So should we compile an actual CP2020 Errata?

+
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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Ok and here is the rest since the first was to big.

Solo of Fortune

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(now printed on the back page of newer copies)
Fully Chipped, pg.7
Magazine Extensions, 2x normal load is 20eb, 3x normal load
is 60eb.

New frames: Bullpup configuration for an assault rifle can drop
the concealment rating from N to L with GM's decision

Ultratech Ad, pg.22
Nuke'Em UV Optic, HC=1

Cyberwarrior Ad., pg 32
Hammerhand; HC=2d6+1, damage is 1d10, reinforced frame allows you
to mount ANY heavy pistol on the OUTSIDE of forearm.

Buzzsaw; HC=2d6+4, soft armor damaged 2 SP/hit

Speeding Bullet; because of extensive modifications to standard
cyberlegs, only ONE other option is allowed

Boostmaster; this package is +1 TO REF not initiative and you
must have Kerenzikov or Speedware first!

Bubba and J.T.
pg 38 - Sternmeyer M-95A ROF=4/30
pg 42 - Fabrica De Armes M-2012, ROF=1/4, squad auto has a ROF of
30 and 100 rnd drum magazine
pg 47 - Espinoza One Shot, Acc=-1, damage for .50cal caseless is 3d6
pg 47 - Fashion Gun 9; P/0/P/E/9mm/7/2/UR
pg 47 - Surprising Stranger; P/0/P/E/10mm(2d6+2)/4/2/ST
pg 47 - Kang Tao Type 97; magazine holds 10 rnds.
pg 48 - Teen Dream; Acc= -1
pg 48 - Federated X-22; P/0/P/E/.22caseless/10/2/ST
pg 48 - Federated X-38; ROF=2, damage for .38caseless is 2d6
pg 48 - Federated Impact; ROF=2
pg 48 - Federated Tech-Assailt; magazine holds 30rnds

Militech ad, pg 50 -
High Power 15; RIF/2/N/P/9mm caseless long(2d6+4)/180/20(60)/ST,
200m range

Ninja, availability is C, caliber is 5mm caseless. Over 4m away, gun
cannot be heard without cyberaudio

Boomer Buster; P/1(-1)/L(J)/P/.477(5d6)/4/1/VR, Accuracy and Concealment
drop unless firer has brace unfolded or a cyberarm. Eff range increases
to 100m with brace unfolded. Ammo is automatically AP [Note: according
to a letter to us from RTG, only AP ammo is sold for the weapon ].
EUROSOLO in 2020
When creating a Eurosolo in the 2020 edition of Cyberpunk, remember
that he will have an automatic +2 in his General Knowledge skill and
+1 in a non-native European language. This reflects his greater level
of starting education and the EEC's more cosmopolitan theatre of action.
This advantage is balanced by subtracting one point from his Pickup
skills ( in general, Europeans in 2020 have far more structured
societies and less chance to experiment with life on the Street).

A typical EuroSolo will have a Combat Sense of +5 to +7

EuroSolo Skills Package Recommended Pickup Skills
-------- ------ -------- ----------- ------ ------
Awareness Business Sense
Handgun Culture
Martial Arts Social
SMG Driving
Wardrobe and Style Languages
Athletics Stealth
Weapons Tech Pilot (various craft)
Corporate Policy Persuation
Expert (one subject)

Cyberwear should be kept to a minimum; cyberoptics,
cyberaudio, boosters, sometimes interface/chipware plugs.
Obvious cyberlimbs and implants are frowned upon.
For more detail, see Eurosource book.

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Chromebook 1

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All weapons listed (unless otherwise noted) have the maximum effective range alotted to their class in CP2020, pg 51.
Damage from the DZ 25 DetCard [pg 47] is 3d6 in 3m diameter.

To determine damage of Malorian SubFlechette Gun [pg 48] roll 1d6 for the number of penetrators per round that hit. Each penetrator does 1d6 damage (armor is 1/4). All the penetrators from a single round will hit in the same body area.

Minigrenades for the Militech Launcher [pg 46] are 30eb a piece, except for HEP rounds which are 40eb.

Hollow-nose ammo for the Darra M-9 Rifle [pg 50] is 45eb per box of 100 rounds, but is only available along the pacific rim.

Ammo prices for the S&W Model F [pg 54] are approx 45eb/dozen for HEP and API rounds; 20eb/dozen for Acid shells.

Surgery Code for Chromebook Cyberwear --

AntiPlague Nanotech (N) Magnetic Feet/Hands (N)
Cutting Torch (N) Mace Hand (M)
Cyberhand (MA) Mag-Duct Spots (M)
Cyberliver (MA) Optishields (M)
Decentralized Heart (CR) Pacesetter/Pacesetter 2000 Hearts (CR)
Digits (N) Rebreathers (MA)
Dodgeball (M) Skate Foot (M)
E-Monitor (N) Tazer Grip (N)
Flashbulb (N) Tear Gas Sprayer (M)
Forked Tongue (N) Times Square Plus (M)
Frequency Changer (N) Video Cam/Transmitter (M)
Gang Jazzler (M) Video Imager (N)
Gas Jet (N) Voice Pattern (N)
Gyro-Stabilizer Watch-Man (N)
Icer (N) Wearman Mk.II (M)
Lifesaver Skinweave (N) Wet Drive (CR)
Limblink (N) Whip (N)
 
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