TEXT: Eratta for CP2020 #1 
  (c) 1991 R.Talsorian Games, Inc 
  (Posted by acd@cbnewsh.cb.att.com (andrew.c.durston):) 
  This document contains erratta for the main Cyberpunk rulebook (1st edition), Solo of Fortune, and Chromebook 1.  
  Document Index: 
  • 
  Cyberpunk  
  o 
  Getting Cyberpunk  
  o 
  Working  
  o 
  Fitted for the Future  
  o 
  Putting the Cyber into the Punk  
  o 
  Friday Night Firefight  
  o 
  Trauma Team  
  o 
  Drugs  
  o 
  Netrunner  
  o 
  All Things Dark and Cyberpunk  
  o 
  Megacorps 2020  
  • 
  Solo of Fortune  
  • 
  Chromebook1  
  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;  
   
   
  Plastique1 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 Room1 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 
   
   
  Solo of Fortune 
   
  (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.  
   
  
  Chromebook 1 
   
  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) 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Eratta for CP2020.pdf