GunCraze RPG Core Rulebook FAQ/Errata
GunCraze RPG Core Rulebook FAQ/Errata
Errata
PG 42 - Blade Thrower and Bow Hunter - Change "Rank Requirements with Exotic Ranged Expert (Chosen Weapon) Ranks" to "Rank Requirements with Exotic Ranged (Chosen Weapon) Attribute Ranks". Exotic Ranged Expert is a Talent.
PG 43 - Change Machine Gunner (Training Talent) Details to: You gain a +2 Bonus to Machine Gun Attack Rolls and gain 1 additional Advantage Die when benefiting from the Machine Gun Expert Talent. When using the Fear of God Talent, enemies suffer an additional –1 Penalty to Attack Rolls. Finally, you gain a +1 Bonus to Defense Rolls while benefiting from Cover.
PG 63 - Support Weapon Talent Clarifications:
Change Machine Gun Expert (Support Weapon Talent) Details to: Add +1 to the Automatic Rating of all Machine Guns and Machine Gun variants (including Microguns, Miniguns, Laser Repeaters, and similar weapons) and add 1 Advantage Die to their attacks.
Change Rolling Thunder (Support Weapon Talent) to: You may move up to your Normal Movement and fire a weapon with the Heavy (1) Special Rule during the same turn.
Tables on Page 40 were updated to match.
PGs 70-71, 91-93
The Unarmed Talents section has been updated to match the finalized Kinetic and Nonlethal Damage rules used throughout the Core Rulebook. Older references to “normal damage” and “Stamina Damage” in Jab, Improved Kick, Haymaker, and Roundhouse Kick have been replaced for clarity and consistency.
Updated Table Entries:
Jab — Jab Attacks may deal Kinetic Damage instead of Nonlethal Damage. If dealing Nonlethal Damage, add +1D6 Damage.
Jab II — As Jab, except add +2D6 Damage when dealing Nonlethal Damage.
Jab III — As Jab, except add +3D6 Damage when dealing Nonlethal Damage.
Improved Kick — Improved Kick Attacks may deal Kinetic Damage instead of Nonlethal Damage. If dealing Nonlethal Damage, add +1D6 Damage.
Improved Kick II — As Improved Kick, except add +2D6 Damage when dealing Nonlethal Damage.
Improved Kick III — As Improved Kick, except add +3D6 Damage when dealing Nonlethal Damage.
Haymaker — Suffer -2 Penalty to Attack Roll to add +1D6 Kinetic Damage or +2D6 Nonlethal Damage.
Haymaker II — Suffer -2 Penalty to Attack Roll up to twice to add +1D6 Kinetic Damage or +2D6 Nonlethal Damage per use (max +2D6 Kinetic or +4D6 Nonlethal).
Haymaker III — Suffer -2 Penalty to Attack Roll up to three times to add +1D6 Kinetic Damage or +2D6 Nonlethal Damage per use (max +3D6 Kinetic or +6D6 Nonlethal).
Roundhouse Kick — Suffer -2 Penalty to Attack Roll to add +1D6 Kinetic Damage or +2D6 Nonlethal Damage.
Roundhouse Kick II — Suffer -2 Penalty to Attack Roll up to twice to add +1D6 Kinetic Damage or +2D6 Nonlethal Damage per use (max +2D6 Kinetic or +4D6 Nonlethal).
Roundhouse Kick III — Suffer -2 Penalty to Attack Roll up to three times to add +1D6 Kinetic Damage or +2D6 Nonlethal Damage per use (max +3D6 Kinetic or +6D6 Nonlethal).
PG 72 - Capoeira - While Ginga is active, your Talent Bonus to Unarmed (Kick) Attack Rolls increases to +4. Additionally, Improved Kick Attacks gain +1D6 Damage to all Damage Types, Roundhouse Kick Attacks gain +2D6 Damage to all Damage Types, and you gain +4 Evasion Defense vs. Melee Attacks. You suffer a -4 Penalty to all Ranged Attack Rolls while in Ginga.
PG 86 - Impact Hit - Change to: You may make a single Crushing Weapon attack during your Character Turn with a –4 penalty to the Attack Roll. If this attack hits, deal damage as normal and then roll 1D6 separately as the Armor Bypass Roll. The result of the Armor Bypass Roll ignores the Defender’s Armor Points and Harness (if any) and is dealt directly to the Hit or Vital Points of the struck Hit Location. Add any Strength Rank bonus or Training Talent bonus damage only to the Armor Bypass Roll, not to the normal Damage Roll.
PG 123 - Sliding Attack, - Change any reference of '3 feet' or '3 ft' to be '3 Squares (15ft)'
PG 142 - Crafting, Traditional Mastery, clarifying change to: Crafting Tests made to create Bonus Items for your field (including unselected ones) gain an additional +4 Bonus (+6 total).
PG 160 - Exotic Ranged - Change "-6 to Attack Rolls" to "-4 to Attack Rolls"
PG 161 - Heavy X - Change Strength Requirement to: Strength Requirement – Requires Strength Rank = 5 × X to wield effectively. Bonuses to Strength Tests granted by Body Training Talents count toward meeting this requirement.
PG 178 - Weapon Damage
As the Microgun and Minigun have Heavy 1, they each add 1D6 damage (3D6/4D6 respectively)
This prohibits them from moving further than Slow Movement (Unless Rolling Thunder Talent is purchased)
PG 193 -
Mini Sledge Damage - Change "1D6" to "2D6" The Damage is 2D6 + Strength because it has the Heavy 1 Special Rule.
Sledgehammer - Concealment modifier made to Difficult - 2.
PG 194 - The Bracer was removed as an Exotic Melee Weapon, and implemented as a Rare Shield (1 Handed). The Exotic Special Rule was removed, and any references to it being Exotic are removed as well. It having Hybrid (Unarmed) means it can be used like Brass Knuckles, to batter opponents.
PG 194 - Buckler Shield, Bulwark (Buckler) - the Buckler is incorrectly referred to as a Bracer. Change Bracer to Buckler.
PG 283 - Using Craze! Points, Augmenting a Combat Statistic Test, Example - change "Wraith rolls a 1" to "Wraith rolls a 2". The example in correctly stated that Wraith was allowed to use more than 1 Craze! Point.
PG 297 - Add Characters who are prone have a harder time reaching out to attack adjacent opponents. Melee Attacks while Prone suffer a -4 Circumstance penalty to the Attack Roll.
PG 299 - Clean up with Falling. Stunt test was always the intention, but since we are cleaning up the text the rule was adjusted for realism.
Fall Test - Replace the text with "When a Character impacts a surface after Falling, they must immediately make a Fall Test. A Fall Test is a Stunt Test with a Target Number 6 + the number of Levels fallen."
Not-so-Hard Landing - Replace the text with "If the Fall Test succeeds, the Character takes 2D6 Stamina Damage per Level fallen. This damage is reduced by Toughness as if suffering Stamina Damage from an attack. The Character lands crouched and may continue moving if they have movement remaining."
FAQ
What is a Quick Cell (QC)? It is referenced in the Ammunition Section but does not appear anywhere else in the Core Rulebook.
Quick Cell (QC) technology was unintentionally left out of the Core Rulebook during final compilation. Quick Cells are advanced energy transfer adapters designed to move electrical charge between compatible power sources with virtually no delay or efficiency loss. A Quick Cell system allows energy to be rapidly transferred from one battery, power pack, generator, vehicle system, or external source into another compatible device without meaningful degradation during the transfer process.
In practical terms, Quick Cell systems are commonly used to quickly recharge energy weapons, transfer power between equipment, redistribute energy during emergencies, or keep advanced gear operational in the field. This technology is especially common among military organizations, security forces, vehicle crews, and users of advanced energy-based equipment.
Quick Cells do not inherently increase damage or charge capacity. Instead, they improve the speed and efficiency of energy management between compatible systems.
Rule: Quick Cell devices may transfer energy to another compatible Quick Cell device instantly within 1 Turn. The transfer system is self-regulating and will never draw more power than the receiving device can safely accept or requires to reach maximum capacity.
Does Custom Melee Style Training apply to Impact Hit Armor Bypass Rolls?
No. Impact Hit creates a separate Armor Bypass Roll rather than modifying the attack's normal Damage Roll. Bonuses that modify Damage Rolls apply only to the attack's normal damage unless specifically stated otherwise..