ShadowRun 2nd ed. Hardcover Errata
I don't know if this is what you were looking for (i just have a photocopied sheet from someone), but this is errata for the hardcover SR2 book (fixed in the softcover printing).
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 askerisk 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 read simply 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 between the firearms, gunnery, projectile, and throwing skills and their respective (b/r) skills. those four should resemble armed combat, like so:--- skill name ---*--- (b/r). Also, shift the dot associated with conjuring in toward the skill, so that web-section looks like this:
*--- magical theory ----
|-*- conjuring
*--- sorcery
p.89 ranged combat modifiers table (SRII gm screen also) change the "recoil, heavy weapon" modifier to "+1 per round fired that combat phase."
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 machine gun is firing 10 rounds, and has six points of recoil compensation, its final modifier is +8(4x2)."
p.92-93 full-auto mode replace the sentence beginning "each round fired..." with the following: "each round fired inposes 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 the 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 of the 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 strength minimum rating is used to determine its 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 the melee the "see page" reference for multiple opponents should read "this page" instead of p.90.
p.108 vehicles, weapon, 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."
p.144 spirit table under the nature spirits it should be the "hearth" spirit, not the "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.
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."
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. [hamlet: this sentence doesn't really make sense as put. i think it should have a semi-colon instead of the first comma. hmmm, errata for the errata.]
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.
p.211 the street cop add a willpower attribute of 3.
well, there you go. i hope this is what you were looking for. if not, well, i needed the typing practice anyway. . . . :)
hamlet ab022c@uhura.cc.rochester.edu
Back to the Shadowrun page
Back to the RPG page
