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Mike Serfass
January 7th, 2025, 22:21
The SWADE SFC companion was released today.
Science Fiction Companion (SWADE) (https://www.fantasygrounds.com/store/product.php?id=S2P10515)

This thread is to give feedback and to report issues with the book or extension.
The thread at SWADE Science Fiction Companion Extension (https://www.fantasygrounds.com/forums/showthread.php?83700-SWADE-Science-Fiction-Companion-Extension) is about how to use the extension.

If you find typos, formatting issues, errors in the extension, or you have feedback on the book or extension post in this thread.
If you have questions about how to use the extension or want to share tips and tricks for using the extension, post on the extension thread.

There's a lot to explore in this companion. We hope you enjoy it!

Arsilon
January 7th, 2025, 23:03
Congrats to you all on finally getting this out....How OCD are you? How detailed feedback do you want on typos, formatting issues, etc.?

I have a gazillion questions/comments already but some may be better suited to DM than here.

Jiminimonka
January 8th, 2025, 18:01
If you find any typos list where and what. The more detail the better. Actually that goes for everything (npcs edges etc.).

ferrnando
January 10th, 2025, 05:41
Hi, the Husk racial ability shows up as a blank space in the Rider race.
63178

MikeRPG
January 11th, 2025, 04:32
FANTASTIC! Been looking forward to this for ages - thanks guys!

Minor typo feedback:

INFANTRY SUPPORT WALKER vehicle includes typo on weapons;
"Light Missile Luancher (III)"

thanks!

Doswelk
January 11th, 2025, 07:45
Submitted fixes, hopefully will make Tuesday release queue.

Thank you and keep them coming.

hawkwind
January 11th, 2025, 12:52
the infantry battle suit does not have a armour value

Arsilon
January 15th, 2025, 03:21
Shouldn't Naval Destroyer have Dual Linked Heavy Laser Turrets? They are listed as not linked and missing the trait adjustment. Doswelk I sent you this plus a couple other possible bugs via DM as well.

RickSaada
March 23rd, 2025, 20:53
I'm trying to figure out how to add a Skill Chip to a hacker character. I've got the Cyberware set to the default Items, and I have dragged a Skill Chip (II) onto their inventory Cyberware tab, but I can't see any way to set WHICH skill should get the d6 bonus. What am I missing? It feels like there'd need to be a version of this item for each skill that sets the appropriate effect or something.

Thanks,

Rick

RickSaada
March 23rd, 2025, 22:02
I'm trying to figure out how to add a Skill Chip to a hacker character. I've got the Cyberware set to the default Items, and I have dragged a Skill Chip (II) onto their inventory Cyberware tab, but I can't see any way to set WHICH skill should get the d6 bonus. What am I missing? It feels like there'd need to be a version of this item for each skill that sets the appropriate effect or something.

Thanks,

Rick

OK, I did some more research and fiddling and figured it out. For the next person who needs this: if you put this in the Notes field of the chip
[Extra:Hacking =2d]
It will add a d6 to the result of a Hacking roll instead of adding a fixed value. =1d is a d4, =2d is a d6, =3d is a d8, etc. Replace Hacking with whatever skill they've got a chip for.
More info on Extra can be found in Mike Serfass's super helpful post here:
https://www.fantasygrounds.com/forums/showthread.php?72619-List-of-Undocumented-SWADE-Ruleset-Features/page6

Jiminimonka
March 23rd, 2025, 22:03
I'm trying to figure out how to add a Skill Chip to a hacker character. I've got the Cyberware set to the default Items, and I have dragged a Skill Chip (II) onto their inventory Cyberware tab, but I can't see any way to set WHICH skill should get the d6 bonus. What am I missing? It feels like there'd need to be a version of this item for each skill that sets the appropriate effect or something.

Thanks,

Rick

In the text box under Availability that describes the chip, put [Smarts +1d] replacing Smarts with whichever stat you are giving the d6 too. Making one version per Stat would be a cluttered mess.

You can also put the effect in the Notes section (don't put it in both sections).

The character sheet won't change (so the stat will remain the same on the character sheet) but the effect [...] will apply when rolled.

If you edit the Skill Chip (II) before adding it to the character, it might alter the stat permanently on the character sheet. (EDIT: Nope, it won't)

RickSaada
March 24th, 2025, 00:29
I created a character and dragged the race Serran from the Race window onto the character sheet, which added the Parry Ability along with the rest. Unfortunately, it doesn't work, and the parry stays at the base value when attacked. I created my own parry ability and put [Parry +2] in the notes field, and that works properly (and shows up on the sheet on the line below, unlike the built in one). Now when attacked I get:

[Navigator] Parry: 4, Serran Parry +2 = 6 -> Hit with Raise!

as expected. I suspect that the [Parry +2] is in the Short Desc field instead of the Notes field by mistake. It's a bit confusing that things like [>Fighting +1] go in the Short Desc field on an Attack, but things like [Parry +2] go in the Notes field and *not* the Short Desc field on an ability. I always have to fiddle until it works.

RickSaada
March 24th, 2025, 00:33
In the text box under Availability that describes the chip, put [Smarts +1d] replacing Smarts with whichever stat you are giving the d6 too. Making one version per Stat would be a cluttered mess.

You can also put the effect in the Notes section (don't put it in both sections).

The character sheet won't change (so the stat will remain the same on the character sheet) but the effect [...] will apply when rolled.

If you edit the Skill Chip (II) before adding it to the character, it might alter the stat permanently on the character sheet. (EDIT: Nope, it won't)

I *think* that [smarts +1d] will increase the DIE TYPE of the smarts roll by one die, which is not the same as rolling a d6 and adding the result to the current skills die type. Skill Chips add an extra d6 to the result of the roll, so I needed to go the [Extra] route

Jiminimonka
March 24th, 2025, 07:21
I *think* that [smarts +1d] will increase the DIE TYPE of the smarts roll by one die, which is not the same as rolling a d6 and adding the result to the current skills die type. Skill Chips add an extra d6 to the result of the roll, so I needed to go the [Extra] route

Yeah you figured it out I saw.

Short description for effects is wrong.

Corsair31
April 3rd, 2025, 04:40
There are typos for the Power Armor modification Flight* in the form of Cost being ",000 x Size" and Category being "Power Armor Mod". I believe it should be Power Armor Modification. Please see attached image. 63965

MikeRPG
April 21st, 2025, 23:22
How do I set the STR value for a Walker? I can drag a die type to set [d4 through d12], but can't seem to change the "+X" value after that? I think the default STR is "d12 + Walker Size", but i have a custom Walker of size 6, the STR remains at d12+4, I cannot seem to change this to D12+6, which the default STR should be.

64109

Mike Serfass
April 21st, 2025, 23:46
Hover over the STR die, hold down control, and use the mouse wheel.
I updated this to the correct button so as not to confuse readers. Thanks MikeRPG!

MikeRPG
April 22nd, 2025, 09:11
Awesome, thanks. ;)

(it was CTRL+wheel, but you got me there - thanks!)

princeearwig
April 24th, 2025, 11:09
The stats for the slugthrower sniper rifle do not match the published PDF stats,
Range is different, damage is lower etc.

MikeRPG
April 24th, 2025, 11:52
Hmmm...

Following the FG update today, I can set the Walker STR correctly as Mike Serfass's note below. I lock the Vehicle record back up and close it. it shows the STR correctly (lets say "d12+6"), or whatever.

Now when I re-open the same record, the Walker STR value defaults back to 'd4'. This seems to happen on my own custom Walkers, and also on the stock Walkers from the SFC. I am not sure whether this is started pre- or post- today's update, I have only noticed it today. It happens whether I lock the updated record or not, and whether I use the 'clear dice' thing and reset the STR again.

IT only seems to start once I unlock a walker stat box. The default Walkers straight out the SFC are correct, until I open them and modify the STR. Then the issue happens. Once I revert the record back to the original SFC setting, the 'vanilla' record is correct again.

For my own homebrew walkers, the issue is happening on all of them. All works fine, until I close the walker stat block. Once I re-open, STR is always reset to d4.

Bug issue, or am I being stupid?

Thanks!

Mike Serfass
April 24th, 2025, 14:57
It's not you, it's a stupid bug.
I found the cause and I'm squishing it now.
I'll submit a hotfix later today.
Thanks for reporting it.

Mike Serfass
April 24th, 2025, 18:59
I just submitted a hotfix for this. You should see it soon. Also, make sure to update the SWADE ruleset.

Mike Serfass
April 24th, 2025, 23:36
The update is now available.

MikeRPG
April 25th, 2025, 08:00
All looks great to me, seems to work fine now - thanks so much! :D

CPJ
May 15th, 2025, 11:33
It seems that most, if not all, of the stock vehicles in the SFC that have "dual linked" weapons only have +1 on the damage, should this be +2?

The +1 to hit is correct.

For example the "Security Patrol Vehicle"...

Of course, I could have missed something...

Mike Serfass
May 17th, 2025, 19:09
Thanks for letting us know. We'll get that fixed.

Doswelk
May 21st, 2025, 15:37
Fixed

Jiminimonka
September 28th, 2025, 11:47
As posted on Discord here - https://discord.com/channels/274582899045695488/274634463860883458/1421808735453450340

Lots of Mods (not checked elsewhere but it might be other records too) are duplicated.

zarlor
September 30th, 2025, 00:05
Most of the Mod duplications really just needed a name change to properly match them to the TYPE of mod they are. More than a few mods are named exactly the same whether they are Starship mods, ground vehicle mods, or mech-suit mods, thus the duplications. I normally have to open them up to review the "Type" to found out which one it really is compared to what I'm looking for.

Mike Serfass
September 30th, 2025, 00:13
Content converters don't have much leeway with the material.
Normally content must be brought into FGU exactly as it is in the source book.
The writers of the books don't consider how their work will present in a VTT or how difficult it may be to program odd rules.

You can filter lists, or use the buttons at the top to view by group and category. It's not as good as distinctive names, but that's one reason those buttons exist.

An alternative may be to show the category or group in parenthesis behind the mods. But not all authors use these, and don't use them consistently.
I'll add that to my todo list.

zarlor
September 30th, 2025, 14:53
While that lack of leeway is likely true for some publishers I'd be really surprised if that were true with Pinnacle. My dealing with Shane and company have always been one where they are far more flexible than a lot of other companies, FWIW. Presumably it would just take reaching out to ask, but, yes, setting groups or categories is another way to get it focused, it's just sometimes in the heat of a game session remembering and doing all of that could be a little flustering, is all. Heck I didn't even bring it up here originally, so obviously it wasn't a bit priority for me, but I did want to point it out for others who may have been confused thinking they were seeing duplicates, when in reality they aren't duplicates, they are just the same name for something in different categories is all.