Shadowrun 3rd Edition - Errata
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- 54 minutes read - 11353 wordsThis is a scrape from the https://www.shadowrunrpg.com site for ALL of their Erratas. They seem to have kind of let this go to seed and I know a TON of people are looking for this. I take no claim for any of this, I just want to preserve it for future generations to have the corrections they might be looking for.
Shadowrun 3rd Edition Errata
Version 4.1 Date: 02/28/2004
All changes are reflected in the corrected thirteenth printing of Shadowrun, Third Edition (the fourth printing by FanPro). Many changes have been made over time, so some earlier printings may not have all of the corrections. The printing on which a correction was made is noted in [brackets] after each entry below.
To determine which printing you have, consult the notation on p. 5 in the third column after the credits. No indication means first or second printing.
Note that a number of minor typos, incorrect page references and other small cosmetic changes have been made, but are not listed here.
p. 13: The Map, North America (circa 2060) [6] Added Tsimshian Nation.
p. 40: Race [10] In the second column, the second sentence in the paragraph on trolls should end as follows: " … less charismatic (lower Charisma) and less acute (lower Intelligence) than humans."
p. 47: Why do those people act that way? [3] The first two lines on this page, " … wilderness to life in crowded city streets; though quite … " are repeated from the bottom of page 46.
p. 55: Full Magicians [3] In the second line of the first column replace the word Force with the word Karma.
p. 58: Troll Combat Mage Skills Example [5] In the second column, under the Active Skills list, the troll’s Etiquette (Street) should be 2 (4).
p. 59: Language Skills [3] The end of the third sentence should read, " … equal to 1.5 x Intelligence Rating (round down)."
pp. 61-62, 68, 326: Covert Ops Specialist [11] A miscalculated cost in the Covert Ops Specialist’s cyberware was corrected. The specialist now has retinal duplication at Rating 3, and some gear has been removed (basic DocWagon contract, laser mic, 5 rounds of EX ammo and starting nuyen). p. 63: Dice Pool Example [3] The Combat Mage’s Spell Pool dice calculation is wrong. The Spell Pool is 5. Even in 2060, 4 + 6 + 6 = 16, and 16 ÷ 3 = 5. The Dice Pool appears correctly on the Combat Mage record sheet, p. 326.
p. 65, Adept Sample Character [11] The adept had 0.5 power points too many. His Improved Unarmed Combat power was reduced to 1, reducing his Unarmed Combat skill to 6 (7).
p. 67: Combat Mage [5] Etiquette (Street) should be “2 (4).”
p. 71: The Investigator [5] His Electronics Skill should be 4.
p. 75: The Street Samurai [3] This character was calculated with Resources at Priority A (1,000,000¥) and Attributes at Priority B. The priorities were simply mislabeled. The record sheet on p. 328 accurately reflects Resources at Priority A and Attributes at Priority B.
p. 82: Skills and Linked Attributes Table [10] Aura reading should be followed with an asterik. The beginning of the asteriked footnote should be changed to read: “Aura Reading, Sorcery and Conjuring have … "
p. 84: Specialization Example [3] This example includes text left over from an earlier version. Remove the final paragraph of the example.
p. 89: Fixed-Wing Aircraft [10] This skill should actually be called “Winged Aircraft,” as it appears on the Skills and Linked Attributes Table. All references to “Fixed-Wing Aircraft” on this page (under the Default headings of linked skills) should be replaced with “Winged Aircraft.”
p. 108: Movement [3] In the second sentence of the second paragraph, replace the term “Combat Phase” with the term “Combat Turn”. Replace the last sentence with, “Characters can begin the turn stationary and declare their movement during any subsequent Combat Phase.”
p. 108: Movement Rate [3] In the first paragraph, add the word “maximum” before the words “Walking Rate” and “Running Rate.”
Replace the second paragraph with the following text:
Movement during a Combat Turn is divided evenly between the turn’s Initiative Passes. The maximum distance a character can move is equal to the character’s maximum Movement Rate for the type of movement being used in that turn, divided by the total number of Initiative Passes (rounding up) in that Combat Turn. The result is the maximum number of meters a character can move during each Initiative Pass. If the character moves at all (even a single meter), he is assumed to be moving at the rate he declared and suffers the appropriate movement modifiers to his actions. If the character does not move, he must still reduce his maximum available movement for the turn by the number of meters allowed in each pass. Characters may cOntinue to move during passes in which they have no available actions, moving their maximum distance for that pass after all other characters have taken their actions.
Replace the example with the following text:
Twitch, the elf samurai, has a Quickness of 6. His maximum Running Rate is 18 meters (6 x 3) and his maximum Walking Rate is 6 meters. There are 3 Initiative Passes in the current Combat Turn, which means that Twitch can run for 6 meters or walk for 2 meters during each Initiative Pass. Because Twitch is standing still and firing his gun for the first pass, the movement mode doesn’t matter. His target decides to run, so on Twitch’s Combat Phase of the second Initiative Pass, he declares he will run. He moves 6 meters for this pass, and if he continues to run through the next pass he will run 6 more (for a total of 12 for the entire Combat Turn). Because Twitch did not move in the first pass, he “loses” those 6 meters.
p. 111: Weapon Range Table [4] The Long Range target number for a Grenade Launcher is 8; see p. 119, SR3.
p. 115: Full-Auto Mode [5] Add the following line to the second paragraph: “Weapons capable of full auto fire can fire up to 10 rounds in one Combat Phase.”
p. 116: Gel Rounds [12] Add the following after the third line: “Impact armor, not Ballistic, applies.”
p. 117: Shotguns [10] The last sentence of the third paragraph should read: " … and then along a four-meter path until the twenty-meter point, and so on.”
p. 121: Whips [5] In the second paragraph, remove the phrase “Armed Combat” and replace it with “Whip”
p. 122: Whips [3] Replace the third sentence on the page (second paragraph) with, “Double the Impact Armor Rating against normal whips. Normal whips may snare their victim (see p. 276).”
p. 122: Melee Weapons Table [10] Add “Stun” after the Damage Codes for Plastic, Aluminum and Titanium Bone Lacing.
p. 123: Damage Resistance Test [6] Replace the part of the sentence that reads “minus the defending character’s Impact Armor Rating” with “minus their Impact Armor Rating.”
p. 132: Decelerating Example [5] In the last paragraph, Chazz should be making a Crash Test, not a Body Resistance Test. (If you are using Rigger 2 rules, then the Body Resistance Test is correct.)
p. 133: Autonav [10] Remove the following text from the first sentence of the third paragraph: “and is the maximum allowed by motorcycles.”
p. 134: Rigger in Control [10] The last line should read: " … by an amount equal to the VCR rating."
p. 142: Positioning Example [11] Change the Handling Rating of the Mach 6 from 4 to 3 in the first paragraph of the example (that of a Westwind 2000 and also in accordance to previous examples).
p. 143: Positioning Example [11] Change the final Target Number for the test from 5 to 3 in the final paragraph of the first example in order to account for the previous errata.
p. 144: Hiding Example [11] Change the Mach 6’s Handling Rating from 6 to 3 in the second paragraph. Replace the first sentence of the last paragraph with the following text: “The -4 modifier gives Rigger X a final Target Number -1, which rounds up to 2 (because no target number can have a value less than 2).”
p. 145: Rigger Damage [10] The beginning of the third sentence should be changed to read:
“This Damage Resistance Test is made with Willpower and includes any effects … "
p. 149: Attacks Against a Vehicle [12] Change the last paragraph in the first column to read:
Whenever a vehicle sustains Serious damage from a single attack or all the boxes on a vehicle’s Condition Monitor are filled, the driver must make a Crash Test (see Crashing, p. 147). Vehicles that reach Destroyed are no longer operable.
p. 153: Sensor Enhanced Gunnery Example [6] The actual result is the “2”. Replace the comma with a period and cut the rest of the line to the next period.
p. 156: Dump Shock [10] Add the following to the end of the third bullet point: " … with Willpower.”
p. 157: Issuing Commands [10] Cut the entire sixth paragraph (beginning with “Additionally, riggers may use … “) from this section. This rule was leftover from SR2 and no longer applies.
p. 169: Improved Physical Attribute [3] In the second paragraph, replace “racial maximums” with “racial modified limit.”
p. 169: Improved Physical Attribute [11] In the last line, it should say “each level over the limit costs double” (ie., replace “maximum” with “limit”).
p. 174: Astral Combat Tests [3] In the second sentence of the third paragraph, replace “Armed Combat” with “an armed combat skill.”
p. 181: Spell Learning Example [12] Replace second paragraph with the following text:
Alternately, if Bones decided he could risk the physical Drain and wanted to make the Fireball spell easier to learn instead, he could apply the -2 modifier to the Force of the spell, reducing both the target number and the Karma cost. His target number would be 14 (8 x 2 = 16 and 16 - 2 = 14) and he needs to spend only 6 Karma.
p. 182: Sorcery Test [12] Add the following sentence to the 4th paragraph, before the sentence that begins…“Consult Object Resistance Table…”
“The Force of the spell must be equal to or greater than half the Object Resistance, rounded down, for it to affect an object. Vehicles add Body and half armor to object resistance before dividing in half.”
p. 183: Spell Effect [3] Add the following sentence to the end of the third paragraph. “For any spells that damage the target, stage up the Damage Level for every 2 net successes.”
p. 186: Summoning Elementals [5] The first sentence of the second paragraph should read: “If the Conjuring Test is successful, the conjuring materials are used up, and the elemental materializes before its summoner, outside the hermetic circle.”
p. 190: Expendable Spell Foci [6] Add the phrase “to cast” after the phrase “Exclusive Complex Action” in the last sentence of the first paragragh.
p. 192: Analyze Device [3] Change the second sentence as follows. “Every two successes gives the character a single skill point in a corresponding or logical Background or Build/Repair Skill Rating for the device in question, up to maximum skill rating or bonus equal to the Force of the spell.”
p. 192: Combat Sense [3] The Force of the Combat Sense spell limits the success of the spell. Replace the sentence, “Every 2 successes on the Sorcery Test add 1 die to the subject’s Combat Pool for the duration of the spell.” with, “Every 2 successes on the Sorcery Test add 1 die to the subject’s Combat Pool for the duration of the spell, up to a maximum bonus equal to the Force of the spell.”
p. 193: Detect Magic [6] Target: should read “See table p. 192” and the Drain should read “L”.
p. 193: Detox [3] Change the first sentence as follows. “Detox relieves the effects of a drug or poison, as long as the Force of the spell is equal to or greater than the Power Rating of the toxin.”
p. 194: Heal and Treat Spells [4] Replace the first sentence of the second paragraph with the following: “Treat must be applied within one hour of injury, but it takes only half the normal time (round down) for the spell to become permanent. Heal may be applied anytime.”
p. 194: Healthy Glow [3] Replace the second half of the final sentence beginning with, " … the effects of the spell do wear off over time …” with, “the spell wears off in Force x 24 hours.”
p. 194: Stabilize [3] Add the following sentence after the first sentence. “The spell’s Force must be equal to or greater than the overflow damage taken by the character for this spell to have any effect on the injured character.”
p. 195: Illusion Spells [13] In the third paragraph, change the third sentence to read: “If the observer generates equal or more successes in a Resistance Test, then the observer determines that the illusion is not real.”
p. 198: Armor [3] Replace the text of this spell with the following text (the printed text is an old version of the spell).
This spell creates a glowing field of magical energy around the target that protects against impact and ballistic damage. One success is enough to create the magical field around the character of an Armor Rating equal to the Force of the spell. The Armor spell is compatible with all armor types and adds its rating to the rating of the physical armor being worn. This spell either works or it doesn’t; extra successes do not add additional points to the Armor Rating.
p. 198: Ice Sheet [3] In the second sentence, replace “Quickness (6) Test” with the following text: " … Quickness (Force) Test to avoid falling prone, adding +1 to the target number for every 2 successes, up to a maximum bonus equal to the Force of the spell.”
p. 198: Ignite [3] Add to the end of the third sentence, " … limited to a number of successes equal to the spell’s Force."
p. 217: Locate Slave [10] The Utility used should be “Browse,” not “Analyze.”
p. 220: Deception [10] Add “Null Operation” to the list of System Operations.
p. 221: Track [3] In the second sentence of the second paragraph, remove the words “freeze or” and change the word “IC” to “utility.”
p. 223: Program Size Table [10] The entry for Program Rating 14 and Multiplier 9 should be “1,764.”
p. 226: Icon Damage [11] Replace the third and fourth paragraphs, and the following example, with the following:
“The icon that has been hit rolls a Damage Resistance Test, using its Bod Rating against a target number equal to the Power of the damage. For IC programs that take damage, make a Damage Resistance Test using the host’s Security Value. The armor utility reduces the Power for the test.
Compare the attacker and defender’s successes. If the attacker achieved more successes, for every 2 net successes stage the Damage Level of the attack up by 1 level. If the defender achieved more, stage down the Damage Level by 1 level for every 2 net successes.
Cassie is attacked by a Killer-6 program on an Orange host, so she faces 6S damage. The IC achieves 3 successes on its Attack Test. Cassie is running an Armor-4 utility, which reduces the Power of the attack to 2. Cassie makes a Bod (2) Test and achieves 4 successes. She achieved only 1 net success, so the damage is not staged down, and her persona takes Serious damage.”
p. 229: Rippers [5] The last sentence of the first paragraph should read: “Replacing the MPCP is the only way to restore this damage.”
p. 238: The Meet [10] In the first paragraph, replace the two mentions of “Willpower” with “Intelligence.”
p. 244: Exceeding the Racial Modified Limit [3] In the last sentence of the first paragraph, the cost of the improvement is 21 Good Karma Points, not 14.
p. 244: Improving Skills [3] In the second sentence, add the word “natural” before the phrase “Attribute Rating.”
p. 245: Learning New Skills [10] The last sentence of the second paragraph should read: " … equal to the base skill’s Linked Attribute Rating."
p. 245: Skill Improvement Cost Table [3] Less than or equal to Attribute Rating 0.5 Less than or equal to (2 x Attribute Rating) 1 More than (2 x Attribute Rating) 1.5 p. 254: Searching the Matrix [5] In the third paragraph, the second sentence should read: “The maximum number of searches that a decker can conduct at any one time is equal to half the character’s Intelligence, rounded up.”
p. 265: Movement [3] The Movement power rules were expanded for the Critter book in the Shadowrun, Third Edition Gamemaster Screen and should read as follows:
The being may use the Movement power to increase or decrease a target’s movement rate within the terrain it controls by multiplying or dividing the target’s movement rate by the being’s Essence.
When the Movement power is used on vehicles, the critter makes an Essence Test with a target number equal to half the vehicle’s Body. Multiply the successes by the vehicle’s Acceleration Rating and add the result to or subtract it from the vehicle’s Speed in the next Combat Turn (similar to the vehicle making an Acceleration or Deceleration Test). The critter may continue making Essence Tests to increase or decrease the vehicle’s speed each Combat Turn it sustains the Movement power. Depending on the situation, this change in speed may call for a Crash or Stress Test.
p. 266: Nature Spirits [3] The text header Spirits of Man is missing from the stat block at the bottom of the second column.
p. 273: Street Index and Cost [8] In the last sentence of the second paragraph, change the last word from “Willpower” to “Intelligence”.
p. 273: Legality Codes [3] The last sentence of the first full paragraph in the second column contains a page XX reference. Cut this reference, as Permits, the section referred to, appears at the bottom of the page.
p. 275 Personal Weapons Table [10] Move Combat Axe to under the Pole Arms/Staffs header, not Edged Weapons.
Also, the Damage entry from shock gloves should read: “(STR - 1)M Stun + 7S Stun”
p. 275: Monofilament Whip [5] In the second paragraph, replace “Armed Combat Test” with “Whip Test.”
p. 276 Impact Projectile Weapons Table [6] The Heavy Crossbow’s damage code is 6S.
p. 277: Hecker & Koch HK227 [12] Replaced “silencer” with “sound suppressor” (SMGs can’t use silencers).
p. 278: Firearms Table [5] In the listing for the Defiance Super Shock, add the word “Stun” after the 10S Damage Code.
p. 280: Gel Rounds [12] Replace the last line with “Impact armor, not ballistic, applies.”
p. 281: Silencer [11] Silencers apply a +2 modifier to any attempt to notice the weapon’s use, not +4.
p. 284: Clothing and Armor Table [3] The stats for Camo Full Suit and Camo Jacket were reversed and should read as follows:
Conceal Ballistic Impact Weight Availability Cost Street Index Legal
Camo Jacket - 3 1 1.5 4/36 hrs 800¥ 1 Legal Camo Full Suit - 5 3 2 5/36 hrs 1,200¥ 1 Legal p. 285: Armor and Combat Pool [10] In the second sentence of the first paragraph, the text should read, " … for every 2 full points that a character’s separate Ballistic and Impact Armor Ratings exceed his Quickness Attribute, reduce his Combat Pool by one die."
This also changes the last sentence of the example in Layering Armor to read that Twitch loses 2 dice from his Combat Pool.
p. 286: Entertainment Table [12] The Concealability of the following items was changed: music playback unit (9), video playback unit (8), Sony Beautiful Dreamer (8), Novatech Sandman (6). The weights of these items were also changed: music and video playback units (.5), quad speakers (5), Sony Beautiful Dreamer (.5), Novatech Sandman (1).
p. 287: Electronics Table [12] The Concealability of the following items was changed: wrist-model cellphone (8), handset cellphone (10), earplug cellphone (12), pocket secretary (8), table top computer (4), pocket computer (8), wrist computer (6), printer (4), data display unit (6). The weights of the following items were also changed: telecom (5), handset cellphone (-), table top computer (3), printer (2), data display unit (1), headset unit (.5) and heads-up display (.5).
p. 294: Security Countermeasures Table [3] The stats for Wire Clippers did not appear on this table.
Conceal Weight Availability Cost Street Index Legal
Wire Clippers 12 1 Always 25¥ 1 Legal p. 296: Memory Size [10] Remove the last sentence of the paragraph (the one beginning with “See the Program Costs and Availability Table … “).
p. 296: Skillsofts and Chips Table [12] The price for optical memory chips should be Mp x 0.5¥, and the Concealability of the skillsoft jukebox was changed to 6.
p. 300: Bone Lacing [10] In the first paragraph, before the last sentence, add: “(See the Bone Lacing table, p. 303.)”
p. 300: Boosted Reflexes [10] To the very end, add: “See the Boosted Reflexes table, p. 303.”
p. 302: Bodyware Table [3] The Essence cost for Skillwires should be .2 x Max Rating.
p. 305: Stimulant Patch [3] The fifth sentence should read as follows. " … the magician must follow the procedure for possible Magic loss … .”
p. 307: Vehicle Weapon Mounts [10] In the last paragraph of this section, add the following text to the end of the second to last sentence. " … but each missile or rocket will reduce the aircraft’s Load Rating.”
p. 307: Ares Vermicide Autocannon [5] Replace “single-shot” with “semi-auto.”
pp. 307-12: Vehicle Stats [12] All of the vehicle listings were updated to match Rigger 3.
p. 326: Combat Decker [12] Replace “Camo” utility (not in SR3) with “Cloak.”
p. 328: Street Mage and Street Shaman [12] Roomsweeper damage corrected to “9S(f)”
p. 328: Street Samurai [12] Removed extra Ingram Smartgun. Also, Damage Code for EX rounds corrected to 11M.
p. 329: Tech Wiz [12] Range for his Roomsweeper corrected to normal HP ranges.
p. 329: Vehicle Rigger [12] Range for his Enfield corrected to normal shotgun ranges. Underbarrel grenade launcher ranges also added. Replace the Wasp’s Ingram Valiant with an AK-97 (LMGs don’t fit in micro-turrets).
p. 329: Weapons Specialist [12] Damage Code for heavy crossbow corrected to 6S.
Record Sheet [4] The Vehicle box on the record sheet has been corrected to include Armor, Signature, Sensor, Cargo Factor and Load.
Gamemaster Screen and Critters Book
Version 3.0 Date: 12/22/2004
Only some changes are reflected in the 2nd corrected printing of the Shadowrun, Third Edition Gamemaster Screen and Critters book.
To determine which printing you have, consult the notation on p. 3 in the third column after the credits. No indication means first printing.
The number in [brackets] after each entry indicates which printing the correction was implemented on. An entry with no number in brackets means that the correction does not appear in any printed versions. All corrections have been made in the PDF versions of the GM Screen and Critters Sourcebook available on www.shadowrunrpg.com.
On The Screen Resolving Ranged Combat Table [2] Point 4 should read as follows:
- Resolve Dodge Test (Combat Pool against TN 4 plus modifiers; if defender’s successes exceed attacker’s, the attack misses). In Critters Page 8: Cold Aura Power [2] Change Range to Self
Page 8: Corrosive Saliva Change Action to Complex rather than Free. Replace the end of the second sentence with “… as a Complex Action, with a range of (Essence x 2) meters.”
Page 11: Innate Spell Delete the sentence “Effects that mimic elemental manipulation spells cannot be completely dodged with Combat Pool alone.” Also, change the drain to (Essence ÷ 2)S.
Page 13: Noxious Breath Replace Range with “Special.” Add the following line: This blast of breath extends in a cone out to (Body) meters; apply the shotgun spread rules (p. 117, SR3) as if the attack had a choke rating of 2.
Page 16: Creating Mutant Critters [2] Change the last sentence of the second point to read: If a creature has a paranormal ability, reduce its Essence by 3 (to a minimum of 1), but any Essence-based power (for example, fear) functions at the creature’s old Essence Rating (usually 6) plus half the difference between the new and old ratings (round up).
Page 17: Creating Mutant Critters Example [2] Change entire paragraph to read:
If the bear hit an unarmored character with its corrosive secretions power, that character would have to make a Damage Resistance Test at 9L Ñ the bear’s old Essence of 6 plus half the difference between ratings (6 - 1 = 5, divided by 2 = 2.5, rounded up to 3). Page 19: Normal Critters Table and Metahuman Averages Change the stats for the following critters/metatypes: Elephant: S 25, Attacks 8D, +1 Reach Rhinoceros: S 20, Attacks 10D Dwarf: Q 3, R 3 Troll: B 8 (9), S 5, C 2, I 2, R 2 Page 27: Each-Uisge Delete the Notes and add the Power of Binding.
Page 31: Gomatia Add the following to the Notes: This tongue attack has a Reach of 2.
Page 34: Knocker Delete the text in parentheses after Glamour.
Page 47: Volleying Porcupine Change the last line of the first paragraph under Notes to read: “… for each point of Reach above 0 … "
Page 48: Wild Minotaur and Woolly Mammth Delete the Notes and add the Power of Immunity (Illusions).
Man and Machine Errata
Version 2.0 Date: 8/26/2003
All changes are reflected in the fourth corrected printing of Man & Machine (the first printing by FanPro LLC). To determine which printing you have, consult the notation on p. 5 in the second column after the dedication. No indication means first or second printing (no changes were made in the second printing). Note that some additional minor corrections have been made (typos, mistaken page references) but these are not noted here.
The number in [brackets] following each entry below indicates in which printing the correction was made.
Please address all comments on this errata to info@shadowrunrpg.com.
p. 14 Laser Designators Game Effects, 2nd and 3rd Paragraphs [3] Replace the last two paragraphs with the following:
The character makes a ranged weapons Attack Test to “lock on” to the target, using the Launch Weapons (Spotter) Skill (see p. 114, Cannon Companion, for laser designator ranges). Combat Pool may be used; however, if the act of spotting occurs for longer than one Combat Turn, dice spent on the Spotting Test do not refresh until the turn after the character finishes spotting. The spotter must maintain laser contact with the target until the indirect fire strikes the target; spotters suffer +2 to other tests during this time. To resolve indirect fire, make a standard Attack Test, using extra dice equal to the successes achieved when locking on to the target.
For more information on indirect fire, see p. 99, Cannon Companion. p. 19 Chipjack Expert Driver Game Effects [4] Add the following:
The Maximum rating of this device is 3. p. 21 Encephalon Game Effects [3] The first sentence at the tops of the page should read:
“When a character is decking, they do not receive the Task Pool bonus, only the Hacking Pool.” p. 27 Ceramic Bone Lacing [4] Change the last line to read:
Unarmed attacks by a character with ceramic lacing inflict (STR + 3)M Stun damage. p. 31 Move-By-Wire Table [3] The Legality Rating for all versions should read 3P-R
p. 31 Smartlink-2 Game Effects [4] Add the following line:
If a weapon with a standard smartlink is used by a character with a smartlink-2 implant (or vice versa), only the standard smartlink modifiers apply. p. 32 Smartlink Subsystem Game Effects [3] Change the remarks in parentheses, found in the second paragraph, to read:
“(any non-implant substitutions are made)” p. 32 Rangefinder Game Effects [4] Note that the weapon still requires a rangefinder accessory (p. 33, Cannon Companion).
p. 36 Body Plating Game Effects [3] In the second Paragraph, the end of the second Sentence should be changed to read “… impact armor by 1.”
p. 67 Muscle Augmentation (Table) [3] The Legality Rating should read 4P-Q.
p. 67 Muscle Toner (Table) [3] The Legality Rating should read 4P-Q
p. 69 Symbiotes Game Effects [4] Add the following:
Symbiotes help to heal both Physical and Stun damage. p. 70 Symbiotes Game Effects [3] Add this sentence, after the second paragraph but before the Stress effects:
Do not add in the Bio Index cost of symbiotes when calculating the effects of bioware on longer healing periods (see p. 78). p. 72 Cerebral Booster [4] Under Game Effects, change the second paragraph to:
A Level 2 booster also adds a Task Pool (see p. 48) of 1 that can only be applied towards skills with Intelligence as their linked attribute. p. 73 Mnemonic Enhancer [4] Under Game Effects, change the third paragraph to read:
Because memory retention is key to learning, the Karma cost for learning or improving skills and specializations is reduced by 1 (to a minimum of 1) for any character with a mnemonic enhancer. p. 77 Bioware Grades [3] Change the information in the parentheses of the first sentence of the third paragraph to read “25 percent less Bio Index; see below”
p. 77 Bioware Grades [4] Add the following line:
Finding a bioware clinic follows the rules on p. 40. Cultured bioware can only be obtained from beta-level or higher clinics. It is recommended that cultured bioware not be available to starting characters. p. 77 Acquiring Basic Bioware Table [3] Change “Essence Index” to “Bio Index” in the table headers
p. 78 Lesser Immunity [3] The first full sentence a the top of the page should read:
For every 2 full points of Bio Index, add 1 to the Power of any disease Š p. 78 Lesser Immunity [4] Add the following:
Do not count the Bio Index values of bioware that is specifically designed to protect against such substances; for example, the Bio Index of digestive expansion does not count against ingested toxins. p. 78 Bioware and the Awakened [4] Replace the third, fourth and fifth paragraphs with the following:
In game terms, bioware reduces an Awakened character’s Magic rating in a way similar to Essence loss. Magic is reduced by the character’s Bio Index divided by 2 (round down).
The effects of Bio Index and Essence reduction on Magic are cumulative, so the two should be combined before determining how Magic is affected. Magic has a starting value equal to the character’s Essence minus (Bio Index ÷ 2), rounded down. So a starting magician with Essence 5.8 and a Bio Index of 1 begins with a Magic rating of 5 (5.8 - 0.5 = 5.3, rounded down to 5). Further increases in Bio Index (or reductions in Essence) may also affect the Magic rating whenever the total falls beneath a whole number. If the same magician later acquires more bioware, raising his Bio Index to 2, he will lose an additional point of Magic (5.8 - 1 = 4.8, rounded to 4).
Magic reduction from bioware functions like other forms of Magic loss-adepts lose some of their powers, for example. Geasa can be used to counteract magic loss from bioware and a character can still initiate to raise his Magic rating. p. 79 Reflex Boosters [3] Add “or spells” after “adept powers”
p. 93 Nanosymbiotes [4] Add the following:
Nanosymbiotes reduce the base time for healing boxes of Stun damage to 30 minutes each. p. 113 FAE Bomb Table [4] Price should be Rating x 500¥.
p. 120 Laés Table [4] The Legality for Laés should be 6P-X.
p. 121 Table [3] The Damage for Seven-7 should be “10D” not “10D Stun”
p. 126 Stress Test [3] In the second paragraph change the second sentence to read: “Use half the unaugmented Attribute Value for Attribute Stress Tests.”
p. 138 Mobile Medical Shops [4] Replace the second half of the first paragraph with the following:
Mobile clinics are often cramped; the number of patients and medtechs they can accommodate is determined by the vehicle’s People Space (see pp. 120 and 152, Rigger 3). p. 139 Vehicle Modification [4] This section was cut, as it was superseded by p. 152, Rigger 3.
p. 139 Valkyrie Module [4] In the second sentence, change the part in parentheses to read:
“see the Valkyrie Module modification on p. 155, Rigger 3, for statistics” At the end of the third paragraph, replace the Rigger 2 reference with: Issuing Commands, p. 157, SR3
In the fifth paragraph, change the Rigger 2 reference to p. 44, Rigger 3.
Change all Learning Pool references to Adaptation Pool. p. 151 Surgical Costs Table [4] Add the following costs for Cosmetic Surgery:
Light 25¥ x Biotech Skill Moderate 50¥ x Biotech Skill Serious 100¥ x Biotech Skill p. 153 Chemical Analyzer and Gas Spectrometer [3] Essence Cost should be “.2” not “2”
p. 154 Bodyware Table [3] The Move-by-Wire Legality Rating for all versions should read 3P-R
p. 156 Bioware Table [3] Muscle Augmentation Legality Rating should read 4P-Q.
p. 156 Bioware Table [3] Muscle Toner Legality Rating should read 4P-Q
p. 157 Pharmaceutical Compounds (Effects) [3] The Damage for Seven-7 should be “10D” not “10D Stun”
p. 158 Drugs and Pharmaceuticals [3] Neuro-stun VIII was left off the table. Add the following line:
Availability Cost Street Index Legality
Neuro-stun VIII 4/24 hrs 20¥ 1.5 6P-X p. 158 Drugs and Pharmaceuticals [4] The Legality for Laés should be 6P-X.
Magic in the Shadows
Version 3.0 Date: 10/18/2002
All changes will be reflected in the fourth corrected printing of Magic In The Shadows (the first printing by FanPro LLC.) To determine which printing you have, consult the notation on p. 5 in the second column after the credits. No indication means first printing. Those with an asterisk are corrections new to the third printing. Please address all comments on this errata to info@shadowrunrpg.com. Corrections in red are new to the fourth printing.
Page 6: Introduction In the last sentence before Developer’s Say remove the phase “Spell design templates” and replace it with “A spirit record sheet”.
Page 16: Spirits of the Elements The page reference for Spirits of the Flames should be p. 106.
Page 21: Path of the Bard The page reference for Spirits of the Flames should be p. 106.
Page 27: Thought Forms Change the Essence stat from “F/Z” to “F (A).”
Page 33: Removing a Geas The page reference for Permanent Magic Loss should be p. 30.
Page 33: Adeps and Geasa The page reference for “becoming a burnout” should be p. 30.
Page 39: Ritual Sorcery Example In the fourth paragraph, change the end of the first sentence to read: " … rolling his 4 Intelligence dice against a Target Number 10 (the target is not Awakened).”
Page 39: Ritual Tracking At the end of the first paragraph, add: “The base time for the Linking Test is one hour.”
Page 56:* Touch Range (-1 Drain Level) Remove “and detection” from the second sentence.
Page 62: Magical Link The page reference for Avatars should be p. 69.
Page 67: Children of the Dragon Under Strictures, replace “Karma” with “Sacrifice.”
Page 68: Hermetic Order of the Auric Aura Under Strictures, replace “Karma” with “Sacrifice.”
Page 74: Adept Centering Add this line: When using centering for success on Open Tests (such as certain Stealth and Athletics Tests), the adept simply adds half his Centering skill dice (round up) to the Skill Test.
Page 75: Invoking The page reference for great form bonuses should be p. 107.
Page 76: Masking The page reference for Powers of Free Spirits should be p. 116.
Page 95: Spirit Battle The page reference for Determining the Native Plane should be p. 115.
Page 98: Disruption In the last sentence, replace p. XX with p. 92 (some copies may say p. 98).
Page 105: Domains The page reference for Great Form Spirits should be p. 107.
Page 107: Great Loa The page reference for Loa Spirit Powers should be p. 103.
Page 108: Power of Allies The page reference to Designing an Ally should be p. 110.
Page 109: Materialization The page reference to Designing an Ally should be p. 110.
Page 114: Born Free Last line of second paragraph in the first column the page reference to Free Spirits and Karma should be p. 116.
Page 120: Filling in the Blanks The page reference to Motivations should be p. 114.
Page 127: Rare Toxics Replace (Domain Phenomenon, p. XX) with (Spontaneous Appearances p. 98)
Page 128: Summoning Insect Spirits The page reference for Great Form Spirits should be p. 107.
Page 131: Mosquito Spirits The page reference for Building the Nest should be p. 132.
Page 134: Summoning BloodSpirits The page reference for Great Form Spirits should be p. 107.
Page 134: Blood Spirit Remove the Engulf power (only great form blood spirits get the Engulf power).
Page 136-137: Insect Spirit Table Under the following spirits: Fly (Male), Mantid (Male), Mosquito (Male and Female), Roach (Male), Termite (Worker and Soldier), Wasp (Male and Female) add the Power Materialization.
Page 147: Fashion The drain code to Fashion should be +1 (L)
Rigger 3 to Rigger 3 Revised Conversion Guide
2.0 10/01/2003
All changes are reflected in the recently released Rigger 3 Revised book which is the first reprint by FanPro or the original material published by FASA. To determine which printing you have, consult the notation on p. 5 in the second column after the Art Staff credits. No indication means first printing. If it says FASA anywhere on it, you have the first, uncorrected printing.
p. 10 Railways, Waterways, and Airlanes In the last paragraph, it should state that suborbital planes climb to an altitude of 23 kilometers above sea level and can achieve speeds close to Mach 8.
p. 25 Datajacks In the second paragraph, add the following line to the end of the first sentence:
" … and receives a -1 target number modifier for Driving Tests (see p. 134, SR3)."
p. 32 Flux and Ship Sensors The page XX reference in the first paragraph is page 51.
p. 49 Vigilance Code Criteria Table Substitute the “Amber” level to be “Orange”. Though similar, orange is more coherent with the text on p. 46 and Matrix rules.
p. 57 Anti-Ship Weapons and Normal Damage Add the following to the ends of the third paragraph:
" … (-3 per meter for beam weapons and railguns).
p. 57 Ships and Normal Damage The missile described in the example should be a high-explosive missile (HEM), not an anti-vehicle missile (AVM).
p. 58 Damage Control The time required for the damage-control repair in the third sentence of the second paragraph should be: “Repair time ÷ Build/Repair Test successes”.
p. 61 Body Add the following paragraph to the end of this section:
Some extremely large vehicles are so heavy and structurally reinforced that their Body ratings may be higher than 10, but these vehicles should always be considered military grade and should rarely fall into the hands of player characters.
p. 62 Body Ratings Table Change the Body Rating of “10” to “10+.”
p. 62 Idle Economy Add the following line to the second paragraph, between the second and third lines:
If the vehicle has a Body of 0, multiply it by an additional factor of 10 (for a net factor of 20 for aerial Body 0 drones, and 75 for other Body 0 drones).
p. 68 Flight Ceiling Table Change the entry for Jet Propeller (Single Engine) to 9,000 meters.
p. 74 Running Out of Gas The example is correct, but the Acceleration given for the Gray Ghost is too high for t-birds. Changing the Acceleration from 100 to 50 should bring it within a reasonable range. This will change the coasting distance from 7,500 meters to 15,000 meters, and the additional distance from Zak’s Skill Test from 500 meters to 250 meters (for a total of 15,250 meters). Also in the next example, The Gray Ghost loses speed at a rate of 100 meters per turn, so Zak must make a Crash Test four turns after running out of fuel.
p. 75 Fuel Grade Effects Table The effects on the Vehicle Economy Rating for Custom Fuel Grades is reversed. A Custom Fuel with Acceleration Increase reduces the Economy by 1 percent per point of Acceleration Increase. A Custom Fuel with Acceleration Decrease increases the Economy Rating by 1 percent per point of Acceleration Decrease.
p. 79 Subsystem Damage Example The first paragraph of the example should read as follows:
Balthazar is racing his Saab Dynamit (Body 3) away from the site of a shadowrun turned sour. Before he gets away, a security guard hits the Saab with a burst of gunfire from an assault rifle, nailing it for 4D damage. Balthazar rolls the car’s 3 Body dice to resist the damage, rolling 1, 4 and 4. That’s enough to stage the Damage Level down to Serious, but not enough to avoid subsystem damage.
p. 86 New Toys Delete the term “and drones and robots” from the end of the first sentence of the second paragraph.
p. 89 FN Piranha Mini-Torpedo Launcher Add the following text to the end of the second paragraph under Game Effects:
Piranha mini-torpedo launchers use medium launch control systems and internal missile mounts, which must be purchased in addition to the system.
p. 90 Vehicle Weapons Table Change the Ammo entry for the Piranha Launcher to “NA.” Piranha launchers use medium internal missile mounts and are not subject to normal ammunition rules.
p. 91 UIM-199 Kingfisher Underwater-to-Air Missile Change the last sentence of the first paragraph to read as follows:
Capable of being fired from a standard torpedo tube or an antiship missile silo, the missile rises to the surface and then launches into the air. Also change the last paragraph under the Game Effects subsection to read as follows:
Kingfishers are normally stored in medium internal missile mounts, but they can also be launched from torpedo tubes and heavy internal missile mounts, both of which normally carry antiship missiles. Two Kingfisher missiles may be stored in a torpedo tube or heavy missile mount.
p. 93 Torpedo Probe Replace the first paragraph under Game Effects with the following:
The torpedo probe trails an optical cable that allows it to transmit reconnaissance data during its travel journey, up to its maximum range of 15 kilometers (for a total recon time of 100 Combat Turns, or 5 minutes). The probe can be controlled remotely by a rigger and has a maximum depth of 750 meters.
p. 104 Water Scooters Remove the last line (“They are exclusively … “).
p. 106 Tilt-Wing UAVs (Drone) Replace “small and medium” with “medium and large” in both instances.
p. 108 Vectored-Thrust UAVs (Drone) Remove all references to the small chassis-it doesn’t exist.
p. 109 Walkers (Drone) Add the following to the beginning of the last line:
“Large walkers are roughly the size of a subcompact car, and … "
p. 111 Power Plant Example Replace the first two sentences in the third paragraph with the following:
Rich also wants to keep things simple and also chooses a gasoline power plant.
p. 112 Add Vehicle Modifications Example Rich’s design doesn’t need a datajack port as the rigger adaptation comes with one. This makes his Total Design Points for customizations 480, and his final Design Points 1,402.
p. 113 Street Index Change the first paragraph to read: Like other gear, all vehicles in Shadowrun have a Street Index. While standard cars have a Street Index of 1, others are harder to obtain on the black market and will cost more due to what they have on or in them. Specialty, luxury, security and military vehicles simply aren’t that common on the streets and so cost more due to their relative scarcity. This factor is reflected in the Street Index.
p. 113 Calculating Availability Add the following to the end of the first paragraph:
For luxury, security and military vehicles, add the following modifiers to both the Availability and base time: +4 (luxury), +6 (security) or +10 (military). Modify the beginning of the second paragraph to read:
Any vehicle with an availability over 30 is simply not within the players’ reach …
p. 120 People Space Requirements The Medical Clinic entry was changed to:
Type of Work CF Load Medical Clinic (see p. 153) Full operation 64 CF per patient + 96 CF per medtech 150 kg per patient or medtech Ambulance services 36 CF per patient + 48 CF per medtech 100 kg per patient or medtech p. 120 Living Amenities Delete the following phrase from the paragraph on this page:
Partial amenities are not subject to the specification increase for large numbers of people.
p. 126 Nitrous Oxide Injectors In the first paragraph, remove “/Braking” from where it appears twice.
p. 129 Drive-by-Wire Systems This customization’s Design Cost should be: “Chassis Design Point cost x 0.75 per level added.” Its Parts Cost should be “Vehicle’s original cost x 0.25 per level added.”
p. 129 Improved Control Surfaces (Watercraft Only) This customization’s Design Cost should be: “Chassis’ Design Point cost x 0.4 per increment added.” Its Parts Cost should be “Vehicle’s original cost x 0.15 per increment added.”
p. 129 Improved Suspension (Ground Vehicles Only) This customization’s Design Cost should be: “Chassis’ Design Point cost x 0.25 per level added.” Its Parts Cost should be “Vehicle’s original cost x 0.1 per level added.”
p. 129 Motorbike Gyro-Stabilization Gear This customization’s Design Cost should be: “Chassis’ Design Point cost x 0.25.” Its Parts Cost should be “Vehicle’s original cost x 0.25.”
p. 130 Off-Road Suspension This customization’s Design Cost should be: “Chassis’ Design Point cost x 0.5 per 1-point change to Handling.” Its Parts Cost should be “Vehicle’s original cost x 0.35 per 1-point change to Handling.”
p. 130 Remote Control Interface Change the Parts Availability to 7 days, rather than 72.
p. 131 Ablative Armor Costs, Availability, and Street Index for this accessory were omitted. They should appear as listed below:
Ablative Armor Level Cost Availability (SI) 1 700¥ 8/14 days (2) 2 1,600¥ 12/14 days (2) 3 2,500¥ 14/21 days (2) p. 132 Concealed Armor Add the following line:
For every 6 full points of concealed armor added, increase the Handling of the vehicle by 1.
p. 134 Smart Armor Systems (SAS) Under both Design and Customization Specifications, Load Reduction should simply be “Body x 50 kg.”
p. 134 Active Thermal Masking Change the second sentence of the first paragraph to read as follows:
This modification is available only to customized gasoline, methane, diesel and jet engines for all chassis except motorcycles (see Engine Modifications, p. 125).
p. 136 Firearms Conversion Kits No costs were given for this accessory. They are listed below as follows:
Design Specifications Design Cost: Pistol, Submachine Gun: 1 point Rifle/Shotgun/Grenade Launcher/LMG: 2 points MMG/HMG/Assault Cannon: 3 points Customization Specifications Parts Cost: Pistol: 150¥ Submachine Gun: 350¥ Rifle/Shotgun/Grenade Launcher/LMG: 750¥ MMG/HMG/Assault Cannon: 1,000¥ Parts Availability (SI): Pistol: 4/36 hours (2) Submachine Gun: 5/48 hours (2) Rifle/Shotgun/Grenade Launcher/LMG: 6/72 hours (2.5) MMG/HMG/Assault Cannon: 16/14 days (2.5) Load Reduction: Submachine Gun: 0.25 kg Rifle/Shotgun/Grenade Launcher/LMG: 0.5 kgv MMG/HMG/Assault Cannon: 1 kg
Firearm Conversion Table Weapon Design Cost Parts Cost Customization Parts Avail. (SI) Load Pistol 1 150¥ 4/36 hours (2) 0 kg Submachine Gun 1 350¥ 5/48 hours (2) 0.25 kg Rifle/Shotgun/Grenade Launcher/LMG 2 750¥ 6/72 hours (2.5) 0.5 kg MMG/HMG/Assault Cannon 3 1,000¥ 16/14 days (2.5) 1 kg p. 139 Smartlink Integration kits The correct design point costs are 25 points for Smartlink Level I and 35 points for Smartlink Level II.
p. 140 Weapon Values Table The Hardpoint Requirement for Extra-Large turret types should be 5. Also, delete the entry for the “Karpfen PBRS”. Change the Weapon Value for the ANDREWS system to 6. Add a “Grenade Launcher” entry after “Rifle” with a Weapon Value of 1.
p. 141 Turrets Under Design Specifications, the CF cost for Large and Extra-large turrets should be 60 and 120, respectively. Under Customization Specifications, the CF cost for Large and Extra-large turrets should be 72 and 144, respectively. Under Parts Availability, the text should read as follows:
Calculate parts availability for mini and small turrets with the following formula: Turret Cost ÷ 400 = Availability Target Number. Turret Cost ÷ 180 = days required to obtain parts.
p. 141-142 Remote Turrets Under Design Specifications, the CF cost for Large and Extra-large turrets should be 32 and 64, respectively. Under Customization Specifications, the CF cost for Large and Extra-large turrets should be 36 and 72, respectively. Under both Design & Customization, Load Reduction for extra-large turrets should be 35,000 kg.
p. 148 SONAR Systems Table The Design Point Cost should read as follows: Sonar Level Design Points 1 50 2 500 3 2,500 4 5,000 5 10,000 6 25,000 7 50,000 8 75,000 9 125,000 10 250,000 p. 151 Flotation Packages (Aircraft) Replace the last line of the first paragraph with the following:
Aircraft fitted with floats can still touch down on land.
p. 152 Flotation Packages (Aircraft) This customization’s Design Cost should be: “Chassis’ Design Point cost x 0.2.”
p. 152 Med Clinics The following paragraph was added:
The number of patients and medtechs a mobile medical clinic can hold is dictated by the amount of People Space in the vehicle (see p. 120). A clinic with enough space for full operation can handle full medical care, healing and even surgery. If the clinic only has enough space for ambulance operations, the medtech can only use Biotech to perform first aid (p. 129, SR3) and to stabilize the patient. In this case, the patient is considered to be in good conditions and treatment time is considered uninterrupted while the vehicle is moving (barring a crash or something serious). If there is not enough People Space available for ambulance operations, patients can still be worked on, but the Bad or Terrible conditions modifier will apply.
Under Design Specs, the CF Consumed was changed to 52 and Load Reduction to 250 kg.
Under Customization Specs, the CF Consumed was changed to 75 and Load Reduction to 400 kg.
p. 153 Seats Under bench seats, the Load adjustment for removing bench seats was changed to 150 kg.
p. 154 Seats Under both Design and Customization Specifications, the Load Reduction for standard bucket seats should be 100 kg.
p. 154 Tires Add the following new paragraph after the second paragraph:
“Tires are destroyed when they are targeted with a called shot in vehicle combat and take Moderate or higher damage. Standard and performance tires have a Body of 4 for resisting damage; off-road, dual-purpose and runflat tires have Body 5. When a tire is destroyed, a moving vehicle must immediately make a Crash Test. Vehicles suffer a +2 modifier to Handling Tests per flat tire (only +1 if the tire is a runflat tire). The speed of vehicles with flat tires may not exceed their Speed rating; vehicles with flat runflat tires may exceed their Speed ratings but suffer an additional +1 Handling Test modifier.”
p. 155 Off-Road Tires Replace the first two sentences with:
Off-Road tires are required for use with off-road suspensions. Otherwise, they operate as standard tires (reducing the benefits of any Handling or suspension modifications by half).
p. 155 Dual-Purpose Tires Replace the first sentence with:
Dual-purpose tires are designed for both improved and off-road suspensions, allowing vehicles to operate both off-road and on-road without penalty.
p. 158 H-D Electroglide Raise Street Index to 2 and Availability to 10/10 days.
p. 158 H-D Scorpion Raise Fuel to 30 liters, Cost to 13,500¥.
p. 159 Suzuki Aurora Raise Fuel to 25 liters, Economy to 10.4, Cost to 18,100¥.
p. 159 Yamaha Rapier Raise Fuel to 30 liters, Economy to 9.6, Cost to 14,200¥.
p. 160 Dodge Scoot Change Seating to 1m, Fuel to 200 PF, Economy to .75, and Cost to 5,900¥
p. 160 E.S. Papoose Change Fuel to 250 PF, Economy to .75, Load to 5 and Cost to 6,600¥
p. 160 Aztechnology Nightrunner Electric Change Fuel to 400 PF, Economy to .6, Signature to 5/5, Availability to 3/72 hours and Cost to 45,625¥.
p. 160 S.M. Seacop Raise Street Index to 2 and Availability to 15/15 days.
p. 162 Aztechnology Tiburon (standard model) Change Street Index to 2 and Availability to “-”.
p. 162 B&V; River Commander Raise Availability to 19/19 days.
p. 162 GMC Riverine For the standard model, change Street Index to 1. For the security model, change Availability to 18/18 days. For the police model, change Availability to 13/13 days.
p. 162 Z-P Swordsman (AME) The Signature should be 5/5, Fuel Code should be “EC,” Availability should be 3/72 hours and Cost should be 58,375¥.
p. 162 Suzuki Watersport (Electric) Change Fuel to 180 PF, Load to 37 and Cost to 11,000¥.
p. 163 H&W; Classique Raise Availability to 15/15 days.
p. 163 MT Dolphin II Raise Availability to 11/11 days.
p. 163 APCs The Street Index of each APC was changed to 3 and the Availability to “-” (Ferrari Light Scout), 23/23 days (LAV-93) and 26/26 days (LAV-103).
p. 164 Kodiak Street Index raised to 2.
p. 164 Limousines Availability was changed to 13/13 days for the Nightsky and to 15/15 days for the Phaeton.
p. 164 Rolls Royce Prairie Cat Availability changed to 10/10 days.
p. 165 L-C Light Strike Vehicle Change Street Index to 2 and Availability to 8/8 days.
p. 166 C-N Patrol 1 Change Availability to 9/9 days.
p. 166 General Products Cop Change Fuel to 350 PF, Load to 155, Availability to 8/8 days and Cost to 34,800¥.
p. 166 LS Americar Change Availability to 8/8 days.
p. 166 Toyota Elite Change Availability to 8/8 days.
p. 167 GMC MPUV Change Street Index to 3 and Availability to 13/13 days. pp. 167-168 Ferrari Racer Change Handling to 2/7, Cargo to 6, Load to 95 and Cost to 210,300¥.
p. 168 LS Honda 3220 Change Availability to 9/9 days.
p. 168 Chrysler-Nissan Jackrabbit (Electric) Change Speed to 80, Acceleration to 5, Load to 100, Economy to 1, Fuel code to EC and Cost to 20,500¥.
p. 168 L-Z Tsarina Change Speed to 60, Economy to .75/PF and Cost to 16,000¥.
p. 168 Mitsubishi Runabout Change Cost to 12,200¥.
p. 168 VW Elektro Change Cost to 10,000¥.
p. 169 GMC 4201 The GMC’s Entry should be 2d + 1x.
p. 170 Ares Citymaster Change Availability to 13/13 days.
p. 170 Ares Mobmaster Change Availability to 19/19 days.
p. 170 DW CM Variant Change Cargo to 327 [320 PS], Load to 630 [600 PS], Seating to 2 + 2b Availability to “-” and Cost to 677,000¥. Also added the following to the description: It carries 3 patient/medtech pairs (2 in full operation) and 6 other personnel.
p. 170 DW CRT Change Cargo to 348 [336 PS], Load to 1750 [800 PS], Availability to 27/27 days and Cost to 537,000¥. Alo added this description: It carries 4 patient/medtech pairs (2 in full operation) and 2 other personnel.
p. 171 DW SRT Change Cargo to 100 [84 PS], Load to 250 [200 PS], Availability to 18/18 days and Cost to 341,250¥..
p. 171 GMC Bulldog (Security Model) Change Street Index to 2 and Availability to 9/9 days.
p. 171 Leyland-Rover Transport (Electric models) For the electric closed-cab and pickup models, change Speed to 90, Acceleration to 5, Load to 430, Fuel to EC (500 PF), Economy to 1 PF/km and Cost to 49,000¥.
For the electric minibus, change Speed to 90, Acceleration to 5, Cargo to 64, Load to 130, Seating to 2 + 3b, Fuel to EC (500 PF), Economy to 1 PF/km and Cost to 52,000¥.
p. 171 LS Black Mariah Change Availability to 12/12 days.
p. 171 Volkswagen Superkombi III The Cargo should be 18 for the main variant and 42 for the pickup. Remove the PS notations for all models.
p. 172 Aztechnology Hedgehog Under Other Features, add an Autosoft Interpretation System.
p. 173 IWS DLK Mk 6 Signature should be 7.
p. 174 Ares Sentinel “P” Change Availability to 8/8 days.
p. 174 Aztechnology Hedgehog Change Availability to 16/16 days.
p. 174 C. Brouillard Change Fuel to 40 liters, Cost to 10,000¥.
p. 174 Ferret RPD-VI Change Street Index to 2 and Availability to 9/9 days.
p. 174 GM-N Doberman Change Availability to 8/8 days.
p. 174 IWS MK 6 (Armed variant) Change Availability to 8/8 days.
p. 174 S-T Bloodhound Load should be 5.
p. 174 Steel Lynx Change Availability to 8/8 days. Also, the Economy rating should be expressed in km/PF, not km/l.
p. 174 Mini-Blimps Under Other Features, add remote-control interface and rigger adaptation.
p. 174 S-B Microskimmer The Economy rating should be expressed in km/PF, not km/l.
p. 175 Ares Arms Sentry II Change the Availability to 9/9 days.
p. 176 Aztechnology Liebre Change Fuel to 200 liters, Economy to .75/l, Availability to 16/16 days and Cost to 195,000¥.
p. 176 CAS Wandjina Change Availability to 12/12 days.
p. 176 FMC-S Firebird Change Load to 5, Street Index to 2 and Availability to 9/9 days. Also change the Fuel Code to JP (Jet Propeller).
p. 176 GM-N Spotter Change the chassis to Medium UAV. Also change Handling to 3, Accel to 35, Body to 2, Fuel to 140, Econ to 1 km/l, S/B to 5 min., Availability to 3/72 hours and Cost to 45,250¥.
p. 176 GTE-F Retrans and P&W; Sundowner Change the Fuel Code to JP (Jet Propeller).
p. 176 Lone Star Strato-9 Change Fuel to 220 liters, Economy to 0.4/liter, Availability to 8/8 days and Cost to 34,500¥.
p. 176 MCT-Nissan Roto-drone Change Signature to 4, Fuel to 200 liter, Economy to 0.4 km/l, and Cost to 10,500¥.
p. 177 Ares Guardian The Economy rating should be expressed in km/PF, not km/l, and Availability should be 11/11 days.
p. 177 Redball Express Change Fuel to 500 liters, Economy to 0.5 km/l, and Cost to 85,000¥.
p. 178 Shiawase Kanmuchi The Economy ratings should be expressed in km/PF, not km/l.
p. 178 Toyota Mk-Guyver S&R; Robot Under Other Features, add an Autosoft Interpretation System and change the rating of the Demolitions autosoft to 3.
p. 178 H-R Skytruck Change Load to 9,000, Fuel to JP (10,000 l), Availability to “-” and Cost to 1,131,250¥.
p. 178 Lockheed C-260 The correct Speed for this aircraft is 150/600. Increase Load to 55,000, Availability to “-” and Cost to 5,876,500¥.
p. 179 Lockheed “Arrow” HSCT Change Economy to 0.04 and Cost to 8,275,000¥.
p. 179 Aztechnology Halcón Ground-Attack Aircraft Add “3 Medium Launch Control Systems” to the end of the Other Features entry. Change Economy to 0.2 liters.
p. 179 BAC-Dassault-MBB EFA Variants Change Load to 1700, Economy to 0.3, and Cost to 2,137,500¥. Add “2 Medium Launch Control Systems” to the end of the Other Features entry.
p. 180 F-F Cloud Nine Change the Fuel Code to JP (Jet Propeller).
p. 180 Twin-Engine Aircraft Change the Fuel Codes of all craft except the L-C Platinum II to JP (Jet Propeller).
p. 180 CASA Raven Change Street Index to 1.
p. 180 L-C Platinum Change Availability to 15/15 days for model I and 26/26 days for model II.
p. 181 Artemis Nightglider Change Speed to 10/60, Economy to .75 km/PF, Availability to 3/72 hours and Cost to 46,500¥.
p. 181 Moonlight Avenger Change the Fuel Code to JP (Jet Propeller).
p. 181 GMC-N Hovertruck Change Economy to 1 km/liter, Street Index to 1, Availability to 10/10 days and Cost to 200,000¥.
p. 181 S_B Red Ranger Change Economy to .75/liter and Cost to 336,000¥.
pp. 1821-83 C-N G12A For the Cargo variant, change Economy to 0.8 km/l, Availability to 4/96 hours and Cost to 62,000¥.
For the Passenger variant, change Cargo to 12, Economy to 0.8 km/l and Cost to 57,000¥.
pp. 182-183 GMC Patroller Change Fuel to 550 l, Economy to .55 km/l, Availability to 15/15 days and Cost to 176,000¥.
pp. 182-183 GMC Vacationer Change Economy to 1 km/l and Cost to 289,000¥.
pp. 182-183 Lone Star SWAT Change Economy to 1 km/l, Availability to 17/17 days and Cost to 214,000¥.
pp. 182-183 Mostrans KVP-14T For the standard model, change Fuel to 450 l, Economy to .75 km/l, Availability to 7/7 days and Cost to 124,000¥. For the passenger model, change Fuel to 450 l, Economy to .75 km/l, Availability to 8/8 days and Cost to 143,000¥.
p. 183 Aztechnology Aguilar-EX Change ECM to 6, Economy to 0.2 km/l and Cost to 1,508,250¥. Also, add “2 Medium Launch Control Systems” to the end of the Other Features entry. pp. 183-184 Wasps and Yellowjackets For all 4 models, change Fuel to 300 l, Economy to 0.4 km/l and L/T to VSTOL.
For the Wasp 42B, change the Load to 72, Availability to 9/9 days and Cost to 54,000¥.
For the Wasp 42F, change the Load to 32, Availability to 10/10 days and Cost to 72,000¥.
For the Yellowjacket 44B, change the Load to 52, Availability to 9/9 days and Cost to 52,000¥.
For the Yellowjacket 44F, change the Load to 27, Availability to 10/10 days and Cost to 76,000¥.
p. 184 Hughes Aerospace Airstar 2050 Change the “High Living Amenities” entry in Other Features to read as “Partial High Living Amenities.” Change the Cost to 1,330,500¥. Remove the PS notations from Cargo and Load.
p. 184 Ares TR-55 E Change Street Index to 2 and Availability to 21/21 days.
p. 184 DW CRT Air Unit In order to fit its intended role, this craft had to be redesigned with a Heavy Tilt-Wing chassis. Its new stats are as follows:
Model Hand Speed Accel Body Armor Sig Auto Pilot Sensor Cargo Load DW CRT Air Unit 5 320 8 7 0 1 3 - 1 2 (336 PS) 350 (800 PS) Model Seating Entry Fuel Econ S/B L/T Chass SI Avail Cost DW CRT Air Unit 2 2d + 1s JP (1,000 l) 0.6 km/l - VTOL Hvy. T-W 2.5 - 1,266,750¥ p. 184 DW Osprey II Change Crgo to 12 (168 PS), Load to 300 (400 PS), Availability to “-” and Cost to 935,000¥.
p. 185 Tilt-Wing Airplanes Change the Fuel Codes of all craft to JP (Jet Propeller).
p. 185 A-C Plutocrat Change Cargo to 7, Availability to 26/26 days and Cost to 421,000¥.
For the security model change Availability to “-”. pp. 185-186 DW SRT Changed Cargo to 5 (84 PS), Load to 500 (200 PS), Availability to “-” and Cost to 773,750¥.
Added the following description: It carries one patient, one medtech and the pilot.
p. 186 DW WK-2 Changed Cargo to 4 (84 PS), Load to 200 (200 PS), Availability to “-” and Cost to 828,750¥.
p. 187 USS New Hampshire-Class Attack Sub The New Hampshire-class sub has 16 Heavy Internal Missile Mounts.
p. 188 Vulkan Delphin RQ7 The features for the patrol model are incorrect. Change the last sentence to read as follows:
4 Medium Launch Control Systems (Piranha mini-torpedo system), 12 Internal Mini-torpedo Mounts, Mini-turret (1 CF Ammo Bin and HMG), on patrol model.
p. 189 Krasnaya Sormava Vaneyev-Class Patrol Submarine Change “Body” and “Armor” to “Hull” and “Bulwark” respectively.
p. 189 Mitsuhama Anago (Security model) Change Availability to 8/8 days
p. 190 Federated-Boeing Eagle Change Economy to 0.2 km/l and Cost to 12,102,000¥.
p. 191 Thunderbirds The Handling stats for these vehicles should be: Lobo 6, GMC Banshee 6, GMC Harpy Scout 5.
p. 192 Zeppelin Statistics Change the L/T of each zeppelin from VSTOL to VTOL.
p. 192 L. LA zeppelins Change the Fuel Code to JP (Jet Propeller).
p. 192 Locomotives Change the N-C Bergen Tractor’s Chassis to “locomotive, non-rail” and the N-C Bergen Trailer’s Signature to 3.
p. 192 Semiballistics The vehicle titles for the two semiballistics listed are flip-flopped (both on the descriptions and on the stat lines). The first model listed should be the General Dynamics SV250, while the second should be the Aerospatiale/Saeder-Krupp “Grande Concorde.” pp. 194-201 Power Plant Table Under each instance of “Starting Fuel Code,” replace “in km/PF” with “in PF,” “in km/l” with “in liters” and “in km/bar” with “in bars.”
p. 195 Power Plant Table The Sports Car entry under Diesel Engines should actually be under Jet Turbines (p. 199).
p. 197-198 Electric Fuel Cell Power Plant table The Maximum Load for the Van and SUV entries should be 2,000 kg.
For limousines, Start Load should be 100, Max Load 600 and design Points 80.
For sedans, Start Load should be 75, Max Load 450 and design Points 60.
The Starting and Maximum Speed for the Ultralight entry should be 10/15 and 10/60 respectively.
The Design Point cost for the Extra-large Walker chassis should be 1,000 points.
p. 202 Chassis Table Change the L/T Profile for autogyros to VSTOL.
Change the Max CF for Utility helicopters to 150.
Change the Max CF for Tilt-Wing, Medium to 300.
p. 203 Chassis Table Zeppelins should have a VTOL T/L Profile, not VSTOL.
p. 203 Chassis Table Change the Signatures of the various trailers (under Other Accessories & Features) to the following:
Rail Car, Freight 3 Rail Car, Long Passenger 3 Rail Car, Short Passenger 3 Trailer, Heavy Axle 4 Trailer, Light Axle 4 Trailer, 20-foot 3 Trailer, 40-foot 3 Trailer, 53-foot 3
p. 204 Drones Change “radio-controlled” to “remote control.”
p. 204 Micro Crawler Chassis The Start/Max CF Ratings for this chassis appear to be reversed. It should have Starting CF 0, Max CF 0.6.
p. 204 Small Crawler Chassis The Sensor/Sonar Ratings for this chassis appear to be reversed. It should have Sensors 1, Sonar 0.
Shadowrun Companion
Version 2.0 Date: 7/20/2001
All changes will be reflected in the corrected fourth printing of the Shadowrun Companion (revised for Shadowrun, Third Edition). To determine which printing you have, consult the notation on p. 4 in the second column after the credits. No indication means first or second printing. There were no corrections in the second printing. Entries marked with an asterik are new changes that do not appear in the corrected third printing. Please address all comments on this errata to info@shadowrunrpg.com.
p. 14: Attributes Example Change the last sentence of the last full paragraph to read: He now has (123 - 60 =) 63 Building Point Left.
*p. 15: Skills Example The first sentence of the first paragraph should end with " … (leaving him 15).” The last two sentences of the second paragraph should read: “For languages, he takes English 4 (Read/Write 2) and Italian 3 (Read/Write 1). Looking his skills over, he decides to specialize to Etiquette 2 (Underworld 4).”
p. 15: Resources Example Change the first sentence to read: Anton has 15 Building Points left, which he spends to get 200,000 nuyen.
*p. 20: Natural Immunity Replace both instances in the third paragraph where “(Body ÷ 2) days” appears with “(30 - Body) ÷ 2 hours.”
*p. 29: Jack Itch The last line should read: " … reduce the modifier by 1 every (10 - Willpower) minutes.”
*p. 31: Flaws Table Combat Paralysis’ Point Value should be -4 and Bad Karma’s Point Value should be -5.
p. 74: Amerindian Tribesperson Under Active Skills: Biotech and Etiquette should both be rated 3.
p. 75: Company Man Under Active Skills: Etiquette should be rated 4.
p. 76: Gang Leader Under Active Skills: Etiquette should be rated 3.
p. 77: Plainclothes Cop Under Active Skills: Etiquette should be rated 4.
*p. 77: Plainclothes Cop Under Active Skills, the Law Enforcement Specialization of Etiquette should be 5.
p. 78: Snitch Under Active Skills: the skill should read Etiquette 2 (Street 4).
p. 78: Street Doc Under Active Skills: Computer should be rated 3.