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From: "Flash, Shaman, Fixer" <STEFFENR@*******.BITNET>
Subject: SRII Errata, again!
Date: Tue, 20 Oct 92 12:27:00 CST
<< As Originally posted to SHADOWRN, this is a repost >>

Shadowrun II Hardcover Errata*
v1.1 (9/92)


"Hey, better this than a third edition..."
-- The Folks at FASA

Here are the current known errata for Shadowrun, Second Edition,
hardcover printing. The subsequent softcover printing incorporates
these changes. Future clarifications and corrections will be made
available in a similar form, and on your favorite national computer
network (GEnie, American Online, InterNet, and so on).

p.32 Automatic Success and Failure
Ignore the notation about the Rule of Six giving an automatic
success. That statement is wrong.

p.32 The Rule of Six
Add: The Rule of Six does not apply to Initiative (see p.79).

p.50 Combat Mage
The Combat Mage's Body should be 2(3) and his Dice Pools: Combat
7(9) and Magic 6(8). His Heal Moderate Wounds: 3 spell should simply
be Heal: 3.

p.51 Decker
The Decker's Reaction should read 5(9)* and her initiative should
read 5(9)* + 1D6(3D6)*. The asterisk still refers to Matrix-only
initiative.

p.54 Elven Decker
The Elven Decker's changes are the same as for the Decker, p.51.

p.56 Former Wage Mage
The Heal Severe Wounds: 3 spell under the Fighter profile should
simply read Heal: 3.

p.57 Gang Member
The Gang Member has a Projectile Weapons Skill of 3.

p.59 Rigger
The Rigger's Essence should be 1.35.

p.62 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.69 The Skill Web (SRII GM Screen also)
Add a dot ([ASCII 249]) between the Firearms, Gunnery, Projectile,
and Throwing Skills and their respective (B/R) skills. [No, you can't
build and repair whatever you have skill in ;)] Those four should
resemble Armed Combat like so:
[figure "deleted" (kinda rough to put it in ASCII)]
Also, shift the dot associated with Conjuring in toward the skill, so
that web-section looks like this:
[This one might need clarifying: basically, there should be 2 dots
between any 2 magical skills (ie. Magical Theory and Conjuring,
Magical Theory and Sorcery, etc)]

p.89 Ranged Combat Table (SRII GM Screen also)
Change the "Recoil, Heavy Weapon" modifier to "+1 per round fired
that Combat Phase." [Read the next entry before getting too excited.
They just decided to make the chart officially ambiguous... You still
double uncompensated recoil, but it's originally calculated this way.]

p.89 Recoil
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 five-round full-auto bursts, he would have
a +5 modifier for the first burst, and a +10 modifier for the second
burst."
The final paragraph (top of second column) should read: "Double the
uncompensated recoil modifiers for medium and heavy machineguns (heavy
weapons) and shotguns. If a medium machinegun is firing 10 rounds and
has six points recoil compensation, its final modifier is +8(4 x 2)."

p.92-93 Full-Auto Mode
Replace the sentence beginning "Each round fired..." with the
following: "Each round fired imposes a +1 recoil modifier for the
entire group."
Also replace the last sentence on the page with: "The Power Rating
of the weapon increases by 1 point for every round fired in that
full-auto burst."
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
Change the final sentence of the section to read: "A crossbow's
Minimum Strength Rating is used to determine range."

p.98 Grenade Blast Diagram
The "5S" notation in the right-hand diagram should read "4S", and
the total blast consequently "20S".

p.98 Barriers (General)
Add to the end of the page (column two): "Always use the base Power
Rating of the round, unmodified for burst or full-autofire, for
comparison against the Barrier Rating."

p.102 Friends in Melee
The "see page" reference for Multiple Opponents should read "this
page" instead of "p.90".

p.108 Vehicles, Weapons, and Magic
Third paragraph, change the second sentence to: "That is, if the
base Power of the weapon, unmodified by burst or full-autofire, does
not exceed the rating of the vehicle armor, it will not penetrate."

p.131 Spell Success Test
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 6, so there are 6 successes." [Umm, errata to the errata;
that should be "5 successes".]

p.144 Spirit Table
Under Nature Spirits it should be the "Hearth" spirit, not "heath"
spirit. There are no candy spirits in Shadowrun.

p.151 Spell Directory
Change the "Type" of the spells Mana Bolt, Mana Missile, and
Manaball to "Mana", rather than "Physical" as listed.

p.153 Mind Probe
Change the Drain to [(F / 2) + 2]D. [Gee, they don't seem to want
anyone to use Mind Probe very often, do they?]

p.155 Treat
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 table."

p.158 Spark
Change the Duration of the spell to "Instant".

p.159 Table of Spells
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
The second sentence should read "Add 50 percent to the ratings of
all IC." [Also applies to active alerts (not cumulative) if they're
following what's stated in Virtual Realities.]

p.168 The Opposition
Use the Decker Archetype instead of the Corporate Decker as noted,
if the SRII Gamemaster Screen is available, then use the Corporate
Decker.

p.179 Damaging the Target
Remove the word "die" from the sixth line.

p.202 Contacts
In the last paragraph, remove the word "half" from "...half the
character's Intelligence...".

p.205 Corporate Security Guard
Add a Willpower Attribute of 2.

p.207 The Fixer
Add the skill "Equipment Acquisition: 4" skill. [Hmm, another
error in the errata; wonder if there are any in not-so-obvious
important places?]

p.211 The Street Cop
Add a Willpower Attribute of 3.

APPLY THE ABOVE CHANGES TO THE SRII GAMEMASTER SCREEN AS APPROPRIATE.



*Copyright 1992 FASA Corp. Permission granted for free distribution.

Originally Distributed to Shadowrun list and comments (in square
brackets) by Stephen Wilcoxon.

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.