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Splicers Errata

Posted: Thu Feb 11, 2010 11:29 am
by The Galactus Kid
I've been meaning to do this for a while now. This thread is to collect additional errata from Splicers. Things that obviously in error. Please list them here with a page number. This will be brought to Palladium's attention when they are preparing to reprint the book.

Re: Splicers Errata

Posted: Fri Feb 12, 2010 3:25 am
by TechnoGothic
Only thing that stands out might be :

Bio-E Feature :
Enhanced Strength. = It lists all kinds of things in it that does not match with OCC or Warmount info. Like Biotics can upgrade to Splicer PS for 50 Bio-E...but they already have Splicer PS as part of their OCC/RCC Transformation. Gorehounds have Supernatural PS, but it says they can buy it...

That is the only thing I can think of needing Errata.

Re: Splicers Errata

Posted: Tue May 17, 2011 9:42 pm
by boxee
Packmaster page 154 says they have living armor with 1d4 extra eye stalks or antennae is this in addition to the bio e points? If not they cannot buy antennae that cost 55 points, and eyestalks are 20 points per pair so would be hard pressed to add two pair.

Re: Splicers Errata

Posted: Wed May 25, 2011 5:14 pm
by The Galactus Kid
boxee wrote:Packmaster page 154 says they have living armor with 1d4 extra eye stalks or antennae is this in addition to the bio e points? If not they cannot buy antennae that cost 55 points, and eyestalks are 20 points per pair so would be hard pressed to add two pair.

We assigned a bio-e point allowance and said that this was in addition to the bio-e that they are given. We also created a specialized armor for an upgraded packmaster based on some Chuck Walton artwork I commissioned.

Re: Splicers Errata

Posted: Sat May 28, 2011 11:18 pm
by boxee
The Galactus Kid wrote:
boxee wrote:Packmaster page 154 says they have living armor with 1d4 extra eye stalks or antennae is this in addition to the bio e points? If not they cannot buy antennae that cost 55 points, and eyestalks are 20 points per pair so would be hard pressed to add two pair.

We assigned a bio-e point allowance and said that this was in addition to the bio-e that they are given. We also created a specialized armor for an upgraded packmaster based on some Chuck Walton artwork I commissioned.


I hope I am not bothering you too much but where can I find that upgrade?

Re: Splicers Errata

Posted: Tue May 31, 2011 3:43 pm
by The Galactus Kid
boxee wrote:
The Galactus Kid wrote:
boxee wrote:Packmaster page 154 says they have living armor with 1d4 extra eye stalks or antennae is this in addition to the bio e points? If not they cannot buy antennae that cost 55 points, and eyestalks are 20 points per pair so would be hard pressed to add two pair.

We assigned a bio-e point allowance and said that this was in addition to the bio-e that they are given. We also created a specialized armor for an upgraded packmaster based on some Chuck Walton artwork I commissioned.


I hope I am not bothering you too much but where can I find that upgrade?

I havn't posted it yet. Let me see if I can dig it up.

Ah here it is. This is the rough notes written for the PC illustrated in Chuck Waltons Packmaster illo.

New Packmaster Armor for Great House Warsaw

The armor is basic Dragon Scale Armor that has been further modified specifically for the Elite Pack Master units of the Great House. It is currently in the prototype phase.

Make the following adjustments to the Dragon Scale Armor:
M.D.C.: +4D10 to Main Body, +3D8 to Arms (only the right arm in the case of Borris), +3D10 to Legs, +10 to the Head (which is protected by the collar which has 3D8+10 M.D.C. making the head -4 to strike and requires a called shot, a miss deducts damage from the collar, rather than the main body), +1D6x10+15 M.D.C. for the large shoulders and chest protection (on a missed called shot on the arms, damage is deducted from here, rather than the main body)

Specific Features:
Elongated Legs
Leaping Legs
Grip Hairs
5+1D4 “Eye Vipers” with Advanced Eyes: Advanced Eye Vipers have been added as enhancements to Boris’s Packmaster helmet. The cobra like appendages with a optical retina inside the mouths, act as advance optics that twist, slither, bend independently of the others to look in any direction; 360 degrees, up, down, etc. They can look around corners, into small pipes/tunnels, through holes & openings that are often to difficult or help avoid exposing the entire Packmaster to possible danger or the Eye vipers can also move and lean up, tight against the neck & helmet to avoid getting targeted or lopped off during combat. Each eye has the vision similar to that of an eagle, enabling the Packmaster to recognize a face or read a sign up to a mile away (1.6km). They are also equipped with passive nightvision with a range of 2000 ft with ambient light sources for assistance. Each also has polarized lens filters to reduce glare and allows visibility during blinding light scenarios. The Eye Vipers move like cobras and are very fast and extremely difficult to hit. Hitting them requires a called shot at -6 to strike, plus they each have auto dodge at +2. They can be further upgraded with Bio-E.

Bio-E:
1D4x10+10 for Eyes/Vision or Other/Sensory Features
4D8+12 but limited to Bio-Defense, Flight, Offensive, or Ranged (those that do not require a metabolism)
Other Bio-E granted as a gift for good service or for another reason can be added to the armor, but the armor itself gets no additional Bio-E per level. Once it is made, there are usually very limited upgrades to the armor.

Re: Splicers Errata

Posted: Fri Aug 10, 2012 11:56 am
by The Galactus Kid
The Galactus Kid wrote:
boxee wrote:
The Galactus Kid wrote:
boxee wrote:Packmaster page 154 says they have living armor with 1d4 extra eye stalks or antennae is this in addition to the bio e points? If not they cannot buy antennae that cost 55 points, and eyestalks are 20 points per pair so would be hard pressed to add two pair.

We assigned a bio-e point allowance and said that this was in addition to the bio-e that they are given. We also created a specialized armor for an upgraded packmaster based on some Chuck Walton artwork I commissioned.


I hope I am not bothering you too much but where can I find that upgrade?

I havn't posted it yet. Let me see if I can dig it up.

Ah here it is. This is the rough notes written for the PC illustrated in Chuck Waltons Packmaster illo.

New Packmaster Armor for Great House Warsaw

The armor is basic Dragon Scale Armor that has been further modified specifically for the Elite Pack Master units of the Great House. It is currently in the prototype phase.

Make the following adjustments to the Dragon Scale Armor:
M.D.C.: +4D10 to Main Body, +3D8 to Arms (only the right arm in the case of Borris), +3D10 to Legs, +10 to the Head (which is protected by the collar which has 3D8+10 M.D.C. making the head -4 to strike and requires a called shot, a miss deducts damage from the collar, rather than the main body), +1D6x10+15 M.D.C. for the large shoulders and chest protection (on a missed called shot on the arms, damage is deducted from here, rather than the main body)

Specific Features:
Elongated Legs
Leaping Legs
Grip Hairs
5+1D4 “Eye Vipers” with Advanced Eyes: Advanced Eye Vipers have been added as enhancements to Boris’s Packmaster helmet. The cobra like appendages with a optical retina inside the mouths, act as advance optics that twist, slither, bend independently of the others to look in any direction; 360 degrees, up, down, etc. They can look around corners, into small pipes/tunnels, through holes & openings that are often to difficult or help avoid exposing the entire Packmaster to possible danger or the Eye vipers can also move and lean up, tight against the neck & helmet to avoid getting targeted or lopped off during combat. Each eye has the vision similar to that of an eagle, enabling the Packmaster to recognize a face or read a sign up to a mile away (1.6km). They are also equipped with passive nightvision with a range of 2000 ft with ambient light sources for assistance. Each also has polarized lens filters to reduce glare and allows visibility during blinding light scenarios. The Eye Vipers move like cobras and are very fast and extremely difficult to hit. Hitting them requires a called shot at -6 to strike, plus they each have auto dodge at +2. They can be further upgraded with Bio-E.

Bio-E:
1D4x10+10 for Eyes/Vision or Other/Sensory Features
4D8+12 but limited to Bio-Defense, Flight, Offensive, or Ranged (those that do not require a metabolism)
Other Bio-E granted as a gift for good service or for another reason can be added to the armor, but the armor itself gets no additional Bio-E per level. Once it is made, there are usually very limited upgrades to the armor.

Also, this can now be found in Rifter #59

Re: Splicers Errata

Posted: Wed Aug 22, 2012 11:45 pm
by flatline
Flame Weapons: "These intense blasts can be performed once per melee, but counts as one additional melee attack"

But then the Rate of Fire for Fire Breath says: "Once per melee, but count as two the character's melee attacks"
And Rate of Fire for Plasma Breath says: "Once per melee round, but counts as two melee attacks"

That's a direct contradiction. One place says it's a free attack and the other places say that it costs 2 attacks.

That should be fixed.

--flatline

Re: Splicers Errata

Posted: Thu Aug 23, 2012 1:01 am
by The Galactus Kid
That has been officially corrected in the official source material in Rifter 50

Re: Splicers Errata

Posted: Thu Aug 23, 2012 7:51 am
by flatline
The Galactus Kid wrote:That has been officially corrected in the official source material in Rifter 50


Excellent.

Are you allowed to post what the correction was for those of use who don't have Rifter 50?

--flatline

Re: Splicers Errata

Posted: Thu Aug 23, 2012 8:41 am
by The Galactus Kid
If I'm not, then I'm sure NMI or one of the mods will remove the post.

Napalm Enhancement
This enhancement adds an additional chemical to the mixture present in the flame weapons used by many Splicers, allowing it to continuously burn like organic napalm. The chemical can be used in conjunction with either the fire breath or plasma breath weapons. If purchased for fire breath, the upgrade will still be present when upgraded to plasma breath, only increasing in damage.
Mega-Damage: In addition to the initial damage of 3D12 M.D. for the Fire Breath, the napalm continues to burn, causing 2D12 M.D. per melee round for 1D4 minutes. For napalm enhanced plasma breath, the weapon does its initial 6D12 M.D. and continues to burn causing 3D12 M.D per melee round for 2D4 minutes. (Note: If this enhancement is purchased for the Draco War Mount, increase its damage from 3D8 to 6D12 initial damage, and from 3D8 to 6D12 per melee of burn damage)
Bonus: +1 to strike, in addition to the bonus listed for the flame weapon.
Bio-E Cost: 20 points. 35 points if purchased for the Draco War Mount, but all three heads are upgraded.
Prerequisite: Fire Breath or Plasma Breath (Note: When reading the description of Flame weapons on pg. 101 of the Splicers® Role Playing Game it states in the description that flame weapons can only be used once per melee and count as an additional melee attack. Please use this listing rather than the one under the “Rate of Fire” section of their stat blocks.)

Re: Splicers Errata

Posted: Thu Aug 23, 2012 11:25 am
by flatline
And of course Rifter #50 isn't available from Palladium. Guess I could buy it from DriveThruRPG...but I prefer hardcopy...

--flatline

Re: Splicers Errata

Posted: Thu Aug 23, 2012 12:13 pm
by The Galactus Kid
If it makes you feel any better, Kevin was talking about doing a limited reprint on Rifter 50. We talked about it at GenCon. I may even have an extra that I can sell you, but I'm not for certain. I'd have to check.

Re: Splicers Errata

Posted: Thu Aug 23, 2012 12:16 pm
by flatline
How much new splicer material is in #50?

Re: Splicers Errata

Posted: Thu Aug 23, 2012 12:57 pm
by Guy_LeDouche
flatline wrote:How much new splicer material is in #50?

I don't have it handy at the moment, but 50 and 51 are treasure troves of Splicey goodness. Multiple new characters, including the Gardener, Tormentor, and Metamorph, some new bio-enhancements, and some jaw dropping artwork by Premier. Definately a "must get".

Re: Splicers Errata

Posted: Thu Aug 23, 2012 2:18 pm
by Shark_Force
i would think you could just list the new rate of fire, rather than the entire entry.

also, i don't think that clarifies it at all. it tells us to use that instead of the core book information, but that entry you listed doesn't have the rate of fire.

Re: Splicers Errata

Posted: Thu Aug 23, 2012 2:19 pm
by The Galactus Kid
Don't forget the Geneticist O.C.C. in Rifter 50 or the Swarmlord in Rifter 51. The Splicers areticle in Rifter 50 is the largest article in the issue (I'm pretty sure the same can be said regarding the article for 51 too.
Here is a brief overview:

Rifter 50
Gardener O.C.C.
Detail of Gardener Plant Defenses
Tormentor O.C.C.
Geneticist O.C.C.
Humunculi
New Bio-Enhancements

Rifter 51:
Swarmlord O.C.C.
Swarm Insects
Metamorph O.C.C.

Re: Splicers Errata

Posted: Thu Aug 23, 2012 2:20 pm
by The Galactus Kid
Shark_Force wrote:i would think you could just list the new rate of fire, rather than the entire entry.

also, i don't think that clarifies it at all. it tells us to use that instead of the core book information, but that entry you listed doesn't have the rate of fire.

(Note: When reading the description of Flame weapons on pg. 101 of the Splicers® Role Playing Game it states in the description that flame weapons can only be used once per melee and count as an additional melee attack. Please use this listing rather than the one under the “Rate of Fire” section of their stat blocks.)

The rate of fire of the new enhancement is the same as the enhancement it is built on.

Re: Splicers Errata

Posted: Thu Aug 23, 2012 8:12 pm
by Shark_Force
The Galactus Kid wrote:
Shark_Force wrote:i would think you could just list the new rate of fire, rather than the entire entry.

also, i don't think that clarifies it at all. it tells us to use that instead of the core book information, but that entry you listed doesn't have the rate of fire.

(Note: When reading the description of Flame weapons on pg. 101 of the Splicers® Role Playing Game it states in the description that flame weapons can only be used once per melee and count as an additional melee attack. Please use this listing rather than the one under the “Rate of Fire” section of their stat blocks.)

The rate of fire of the new enhancement is the same as the enhancement it is built on.


ah wait. i think i get what you're saying. the problem is that when you say "this listing" it makes me think you're saying there's a listing in the information you've given (which there isn't). what you're actually saying is that of the two listings, it's the one in the description rather than the one in the ROF section (ie, the ROF section should also say "can only be used once per melee and counts as an additional melee attack")

Re: Splicers Errata

Posted: Thu Aug 23, 2012 9:08 pm
by The Galactus Kid
Shark_Force wrote:
The Galactus Kid wrote:
Shark_Force wrote:i would think you could just list the new rate of fire, rather than the entire entry.

also, i don't think that clarifies it at all. it tells us to use that instead of the core book information, but that entry you listed doesn't have the rate of fire.

(Note: When reading the description of Flame weapons on pg. 101 of the Splicers® Role Playing Game it states in the description that flame weapons can only be used once per melee and count as an additional melee attack. Please use this listing rather than the one under the “Rate of Fire” section of their stat blocks.)

The rate of fire of the new enhancement is the same as the enhancement it is built on.


ah wait. i think i get what you're saying. the problem is that when you say "this listing" it makes me think you're saying there's a listing in the information you've given (which there isn't). what you're actually saying is that of the two listings, it's the one in the description rather than the one in the ROF section (ie, the ROF section should also say "can only be used once per melee and counts as an additional melee attack")

Yes. This.

Re: Splicers Errata

Posted: Thu Sep 27, 2012 9:54 am
by darkguyver
What is exp table
Gardener O.C.C.
Tormentor O.C.C.
Geneticist O.C.C.

Re: Splicers Errata

Posted: Thu Sep 27, 2012 10:01 am
by The Galactus Kid
darkguyver wrote:What is exp table
Gardener O.C.C.
Tormentor O.C.C.
Geneticist O.C.C.

Hmmm., is that not in the article? I'll see if I can dig those up.

Re: Splicers Errata

Posted: Thu Sep 27, 2012 10:39 am
by darkguyver
From what see seen no there not.

Re: Splicers Errata

Posted: Thu Sep 27, 2012 10:50 am
by darkguyver
Well seen that Tormenter and Saint exp should work rest not sure about

Re: Splicers Errata

Posted: Thu Sep 27, 2012 11:17 am
by The Galactus Kid
Look in the last line of each OCC description after the Upside/Downside.

Re: Splicers Errata

Posted: Thu Sep 27, 2012 11:33 am
by darkguyver
OMG fill likeso silly that miss that thank you

Re: Splicers Errata

Posted: Thu Sep 27, 2012 11:46 am
by The Galactus Kid
No problem. I thought we had it in there because we wanted to be sure that this wasn't an issue. hahaha

Re: Splicers Errata

Posted: Sun Jun 16, 2013 2:29 pm
by Slight001
Guess this is as good a place as any to ask...

Has there been a revision of the Splicers main book? IE the one I have is a first edition... however I would like to get one in better shape, but if the book being sold is still first edition then I'd rather wait until I start loosing pages.

Re: Splicers Errata

Posted: Mon Jun 17, 2013 12:41 pm
by The Galactus Kid
Slight001 wrote:Guess this is as good a place as any to ask...

Has there been a revision of the Splicers main book? IE the one I have is a first edition... however I would like to get one in better shape, but if the book being sold is still first edition then I'd rather wait until I start loosing pages.

There has not been, though I would love for there to be.

Re: Splicers Errata

Posted: Fri Jun 21, 2013 12:48 pm
by phoenixget
I have a question / clarification request. Not sure if should be errata or not....

The upgrades on systems: is that PER item or per type? ( ie if you have 3 casting guns do you pay 50 points PER upgrade? or 50 points total for all three)

I ask, because my group has utterly ignored the option since we're not sure, so we default to "per each" and thus the players don't see any viable ROI. (well... for the range / damage ones... the other 2 have been used once or twice I think...)

Re: Splicers Errata

Posted: Fri Jun 21, 2013 3:10 pm
by The Galactus Kid
According to the book as written, it is per item.

My group will allow those enhancements to affect certain bio-enhancements on the same body area, suche as the three super light cells on the forehead or the 5 organic rockets on the right shoulder.

Re: Splicers Errata

Posted: Fri Jun 21, 2013 3:41 pm
by Shark_Force
hmmm... dangit. i had a long answer typed up, then realized i was answering the wrong question.

so instead, here's my (also kind of long) answer to the right question.

my personal rule of thumb: if the weapon system includes rules for essentially fire-linking stuff, or has a payload based on how many shots you purchase, you can treat it as a single weapon for the purpose of mega, omni, ultra, and super.

so, from the core book, that would include:

acid nodules
chemical sprayer
flying blades
omega blaster
organic rockets
screamer grenades
super light cell
trench foot mine

plus a few of the weapons included as standard for some war mounts (the zephyr's spore dischargers come to mind, and there's the leviathan's bio-energy cannons, the grendel's tentacle harpoons, and the behemoth's casting gun cannons).

but that's just my personal ruling. if it functions like a single weapon, i would let you upgrade it as a single weapon, unless otherwise specified (ie super light cells have a special range upgrade which costs *per cell*, so that isn't for all at once).

Re: Splicers Errata

Posted: Sat Jun 07, 2014 10:36 am
by Tor
I'd like to know, if people with Fencing skills from other RPGs come into the Splicers dimension, would their skill also add MD to attacks with MDC swords, or is that exclusive to people who learn the skill in this dimension?

Conversely, if people from Splicers move to other dimensions, do they retain the ability to add MD to MDC swords, or is this lost per other dimensions' physics?

Wondering if we should ignore the bit entirely since it appears to be a Bellaire invention in 2004 not retained in subsequent MDC world books (2005 in RUE, 2008 in Robotech Shadow Chronicles)

Re: Splicers Errata

Posted: Sat Jun 07, 2014 1:21 pm
by Shark_Force
so far as i can tell, fencing just adds 1d6 damage, of an unspecified nature, in every setting. my general assumption is that the damage is appropriate to the sword, because it's about proper technique as opposed to swinging harder; if i manage to get a more solid hit on you because of my superior training, it's going to make the sword hit more effectively regardless of whether that's a rune sword, a TW sword, a regular sword, or an acid-lined sword-shaped bio-weapon.

so not only would splicers characters take that elsewhere, as far as i'm concerned rifts and robotech characters already have it.

Re: Splicers Errata

Posted: Sat May 23, 2015 7:10 pm
by boxee
Quick question, should gorehounds have the skill tracking?

Re: Splicers Errata

Posted: Tue May 26, 2015 2:18 pm
by The Galactus Kid
boxee wrote:Quick question, should gorehounds have the skill tracking?

I would say not off the bat, but they can get the equivalent using bio-enhancements or the optional rules in Rifter #59

Re: Splicers Errata

Posted: Thu Aug 13, 2015 3:43 pm
by Tor
Shark_Force wrote:so far as i can tell, fencing just adds 1d6 damage, of an unspecified nature, in every setting. my general assumption is that the damage is appropriate to the sword, because it's about proper technique as opposed to swinging harder; if i manage to get a more solid hit on you because of my superior training, it's going to make the sword hit more effectively regardless of whether that's a rune sword, a TW sword, a regular sword, or an acid-lined sword-shaped bio-weapon.

so not only would splicers characters take that elsewhere, as far as i'm concerned rifts and robotech characters already have it.

Some hand to hand skills also provide damage bonuses, as do things like WP skills, horsemanship.

Part of the problem is that none of these, or fencing, specify whether it's actually from better placement of hit, or whether it's just from added speed.

Fencing lets people lunge better, do smoother and quicker hits, so it's effectively just added force like PS or super-speed add to damage, IMO.

The Galactus Kid wrote:
boxee wrote:Packmaster page 154 says they have living armor with 1d4 extra eye stalks or antennae is this in addition to the bio e points? If not they cannot buy antennae that cost 55 points, and eyestalks are 20 points per pair so would be hard pressed to add two pair.

We assigned a bio-e point allowance and said that this was in addition to the bio-e that they are given. We also created a specialized armor for an upgraded packmaster based on some Chuck Walton artwork I commissioned.

Has this artwork been featured in a Rifter or something? Do you think the art or stats might be packaged together for a Rifter release in the future?
The Galactus Kid wrote:this can now be found in Rifter #59

Awesome, want to see it!

How does it balance against the original class? Are there downsides? Or is this just a blanket upgrade to the previous class like with what Rifts Ultimate Edition did to its Scholars and Adventurers and Shifter/LLW ?

Re: Splicers Errata

Posted: Thu Aug 13, 2015 5:59 pm
by Shark_Force
Tor wrote:
The Galactus Kid wrote:
boxee wrote:Packmaster page 154 says they have living armor with 1d4 extra eye stalks or antennae is this in addition to the bio e points? If not they cannot buy antennae that cost 55 points, and eyestalks are 20 points per pair so would be hard pressed to add two pair.

We assigned a bio-e point allowance and said that this was in addition to the bio-e that they are given. We also created a specialized armor for an upgraded packmaster based on some Chuck Walton artwork I commissioned.

Has this artwork been featured in a Rifter or something? Do you think the art or stats might be packaged together for a Rifter release in the future?
The Galactus Kid wrote:this can now be found in Rifter #59

Awesome, want to see it!

How does it balance against the original class? Are there downsides? Or is this just a blanket upgrade to the previous class like with what Rifts Ultimate Edition did to its Scholars and Adventurers and Shifter/LLW ?


a better word than "upgraded" might have been "higher-ranking" or "veteran" from what i've seen of it elsewhere on the site.

as in any packmaster can potentially earn the right to the better armour, but it isn't something that is just given out to every packmaster; you have to prove yourself, and by default packmasters just have the regular armour. if you demonstrate that you're worth the increased resource cost of the better armour, it can be given to you as a reward for being exceptionally awesome.

Re: Splicers Errata

Posted: Tue Mar 13, 2018 11:20 pm
by Vrykolas2k
Character sheets.

Re: Splicers Errata

Posted: Wed Apr 25, 2018 11:03 pm
by eliakon
The Rifter adventure is listed as being canon.
Yet it references back to unofficial material only found in Rifter 0.
Reprinting or otherwise making that now-canonized material available would be helpful, as would an explanation of what, if anything, else from that article is now to be considered canon.

Re: Splicers Errata

Posted: Sat Oct 26, 2019 2:28 pm
by kh_hawkes
Ok. So I was looking over a bunch of weapons and bio systems and the swarm Lord jumped out at me the most. The bugs only do the damage once a Melee? Or is that once an action? Just to clarify on it because so many things say once a melee it does 3d4 +10 or some other dice roll per melee. So once every fifteen seconds correct? Not a typo.