So should we compile an actual CP2020 Errata?
This is the Errata off of the R.Tal website for CP2020 this is I figure a good starting point, and some books are supposed to have this already in them from what I understand. Sorry if it a wall of text to read but I think it needs to be here if this is something folks would like to do for a game we like playing.
Cyberpunk 1st. edition
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Getting Cyberpunk
15-- Character points 2) Roll 1d10 ( instead of 2d6 ) for each stat,
rerolling any scores of 2 or less.
16-- RUN; to determine how far your character can run in a combat round
(3.2 seconds) multiply MA by 3. You can run 3x this distance in a
10 second Turn.
17-- On the character sheet, NOMAD has been added to the list of roles.
19-- Body Type: the table that tells you how far you can throw is on
page 89.
19-- Body Type: You may carry up to 10x ( not 5x ) your BT in Kg.
You may also dead lift 40x your BT in kg.
Working
39-- Chinese/SEAsian has been added to the language families. This includes
Burmese, Tibetan, Vietnamese, Thai, Mandarin and Cantonese.
Fitted for the Future
47-- Money in 2020: "Eurodollars are pretty much the standard of currency
in the 2020 world; accepted in the US, Japan, the Far East and what's
left of the Middle East."
49-- Encumbrance; A CPunk character can carry around as many kilos as his
BT multiplied by 10. His deadlift ability is 40 times his BT stat.
52,53-- SPM-1 Battlegove damage is 3d6/2d6, NOT 3d6/1d6+3
53-- Grenade Launchers ( 150eb ) may be attached under most assault rifles
or hand-held. Range is 200m. HVY 0 L/N R varies 1 1 ST
54,55-- Pictures of Sternmeyer M-95A and AKR-20 are actually Sternmeyer CG-13
and FN-RAL
57-- Battlegloves: "a Battleglove delivers 3d6 crushing and 2d6 punching
damage and has three spaces for holding any standard cyberarm option."
57-- Linear Frames: The last type is Sigma ( not Epsilon? )
Putting the Cyber into the Punk
66,67-- Skinwatch code is SWTC not SKW
66,67-- Kerenzikov HL is 1d6/2d6
66,67-- Neuralware: Olfactory Boost (N) (OLI) increase Awareness by smell
by +2. Allows scent tracking. COst 100 eb. HL 2pts.
66,67-- Interface Plugs HL is 1d6/pair
66,67-- Gills are good for 4, not 6, hours
66,67-- Radiation Detector code is RAD not RD
66,67-- Scratcher damage is 1d6/2 not 1d6
66,67-- Teleoptics ability is 20x not 30x
66,67-- Thermograph Sensor HL is 1pt
68,69-- Voice Stress Analyzer code is VSA not VS
68,69-- Tight-Beam Radio Link Code is TBR not TB
68,69-- Cyberarm; 4 options allowed. Cyberleg; 3 options allowed.
68,69-- Ripper Hand code is RPH not RIP
68,69-- Spike Hand damage is 1d6+3 not 2d6
68,69-- Cyberweapons; no shotgun in this version. Weapon has been made
part of the Weapon Mount and Link option.
68,69-- Linear Frame Epsilon is Sigma
71-- Coprocessors, Kerenzikov; "Kerenzikov boost can be installed at two
levels of augmentation ( +1 or +2 to initiative, HL is 1d6/2d6 ).
72-- Coprocessors, Machine/Tech Link; This also allows the control of
smaller machines and appliances not in a factory situation
73-- Implants; note, Motion Detectors, Radiation detectors and
Chemical analyzers are 360 degree systems. Radars and Sonars are
180 degree systems.
73-- Implants, Gills; good for 4 hours only
75-- Cyberweapons, Rippers; damage is 1d6/2
76-- Cyberweapons, Wolvers; damage is 3d6 per hand
76-- Cyberoptics, Targeting Scope: "In game terms this allows you to
add +1 ONLY to smartgun attacks."
77-- Cyberoptics, Dartgun; "Posion dart will penetrate light Kevlar
armor with a lethal dosage. Takes up three (3) spaces."
78-- Cyberaudio, Amplified Hearing; adds +1 to any soundrelated Awareness
check
78-- Cyberaudio, Sound Editing; adds +2 to any sound related Awareness
check. Can be used with Enhanced Hearing Range.
79-- Cyberlimbs, Options; A limb can hold up to 4 built-ins maximum.
A hand or foot is considered one option.
81-- Cyberweapons, Popup Gun Table;
V.Weak to Weak limb = light pistol only
Average to Strong limb = medium pistol or light SMG
Very Strong limb = heavy to v heavy pistol or medium SMG or
small shotgun ( 2 shots, 1/2 normal range )
82-- Cyberweapons, Grenade Launcher; note, a standard cyberlimb
storage space can hold 2 launcher-style grenades
Friday Night Firefight
86 Picture is identified as Sternmeyer 21 SMG
88 Actions; * Move up to your full movement ( 3 x your MA in meters )
per round
89 Weapon Ranges Table: Throwing grenades = 10m x Body Type, -1m/every kg
over 1; other items = 3m x BT
89-- Weapon Modifiers Table; Aiming gives +1/rnd up to 3 rounds
89-- Grenade Table; after rolling for direction if grenade misses, roll
another 1d10 for distance in meters.
89-- Common Covers table; Sheetrock wall = 5 sp
90-- Martial Arts Forms and Bonuses Table;
Boxing(1) Strike +3, Block +2, Dodge +1
Thai Boxing(4) Strike +3, Kick +3, Block +2, Grapple +1
Tae Kwon Do(4) Strike +3, Kick +4, Block +2, Dodge +1, Sweep+1
91
93-- Common Covers SPs; Sheetrock wall = 5 sp
96-- Ranged Weapons, Reliability Table;
Very Reliable 3 or less
Standard 5 or less
Unreliable 8 or less
97-- Airguns, Drug and Poison Effects Table; Nausea Drugs, illness, -4 Ref
97-- Airguns, Acid; effects last 3 combat rounds
97-- Tasers; "Tasers can be recharged from wall current, taking 1 hour to
reach full charge."
98-- Bows, X-bows, Spears and Throwing Stars; all nongrenade thrown weapons
have a range of 3x your BT in meters
99-- Grenades; Grenades can be thrown up to 10x the character's Body Type
in meters, -1m/kg over 1.
101-- Explosive Ranges Table;
Plastique 1 kg, 4m, 7d10
C6 1/2 kg, 5m, 8d10
TNT 1 stick, 3m, 4d10
Trauma Team
108-- Sample Medical History; Ripperjack will take 13 not 16 days to recover
Drugs
115-- Cost Example; cost will be 650 eb per dose
Netrunner
123-- Both illustrated cyberdecks have 1 CPU as part of their stats.
132-- Program List; Wizard Book's strength is 6 vs Code Gates, 4 vs
everything else
132-- Program List; VIRAL 15 costs 590eb not 600eb
132-- Program List; Hellbolt and Sword's costs are reversed
132-- Program List; Open Sesame costs 130 eb not 150
133-- Program List; Padlock strength is 4 not 6.
143-- Attacks against Systems and Cyberdecks; Attacking programs
STR + 1d10 vs Code or Data Wall's STR + 1d10
161-- Virtual Limits Table;
Virtual Conference Room 1 MU
Virtual Office 2 MU
Virtual Rec Area 4 MU
Virtual Building 8 MU
Virtual City 16 MU
Virtual World 32 MU
163-- Virtually there, How Long Will It Take;
1 object 1 sec
100 objects 2 min
1,000 objects 15 min
10,000 objects 2 hrs
100,000 objects 24 hrs
1,000,000 objects 240 hrs
1,000,000,000 objects 2400 hrs
All Things Dark and Cyberpunk
175-- Bell-Boeing V-22F Osprey; cost 2.5 to 10 million EB
Megacorps 2020
Page Company Employees Troops Covert
---- ------- --------- ------ ------
200 EBM 1,000,000 20,000 2,000
200 Network 54 ( as before ) 5,000 750
202 Merril, A&F ( " ) 100 10
203 Petrochem 338,000 30,000 2,500
204 Arasaka 1,000,000 100,000 5,000
204 Militech 350,000 100,000 2,031
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This is the Errata off of the R.Tal website for CP2020 this is I figure a good starting point, and some books are supposed to have this already in them from what I understand. Sorry if it a wall of text to read but I think it needs to be here if this is something folks would like to do for a game we like playing.
Cyberpunk 1st. edition
--------------------------------------------------------------------------------
Getting Cyberpunk
15-- Character points 2) Roll 1d10 ( instead of 2d6 ) for each stat,
rerolling any scores of 2 or less.
16-- RUN; to determine how far your character can run in a combat round
(3.2 seconds) multiply MA by 3. You can run 3x this distance in a
10 second Turn.
17-- On the character sheet, NOMAD has been added to the list of roles.
19-- Body Type: the table that tells you how far you can throw is on
page 89.
19-- Body Type: You may carry up to 10x ( not 5x ) your BT in Kg.
You may also dead lift 40x your BT in kg.
Working
39-- Chinese/SEAsian has been added to the language families. This includes
Burmese, Tibetan, Vietnamese, Thai, Mandarin and Cantonese.
Fitted for the Future
47-- Money in 2020: "Eurodollars are pretty much the standard of currency
in the 2020 world; accepted in the US, Japan, the Far East and what's
left of the Middle East."
49-- Encumbrance; A CPunk character can carry around as many kilos as his
BT multiplied by 10. His deadlift ability is 40 times his BT stat.
52,53-- SPM-1 Battlegove damage is 3d6/2d6, NOT 3d6/1d6+3
53-- Grenade Launchers ( 150eb ) may be attached under most assault rifles
or hand-held. Range is 200m. HVY 0 L/N R varies 1 1 ST
54,55-- Pictures of Sternmeyer M-95A and AKR-20 are actually Sternmeyer CG-13
and FN-RAL
57-- Battlegloves: "a Battleglove delivers 3d6 crushing and 2d6 punching
damage and has three spaces for holding any standard cyberarm option."
57-- Linear Frames: The last type is Sigma ( not Epsilon? )
Putting the Cyber into the Punk
66,67-- Skinwatch code is SWTC not SKW
66,67-- Kerenzikov HL is 1d6/2d6
66,67-- Neuralware: Olfactory Boost (N) (OLI) increase Awareness by smell
by +2. Allows scent tracking. COst 100 eb. HL 2pts.
66,67-- Interface Plugs HL is 1d6/pair
66,67-- Gills are good for 4, not 6, hours
66,67-- Radiation Detector code is RAD not RD
66,67-- Scratcher damage is 1d6/2 not 1d6
66,67-- Teleoptics ability is 20x not 30x
66,67-- Thermograph Sensor HL is 1pt
68,69-- Voice Stress Analyzer code is VSA not VS
68,69-- Tight-Beam Radio Link Code is TBR not TB
68,69-- Cyberarm; 4 options allowed. Cyberleg; 3 options allowed.
68,69-- Ripper Hand code is RPH not RIP
68,69-- Spike Hand damage is 1d6+3 not 2d6
68,69-- Cyberweapons; no shotgun in this version. Weapon has been made
part of the Weapon Mount and Link option.
68,69-- Linear Frame Epsilon is Sigma
71-- Coprocessors, Kerenzikov; "Kerenzikov boost can be installed at two
levels of augmentation ( +1 or +2 to initiative, HL is 1d6/2d6 ).
72-- Coprocessors, Machine/Tech Link; This also allows the control of
smaller machines and appliances not in a factory situation
73-- Implants; note, Motion Detectors, Radiation detectors and
Chemical analyzers are 360 degree systems. Radars and Sonars are
180 degree systems.
73-- Implants, Gills; good for 4 hours only
75-- Cyberweapons, Rippers; damage is 1d6/2
76-- Cyberweapons, Wolvers; damage is 3d6 per hand
76-- Cyberoptics, Targeting Scope: "In game terms this allows you to
add +1 ONLY to smartgun attacks."
77-- Cyberoptics, Dartgun; "Posion dart will penetrate light Kevlar
armor with a lethal dosage. Takes up three (3) spaces."
78-- Cyberaudio, Amplified Hearing; adds +1 to any soundrelated Awareness
check
78-- Cyberaudio, Sound Editing; adds +2 to any sound related Awareness
check. Can be used with Enhanced Hearing Range.
79-- Cyberlimbs, Options; A limb can hold up to 4 built-ins maximum.
A hand or foot is considered one option.
81-- Cyberweapons, Popup Gun Table;
V.Weak to Weak limb = light pistol only
Average to Strong limb = medium pistol or light SMG
Very Strong limb = heavy to v heavy pistol or medium SMG or
small shotgun ( 2 shots, 1/2 normal range )
82-- Cyberweapons, Grenade Launcher; note, a standard cyberlimb
storage space can hold 2 launcher-style grenades
Friday Night Firefight
86 Picture is identified as Sternmeyer 21 SMG
88 Actions; * Move up to your full movement ( 3 x your MA in meters )
per round
89 Weapon Ranges Table: Throwing grenades = 10m x Body Type, -1m/every kg
over 1; other items = 3m x BT
89-- Weapon Modifiers Table; Aiming gives +1/rnd up to 3 rounds
89-- Grenade Table; after rolling for direction if grenade misses, roll
another 1d10 for distance in meters.
89-- Common Covers table; Sheetrock wall = 5 sp
90-- Martial Arts Forms and Bonuses Table;
Boxing(1) Strike +3, Block +2, Dodge +1
Thai Boxing(4) Strike +3, Kick +3, Block +2, Grapple +1
Tae Kwon Do(4) Strike +3, Kick +4, Block +2, Dodge +1, Sweep+1
91
93-- Common Covers SPs; Sheetrock wall = 5 sp
96-- Ranged Weapons, Reliability Table;
Very Reliable 3 or less
Standard 5 or less
Unreliable 8 or less
97-- Airguns, Drug and Poison Effects Table; Nausea Drugs, illness, -4 Ref
97-- Airguns, Acid; effects last 3 combat rounds
97-- Tasers; "Tasers can be recharged from wall current, taking 1 hour to
reach full charge."
98-- Bows, X-bows, Spears and Throwing Stars; all nongrenade thrown weapons
have a range of 3x your BT in meters
99-- Grenades; Grenades can be thrown up to 10x the character's Body Type
in meters, -1m/kg over 1.
101-- Explosive Ranges Table;
Plastique 1 kg, 4m, 7d10
C6 1/2 kg, 5m, 8d10
TNT 1 stick, 3m, 4d10
Trauma Team
108-- Sample Medical History; Ripperjack will take 13 not 16 days to recover
Drugs
115-- Cost Example; cost will be 650 eb per dose
Netrunner
123-- Both illustrated cyberdecks have 1 CPU as part of their stats.
132-- Program List; Wizard Book's strength is 6 vs Code Gates, 4 vs
everything else
132-- Program List; VIRAL 15 costs 590eb not 600eb
132-- Program List; Hellbolt and Sword's costs are reversed
132-- Program List; Open Sesame costs 130 eb not 150
133-- Program List; Padlock strength is 4 not 6.
143-- Attacks against Systems and Cyberdecks; Attacking programs
STR + 1d10 vs Code or Data Wall's STR + 1d10
161-- Virtual Limits Table;
Virtual Conference Room 1 MU
Virtual Office 2 MU
Virtual Rec Area 4 MU
Virtual Building 8 MU
Virtual City 16 MU
Virtual World 32 MU
163-- Virtually there, How Long Will It Take;
1 object 1 sec
100 objects 2 min
1,000 objects 15 min
10,000 objects 2 hrs
100,000 objects 24 hrs
1,000,000 objects 240 hrs
1,000,000,000 objects 2400 hrs
All Things Dark and Cyberpunk
175-- Bell-Boeing V-22F Osprey; cost 2.5 to 10 million EB
Megacorps 2020
Page Company Employees Troops Covert
---- ------- --------- ------ ------
200 EBM 1,000,000 20,000 2,000
200 Network 54 ( as before ) 5,000 750
202 Merril, A&F ( " ) 100 10
203 Petrochem 338,000 30,000 2,500
204 Arasaka 1,000,000 100,000 5,000
204 Militech 350,000 100,000 2,031
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