Date: Thu, 16 Dec 1993 13:37:07 GMT From: The Powerhouse Subject: SR2 Official Errata ! Ok, the list is quiet anyhows so I can't see people complaining, this thing should probably be posted about once every 2-3 months anyway so that newbies know what we're on about when we mention a difference in the rules. -----------------------------SHADOWRUN II ERRATA----------------------------- This errata list is taken directly from the Summer 2054 issue of KA-GE. "Hey, better this than a third edition..." --The Folks at FASA Here are the current known errata for Shadowrun, Second Edition, including the hard and softcover printings. HC indicates errata to the hardcover edition only, and SC refers to changes to the softcover edition only. p. 32 AUTOMATIC SUCCESS AND FAILURE [HC] Ignore the notation about the Rule of Six giving an automatic success. That statement is wrong. p. 32 THE RULE OF SIX [HC] Add the rule of six does not apply to Initiative (see p. 79). p. 50 THE COMBAT MAGE The Combat Mage's Body should be 2 (3), and his Dice Pools should read: Combat: 7 (9) and Magic 6 (8). Also his heal Moderate Wounds: 3 spell should simply be Heal: 3. p. 51 THE DECKER The Decker's Reaction should read 5 (7)* and her initiative should read 5 (7) + 1D6 (2D6)*. The asterisk still refers to Matrix-only initiative. Also, her Cyberdeck should have Response Increase 1. p. 54 THE ELVEN DECKER The Elven Decker's changes are the same as the Decker, p. 51 p. 56 THE FORMER WAGE MAGE The Heal Severe Wounds: 3 spell under the Fighter profile should read simply Heal: 3. p. 57 THE GANG MEMBER The Gang Member has a Projectile Weapons skill of 3. p. 59 THE RIGGER The Rigger's Essence should read 1.35. p. 60 THE SHAMAN The Shaman's Magic Attribute should read simply 6. The Shaman's Reaction is listed as "Reaction Time." It should read "Reaction." p. 62 THE STREET SAMURAI The Street Samurai's Quickness should read 4 (5), his Strength 6 (7), his Essence .1, his Combat Pool 7, and he should have only one level of Muscle Replacement. p. 68 THE SKILL WEB In the third paragraph, delete the last sentence referring to including the starting and ending circle count. p. 69 THE SKILL WEB [HC/GM Screen] Add a dot (o) between the Firearms, Gunnery, Projectile, and Throwing skills and their respective (B/R) skills. Those four should resemble Armed Combat, like so: -----Skill Name--o--(B/R) Also, shift the dot associated with Conjuring in toward the skill, so that the web-section looks like this: o-----Magical Theory----- | |--o--Conjuring | o-----Sorcery p. 79 INITIATIVE TIES In the first sentence, change the term "Combat Phase" to "Combat Turn." p. 80 DELAYING ACTIONS In the second column, third Paragraph, the third sentence should finish out "...the delay is broken and the Action does not occur.". p. 89 RANGED COMBAT MODIFIERS TABLE [HC/GM Screen] Change the "Recoil, Heavy Weapon" modifier to "+2 per cumulative round fired that Combat Phase." p. 89 RECOIL [HC] In the first paragraph, replace the second half of the paragraph starting with "Full-autofire..." with the following "Full-autofire weapons take a cumulative +1 modifier for each round fired that Combat Phase. That is, a character choosing to fire a seven-round full-autofire burst receives a +7 modifier. If that same character chooses instead to fire two full-autofire bursts, he would have a +5 modifier for the first burst, and a +10 modifier for the second burst." The final paragraph (top of the second column) should read "Double the uncompensated recoil modifier for medium and heavy machine guns (heavy weapons and shotguns. If a medium machine gun is firing 10 rounds, and has six points of recoil compensation, its final recoil modifier would be +8 (10-6=4; 4 doubled is 8)." p. 92 FULL-AUTO MODE [HC] Replace the sentence beginning "Each round fire..." with the following: Each round fired imposes a +1 recoil modifier for the entire group." Also replace the last sentence on the page (it overruns to p. 93) with: "The Power Rating of the weapon increases by 1 point for every round fired in that full-auto burst." p. 93 FULL-AUTO MODE [HC] The example has some errors. Replace the fifth to seventh paragraphs with the following: "The first punk gets a three-round burst, which increases the Damage Code of the weapon to 10D. The three-round burst qualifies for 3 points of recoil, which the weapon compensates for. Punk 1: Damage Code 10D, Target Number 3. "Punk 2 gets a three-round burst too, with that same healthy Damage Code of 10D. Now, however, six rounds have been fired so the total recoil modifier is 6. The weapon compensates for 3, leaving 3 for a +3 modifier. This is the second target this Combat Phase, which adds another +2 modifier. Punk 2: Damage Code 10D, Target Number 8. "Punk 3 gets the four-round burst (lucky her) that has a Damage Code of 11D. The recoil modifier is now +7 (10-3). Being the third target also means a +4 modifier added to the attack because of multiple targets. Punk 3: Damage Code 11D, Target Number 14. p. 96 STRENGTH MINIMUM RATING [HC] Change the final sentence of the section to read: "A crossbow's Minimum Strength Rating is used to determine its range." p. 98 GRENADE BLAST DIAGRAM [HC] The "5S" notation in the right-hand diagram should read "4S," and the total blast consequently "20S." p. 98 BARRIERS (GENERAL) [HC] Add to the end of the page: "Always use the base Power Rating of the round, unmodified for burst or full-auto fire, for comparison against the Barrier Rating." p. 102 FRIENDS IN THE MELEE [HC] The "see page" reference for Multiple Opponents should read "this page" instead of p. 90. p. 108 VEHICLES, WEAPONS, AND MAGIC [HC] Third paragraph, change the second sentence to: "That is, if the base Power of the weapon, unmodified by burst or full-auto fire, does not exceed the rating of the vehicle armor, it will not penetrate." Due to the printing error, the first line of the fourth paragraph in the softback edition only should read "The Power and Damage Codes for grenades and other explosives are affected...." p. 130 SPELL TARGETING The fifth sentence should end with "...Except by using enhanced vision or astral perception, as appropriate." p. 131 SPELL SUCCESS TEST [HC] [HC] The final paragraph of the example should read: "Rolling the dice, Jason gets a total of 10 dice (4+6) against a Target Number of 6 (5+1). The results are 1, 3, 4, 5, 5, 6, 6, 6, 6, 6. Five of the dice score six, so there are five successes." P. 137 FOCUS BONDING TABLE The second type of focus should be listed as a "Spell Category Focus." p. 144 SPIRIT TABLE [HC] [HC] Under Nature Spirits it should be the "Hearth" spirit, not "Heath" spirit. There are no candy spirits in Shadowrun. p. 151 SPELL DIRECTORY [HC] Change the "Type" of the spells Mana Bolt, Mana Missile, and Manaball to "Mana," rather than "Physical" as listed. [HC/SC] Under the Ram spell, delete the line "The target's Barrier Rating is halved as indicated." p. 153 MIND PROBE [HC] Change the Drain Code to [(F+2) +2]D. p. 155 TREAT [HC] Change the first sentence of the third paragraph to "Successes from the Spell Success Test can be used to actually heal boxes of damage, or reduce the base time, as found on the following chart." Also [HC/SC], in the second paragraph, change the first sentence to read "The Target Number for these spells is 10 or 8, minus the target's Essence." p. 158 SPARK [HC] Change the Duration of the spell to "Instant." p. 159 TABLE OF SPELLS [HC] Change the Type of Mana Missile to "M", the Drain Code of Mind Probe to [(F/2) +2]D, and the Duration of Spark to "Instant." P. 168 PASSIVE ALERT [HC] The second sentence should read "Add 50% to the ratings of all IC." p. 168 THE OPPOSITION [HC] Use the Decker Archetype instead of the Corporate Decker as noted, unless the SRII Gamemaster Screen is owned, then use the Coporate Decker. p. 202 LEGWORK In the second column, second sentence, add the following at the end of the sentence "(see published Shadowrun adventures.)." p. 205 CORPORATE SECURITY GUARD [HC] Give the Contact a Willpower of 2. p. 207 THE FIXER [HC] Add the skill "Equipment Acquisition: 4" skill. p. 211 THE STREET COP [HC] Give the Contact a Willpower of 3. P. 228-229 Nature Spirits Delete the word "Attack" from the descriptions of desert and field spirits. Add the Guard power to desert, forest, and lake spirits. Also add the Engulf power to lake, river, sea, and swamp spirits. p. 262 CYBERDECK SYSTEMS ADDITIONS Change the cost of Hitcher Jacks to "MPCP x 100=Y=," Response Increase Level 1 to "(MPCP x MPCP) x 100=Y=," Level 2 to "(MPCP x MPCP) x 400=Y=," and Level 3 to "(MPCP x MPCP) x 900=Y=." p. 265 RIGGER GEAR Change the cost of Vehicle Control Gear to a flat 2,800=Y=. p. 280 SOURCEBOOK UPDATES/STREET SAMURAI TABLE Add the Riot Shield, Large to the table with "---" Concealability, "2" Ballistic, "---" Impact, "3" Weight, "10/14 days" Availability, "3,200=Y=" Cost, and "2" Street Index. p. 283 SOURCEBOOK UPDATES/MINIMUM SECURITY CODE The last sentence should end with "...with a Security Rating of less than Green-3." p. 283 SOURCEBOOK UPDATES/RIGGER BLACK BOOK In the entry for Vehicle Armor Ratings, add this sentence "Also, divide the armor point costs by 3, and multiply the maximum allowed by 3." Under Rigger Control Gear, change the sentence to read "Remote and Vehicle Control Gear is required for Rigger operation." Also change the Parts Cost for Rigger (Vehicle) Control Gear to 2,800=Y=. In the second column, change the sentence to read "The Vehicle Control Rig prices in SRII supersede those given in the Rigger Black Book where it is called Rigger Control Gear." p. 283 UPDATING ADVENTURES The third sentence should refer to Threat Ratings, not Dodge Pools. ------------------------------GRIMOIRE II ERRATA------------------------------ "If everything was perfect, it would be a boring world" --The Folks at FASA The following is the known errata for the Grimoire, Second Edition. p. 92 WARDS Replace the third paragraph of this section with the following: "Warding requires the magician to make a Sorcery Test against the desired Force Rating of the ward. The astral rating of the ward is equal to that Force Rating and it remains active for a number of days equal to the number of successes. The magician may choose not to use all his successes, making it easier to resist Drain for setting wards." MAGICAL SUPPLIES Availability Cost Street Index Fetish Focus 3/6 hrs Rating x 3,000=Y= 1 Ally Conjuring Materials (Force)/36 hrs 1,000 per unit 1 Ward Casting Materials (Force)/36 hrs 1,000 per unit 1 Watcher Casting Materials (Force)/36 hrs 1,000 per unit 1 ENCHANTING MATERIALS COSTS Material Raw Form Refined Form Radical Form Herbals 50 100 200 Crystals 100 200 400 Semi-Precious Gems 200 400 800 Precious Gems 500 1,000 2,000 Iron 50 100 200 Copper 100 200 400 Silver 300 600 1,200 Gold 10,000 20,000 40,000 Mercury 600 1,200 2,400 Tin 30 60 120 Lead 30 60 120 Orichalcum: 88,000 per unit SPELL FORMULAS Drain Level Price Drain Level Price L 50 x Force M 100 x Force S 500 x Force D 1,000 x Force ---------- End forwarded message Phill. -- Phillip Steele - Email address P.C.Steele@ncl.ac.uk | Let's get out there Department Of Electrical & Electronic Engineering | and TWAT it ! University Of Newcastle Upon Tyne, England | Land of the mad Geordies | The Powerhouse