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Post by Will Carson on Apr 24, 2012 17:44:32 GMT -5
We have made a couple Erratas in the forums to fix some issues. Errata 1) Battle healer weapon skill is Heavy 1 Handed Melee, not 1 Handed Melee. Errata 2) Shock Firearm Infusion should affect a target if it strikes an unarmored area as well as if it causes an armor break. Not just if it causes a break. Clarification) Engineer's Overload ability. The notes in the ability section and the bonus damage in the construct description stack.
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Post by Will Carson on Apr 29, 2012 18:14:39 GMT -5
Errata 3) Master Fusionist Ability, Heavy Weapon Infusion. It says you get access to Heavy Weapon Infusion. What it should say is that you can now infuse heavy weapons with Firearm Infusion. And as a clarification, Firearm infusion mentions it can be used on normal firearms. This should say personal firearms.
Errata 4) Glass Globes, Bottles and Shell Canisters may now be bough in batches. (5 per on globes and bottles, 10 for canisters.) These batches are for the same total cost and weight as a single is listed for in the book. When creating Alchemical devices that use these you create them in batches. It still costs the same to create them but instead of getting 1 you get 5 or 10) While they can't be created individually they can be bought and sold separately. So you could buy a single 2D6 potion for 10 silver.
Addendum 1) Engineer Ability Heavy Weapon Mount. Does not take up a slot, costs 100 silver to build the rig and costs the same as cannons for ammo (10 silver for cannon ball and 10 silver worth of black powder per shot)
Addendum 2) Engineer Ability Alchemical Weapon Ejector. Does take up a device slot, costs 10 basic engineering components (100 silver) to make. Adds +1 to the DR and 10 to the hp of the construct and allows it to store an alchemical gas globe that it will fire into the air at the end of its movement. It takes 2 rounds to reload a new alchemical gas globe. A Construct may not have both a weapons system and an Alchemical Weapon Ejector in it.
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Post by Will Carson on May 15, 2012 3:50:28 GMT -5
Errata 5) Master Fusionist, Gunsmith ability - Improve Firearm rewrite. "... the fusionist may apply up to two different of the following improvements: +1D6 Damage, +10% Range (Range, rounded up to the nearest interval of 5 ft.), +1 to Strike, +1 to Capacity, or -1 Reload." The changes are that you can not apply the same improvement 2x and we increased the damage added for the damage improvement.
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