by: Herr Brackhaus on (15:24:23/03-14-16)
Good find, adzling.

Technically, you could mount this in an Internal slot, which makes more sense anyway, but I too find it odd that it's an Underbarrel mod in the first place. Same with Electronic Firing, which is a Barrel modification, which makes it incompatible with silencers. unless you mount either in the Internal slot again.
Title: Re: Hard Targets Errata
Post by: adzling on (15:42:38/03-14-16)
Agree with your points too herr😈
Title: Re: Hard Targets Errata
Post by: Kincaid on (16:09:27/03-14-16)
Agreed.  And not just because I play a sniper.  But that's part of it.
Title: Re: Hard Targets Errata
Post by: PiXeL01 on (21:08:37/03-14-16)
Those were my first two house rules for that book. Both modifications scream internal so it makes me wonder ... I considered completely doing away with the ammo skip because as I see it that is a function that Smartgun Link should be able to handle on its own
Title: Re: Hard Targets Errata
Post by: Kincaid on (13:12:01/03-15-16)
I admit the optimizer in me was sad that HT didn't include an option of changing my character's grenade launcher from clip to cylinder so it could use ammo skip.  And the alternating ammo feed option from 4e.  This might mean I need to contrive some way of getting those added.  Which would require writing.  Crap.
Title: Re: Hard Targets Errata
Post by: adzling on (13:59:59/03-15-16)
Isn't there a cylinder fed gl in gun haven 3?
Title: Re: Hard Targets Errata
Post by: kyoto kid on (16:49:40/07-05-16)
((I am cross posting this in both official errata and Missions forums as this is for a Missions character, but should also be noted for official errata))

Found a couple of oversights for the Flame Bracer exotic weapon. Hard Targets P184

A: There's no mention of ranges.

B: There's no mention of ammo cost/availability.

Also, it seems like in the table on P187 Ares Monotip Arrows and Seeker Shafts might have the costs swapped?
Ares Monotip Arrows are basically an arrow head, yet have a (Rating x) cost, while Seeker Shafts have a flat cost going against standard arrows, injection arrows and static shafts all having (Rating x) costs.
...as to the Monotip arrows, I think about about that.  Makes more sense to me that the Seeker Shafts would be based on arrow rating. 300¥ for a rating 10 arrow that only grants -2 AP is a bit steep (like 3 times as expensive as a Depleted Uranium round.).

I thought it was a misprint and was supposed to be "30¥ + Rating" like the arrowheads in R & G.
Title: Re: Hard Targets Errata
Post by: Sphinx on (17:53:33/07-05-16)
Page 11 (On the Line), change “Fastjack” to “FastJack” … again on page 13
Page 15 (Miles Lanier), change “between the Villiers’ family” to “among the Villiers family”
Page 15 (Miles Lanier), change “Samantha Villiers death” to “Samantha Villiers’ death” (add an apostrophe)
Page 17 (Evo Announces …), change “December 31, 2077,” to “December 31, 2078,”
Page 20 (What’s Up with Ares), change “dwarven” to “dwarf”
Page 21 (Aztechnology), change “fovae” to “foveae” (plural) … and again on page 22.
Page 21 (Aztechnology), change “fovae” to “fovea” (singular) … twice.
Page 26 (Revising History), change “Azzie’s” to “Azzies’” (plural possessive)
Page 29 (The Little Eight), change “AG’s” to “AGs” (plural, not possessive)
Page 30 (The Little Eight), change “Kon-dOrchid” to “Kond-Orchid” or “KondOrchid”
Page 30 (The Little Eight), change “seats” to “members”
Page 33 (Next Big Initiative), change “Goatfoot” to “Goat Foot”
Page 36 (Not on Your Radar), hyphenate “heads-up”
Page 36 (Not on Your Radar), change “consider is” to “consider it
Page 40 (CFD on the Streets), hyphenate “money-making”
Page 42, change “everyday” to “every day”
Page 42, change “no more that” to “no more than
Page 43 (Neutral Ground), hyphenate “non-corporate-affiliated”
Page 43 (Neutral Ground), change “Mark/Principle” to “Mark/Principal”
Page 48 (Aufheben), change “your blown” to “you’re blown”
Page 48 (Jorge Cordejeña), italicize “The Light of Truth” … five times.
Page 50 (Ingrid Blitinarius), change “Texas A&M” to “Texas AM&M”
Page 55, change “Contract Principle” to “Contract Principal” … eight times over the next three pages.
Page 56 (Tenahsia Coovair), change “tat” to “that”
Page 56 (Tenahsia Coovair), change “insure” to “ensure”
Page 58 (Sam Simmons), change “between” to “during”
Page 59 (Hiring Meatshields), change “junior” to “juniors”
Page 60 (Hiring Hitmen), hyphenate “High-school-age”
Page 60 (Hiring Hitmen), change “play” to “ply”
Page 61 (Hiring Dupes), change “on there way” to “on their way”
Page 61 (Hiring Dupes), change “a AAA” to “an AAA” or “a triple-A”
Page 65 (Balladeer), change “principle” to “principal”
Page 66 (Group X), change “Danger Sensei” to “DangerSensei” (no space)
Page 69 (Teachdaire), change “and or” to “and/or”
Page 70 (Dynamic Solutions), hyphenate “stock-in-trade”
Page 71 (Overwatch Inc.), change “principle” to “principal” … twice.
Page 72 (Shieldmaiden), change “principle” to “principal” … three times.
Page 72 (Shieldmaiden), change “marksman” to “markswoman”
Page 72 (Charlie Foxtrot), change “co-workers” to “co-worker’s” (singular possessive) … twice.
Page 73 (Charlie Foxtrat), change “disposition and enthusiasm is” to “disposition and enthusiasm are”
Page 74 (Sunny Day and Damien), change “Kat o’ Nine Tails” to “Kat o’ Nine Tales
Page 74 (Shadowriders), change “shadowrunners with a badge” to “shadowrunners with badges”
Page 74 (Shadowriders), change “as its officially listed” to “as it’s officially listed”
Page 76 (Slow and Steady Death), hyphenate “street-level”
Page 77 (Slow and Steady Death), change “principles” to “principals”
Page 77 (Slow and Steady Death), change “inferred” to “implied”
Page 78 (Slow and Steady Death), change “walking” to “walked”
Page 79 (Slow and Steady Death), change “storming” to “stormed”
Page 79 (Slow and Steady Death), change “principle” to “principal”
Page 84 (CaribNet), change “Alohanet” to “AlohaNET”
Page 144 (Chameleon), hyphenate “thirty-three-year-old”
Page 145 (Chameleon), change “NeoN-ET” to “Neo-NET” or “NeoNET”
Page 146 (Chameleon), change “were clean” to “was clean”
Page 146 (Chameleon), hyphenate “forty-six-hour”
Page 147 (Chameleon), change “fuck up” to “fuckup”
Page 147 (Chameleon), change “failed to not report” to “failed to report”
Page 147 (Chameleon), change “paying” to “paid”
Page 147 (Chameleon), change “insure” to “ensure”
Page 147 (Chameleon), change “hired him services” to “hired his services”
Page 152 (Morality), change “inevitabl” to “inevitable”
Page 157 (Safehouse), change “lay low” to “lie low”
Page 160 (The Mark), hyphenate “heads-up”
Page 161 (The Blood Thief), change “mage” to “magician”
Page 162 (The Kansas City Shuffle), change “false flag” to “feint”
Page 164 (Assassination Methods), change “21st” to “twenty-first”
Page 166 (The Mark), change “don’t know understand” to “don’t understand”
Page 172 (Stress), hyphenate “globe-trotting”
Page 174 (The Rep), hyphenate “go-gangers”
Page 174 (The Rep), change “stock and trade” to “stock-in-trade”
Page 175 (Serial Killer), change “based in” to “based on
Page 178 (Colt Manhunter), change “smartlink” to “smartgun” (smartlinks are for people)
Page 179 (Plasteel Toe Boots), hyphenate “plasteel-toe”
Page 182 (Trigger Removal), hyphenate “long-range”
Page 182 (Underbarrel Laser), change “released” to “release”
Page 182 (Underbarrel Shotgun), hyphenate “pump-action”
Page 184 (Simoom), hyphenate “built-in”
Page 185 (Gear Access), change “effect” to “affect”
Page 187 (Seeker Shafts), change “smartlink” to “smartgun system” … same for Tactical Grapple Gun.
Page 188 (Synthskin Face Mask), change “successes” to “hits”
Page 188 (Disguise Gear Table), in bottom row, insert a null in the Capacity column and shift the remaining data to the right.
Page 190 (Adept Accident), insert a closing parenthesis after “attack”
Page 192 (Spellblades), direct spells (i.e. Mana/Power combat spells) do [net hits] damage and are NOT resisted with armor; while indirect spells do [Force + net hits] damage and ARE resisted with armor, adjusted by [–Force] AP. These have to be reconciled with the basic rules for combat spells (SR5 p.283).
Page 195 (Ambush), change “stage and ambush” to “stage an ambush”
Page 196 (Safehouses), change “lay low” to “lie low”
Page 196 (Parabiologist), change “Ekelybenie” to “Ekyelebenie”
Page 197 (Expanded Weapon Concealment Rules), hyphenate “large-bodied” and “small-bodied”
Page 197 (Expanded Weapon Concealment Rules), change “dwarves” to “dwarfs”
Page 197 (Expanded Bow Rules), change “smartlink” to “smartgun system” … twice.
Page 198 (Wetwork and Teamwork), hyphenate “build-up”
Page 201 (Breaking Brackhaven), change “practices that let” to “practices that led
Page 201 (Denver Two-Step), change “if the want” to “if they want”
Title: Re: Hard Targets Errata
Post by: on (20:11:49/07-06-16)
Sphinx, you're the real MVP :P
Title: Re: Hard Targets Errata
Post by: Herr Brackhaus on (20:54:02/07-06-16)
Sphinx, you're the real MVP :P
Quoted For Truth.
Title: Re: Hard Targets Errata
Post by: adzling on (21:49:36/07-06-16)
nice work Sphinx
Title: Re: Hard Targets Errata
Post by: Duellist_D on (11:23:20/08-23-16)
Hey Guys

The German "Hard Targets" finally came out and for those interested, "electronic firing" is now an internal mod, not a barrel one anymore.
On top of that, the current stats for spellblades are now:
"The Damage done by Spellblades is physical. The damage code is Force + Netto success on the attack role with a meleeweapon skill of his choice. Accuracy is equal to force, reach is 1. AP is equal to the Force of the spell, minus 1."

Flame Bracers use Taser ranges, ammo cost is 100 Nuyen  / 10 Shots, Availability is 8F.

Pricing for the seekershaft is [Rating of the Bow] x 30 Nuyen, Mono-Arrows cost 45 Nuyen a piece.
If you remember anything else that was unclear, feel free to ask, I'll look through the book if there are answers.
And no, before you ask, Ammo Swap is still an underbarrel mod, somebody screwed up at Pegasus...
Title: Re: Hard Targets Errata
Post by: EiraHaexa on (11:31:11/08-23-16)
Someone needs to change Sphinx's title from "Chummer" to "Errata God".
Title: Re: Hard Targets Errata
Post by: Jack_Spade on (13:39:33/08-23-16)
Hey Guys

The German "Hard Targets" finally came out and for those interested, "electronic firing" is now an internal mod, not a barrel one anymore.
On top of that, the current stats for spellblades are now:
"The Damage done by Spellblades is physical. The damage code is Force + Netto success on the attack role with a meleeweapon skill of his choice. Accuracy is equal to force, reach is 1. AP is equal to the Force of the spell, minus 1."

Flame Bracers use Taser ranges, ammo cost is 100 Nuyen  / 10 Shots, Availability is 8F.

Pricing for the seekershaft is [Rating of the Bow] x 30 Nuyen, Mono-Arrows cost 45 Nuyen a piece.
If you remember anything else that was unclear, feel free to ask, I'll look through the book if there are answers.
And no, before you ask, Ammo Swap is still an underbarrel mod, somebody screwed up at Pegasus...

Excellent, I've been waiting very much for that translation
Title: Re: Hard Targets Errata
Post by: ShadowMaster on (01:20:59/04-28-18)
Hey Guys

The German "Hard Targets" finally came out and for those interested, "electronic firing" is now an internal mod, not a barrel one anymore.
On top of that, the current stats for spellblades are now:
"The Damage done by Spellblades is physical. The damage code is Force + Netto success on the attack role with a meleeweapon skill of his choice. Accuracy is equal to force, reach is 1. AP is equal to the Force of the spell, minus 1."

Flame Bracers use Taser ranges, ammo cost is 100 Nuyen  / 10 Shots, Availability is 8F.

Pricing for the seekershaft is [Rating of the Bow] x 30 Nuyen, Mono-Arrows cost 45 Nuyen a piece.
If you remember anything else that was unclear, feel free to ask, I'll look through the book if there are answers.
And no, before you ask, Ammo Swap is still an underbarrel mod, somebody screwed up at Pegasus...

Forceblade and Manablade both should have had the base damage be equal to successes in the spellcasting test and of course limited by force as usual. Then have this damage increased by net hits.
The damage should have been resisted by body+armor+counterspelling or willpower+counterspelling.
The only reason to add armor to powerblade is because it affects physical objects, and so doesn't just pass through the armor. powerblade should be also given ap of force.
Title: Re: Hard Targets Errata
Post by: HP15BS on (12:23:14/08-08-18)
Quote
... A traditional style bow can be designed to be collapsible, requiring a Complex Action to assemble. Cost for this modification is an additional 50 nuyen per point of Rating.
- 197

This doesn't actually detail the mechanical benefits for the modification. Nor is it entirely clear whether it's referring to the Rating of the bow, or of the modification.

Add a concealability modifier (and size description?) for collapsible bows.
Title: Re: Hard Targets Errata
Post by: Slagheap on (20:25:27/08-08-18)
I can't answer the collapsible bow question RAW or RAI, but I can say that a player at my table has one (we allowed the motorized add) and we ruled that it collapses down to heavy pistol size.  She carries it in a sholder rig.
Title: Re: Hard Targets Errata
Post by: Kiirnodel on (03:23:54/08-09-18)
I always imagined the collapsible bow as the example given in the Avengers when Hawkeye readies his bow. It collapses down to the size of a small case (about a foot by 6 inches). And it already readies in a Complex Action, so I'm not sure how motorizing it would help...
Title: Re: Hard Targets Errata
Post by: Reaver on (03:44:08/08-09-18)
Quote
... A traditional style bow can be designed to be collapsible, requiring a Complex Action to assemble. Cost for this modification is an additional 50 nuyen per point of Rating.
- 197

This doesn't actually detail the mechanical benefits for the modification. Nor is it entirely clear whether it's referring to the Rating of the bow, or of the modification.

Add a concealability modifier (and size description?) for collapsible bows.

well, you buy a bow by its rating. There is no mention that "collapsible" has a rating system. it sounds more like like a yes/no thing to me. There fore, the $50 x (rating) would refer to the rating of the bow. It also doesn't list a bonus for collapsing your bow, other then it takes time to assemble again (yay!) So i would agree something seems missing on this end of that purchase.
Title: Re: Hard Targets Errata
Post by: Sphinx on (12:14:47/08-09-18)
Add a concealability modifier (and size description?) for collapsible bows.

Well, you buy a bow by its rating. There is no mention that "collapsible" has a rating system. it sounds more like like a yes/no thing to me. There fore, the $50 x (rating) would refer to the rating of the bow. It also doesn't list a bonus for collapsing your bow, other then it takes time to assemble again (yay!) So i would agree something seems missing on this end of that purchase.

Comparing the benefits for other collapsing weapons (see Concealability Modifiers table, SR5 p.420, for reference):

In the absence of a specific explanation in the weapon description, I'd guess that a "collapsible" firearm moves two steps down the table, while a melee or projectile weapon moves three steps down. E.g., from bow size (+8) to baton size (+2).