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Core Rule Book - Errata and Official Clarifications - Updated October 2008Edit

ErrataEdit

p. 38 – Base Attack BonusEdit

Should read, “Base Attack Bonus: The character's base attack bonus. Apply this bonus to the character's attack rolls.” Base attack bonus does not apply to damage rolls.

p. 38 – Jedi class skillsEdit

Add Jump and Mechanics to the list of skills on the Jedi Class Skills list, below Table 3-2: The Jedi.

p. 40 – Resilience TalentEdit

Should read “You can spend a full-round action to move +2 steps up the condition track (see Conditions, page 148)”

p. 41 – Block TalentEdit

Add the following sentences before the last sentence of the Block talent: “You may use the Block talent to negate melee area attacks, such as those made by the Whirlwind Attack feat. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses. You may spend a Force point to use this talent to negate an attack against an adjacent character.”

p. 41 – Deflect TalentEdit

Before the last sentence of the first paragraph, add the following sentence: “You may spend a Force Point to use this talent to negate an attack against an adjacent character.” Replace the second paragraph with the following: “You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, or the Force Lightning Force power. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses.”

p. 44 – Wealth TalentEdit

Change reference to “your noble level” to “your class level”

p. 46 – Fool’s Luck TalentEdit

Change reference to “luck bonus” to “competence bonus”

p. 47 – Hyperdriven TalentEdit

Remove the word “scoundrel” before the phrase “class level.”

p. 51 – Soldier Defense BonusesEdit

Should read, "At 1st level you gain a +1 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense."

p. 52 – Stunning Strike TalentEdit

Change the phrase “if your attack roll” to “if your damage roll”

p. 59 – Table 4-1: Trained Skills by ClassEdit

Add Jump and Mechanics to the class skills for the Jedi.

p. 62 – Table 4-2: SkillsEdit

Change the – in the Jedi column to a C for the Jump and Mechanics skills.

p. 62 – Acrobatics SkillEdit

In the last sentence of the second paragraph, change, “a DC 15 Reflex save” to “a DC 15 Acrobatics check” The first sentence of the second paragraph under the Escape Bonds header refers to “an attack action.” This should be “a standard action.” Under the Special section, replace the last sentence with the following: “If you are trained in Acrobatics, you gain a +5 bonus to your Reflex Defense when fighting defensively (see Fighting Defensively, page 152).

p. 68 – Jump SkillEdit

Add the following before the last sentence under the "Jump Down" use of the Jump skill: For every 10 points by which you beat the DC, you can subtract an additional 3 meters from the fall when determining damage.

p. 69-70 – Mechanics SkillEdit

First full sentence of second paragraph should read “On a result…” instead of “One a result…” Under the Jury-Rig header, replace the 4th sentence with the following: “A jury-rigged device or vehicle gains +2 steps on the condition track and 1d8 hit points.” Under the Special header, add the following sentence: “Characters who are untrained in the Mechanics skill can still use the aid another action to assist on Mechanics checks.”

p. 73 – Stealth SkillEdit

Change the last sentence under the Conceal Item header to say, “Drawing a concealed item is a standard action.”

p. 82 – Acrobatic Strike FeatEdit

Reduce the bonus provided by this feat from +5 to a +2 competence bonus.

p. 82 – Burst Fire FeatEdit

Change the Prerequisites for the feat to: Proficient with heavy weapons, proficient with weapon. At the end of the Special paragraph, add the following text: “If you do not have a Strength of 13 or higher, increase the penalty on attacks to –10 when using this feat with non-vehicle weapons.”

p. 85 – Force Training FeatEdit

Under the Special section, the feat should say, “Each time you take this feat, you add to your Force suite a number of new Force powers equal to 1 + your Wisdom modifier.”

p. 88 – Rapid Shot FeatEdit

Remove the Strength prerequisite from the feat. Add the following sentence to the Special section of the feat: “If you do not have a Strength of 13 or higher, increase the penalty to attacks to ¬–5 when using this feat with non-vehicle weapons.”

p. 88 – Rapid Strike FeatEdit

Remove the Dexterity prerequisite from the feat. Add the following sentence to the Special section of the feat: “If you do not have a Dexterity of 13 or higher, increase the penalty to attacks to –5 when using this feat with non-light weapons.”

p. 89 – Whirlwind Attack FeatEdit

In the first sentence under Benefit, change the word “opponent” to “target.”

p. 93 – Using Force PointsEdit

Spending a Force Point to return a power to your Force suite is a reaction, not a swift action.

p. 96 – Using Force PowersEdit

Change the second method under Regaining Force Powers to say the following “–If you roll a natural 20 on a Use the Force check to activate a Force power, you regain all spent Force powers at the end of your turn.”

p. 96 – Force Power DescriptorsEdit

Add the following entry after the Mind-Affecting paragraph:

Telekinetic: A Force power with the [telekinetic] descriptor uses telekinesis to accomplish its ends. Many telekinetic powers interact with the world physically in similar ways, and are covered as a group by some talents. If a target of a [telekinetic] Force power has cover, it gains a cover bonus to its relevant Defense score or on its opposed check to resist the power. If the target of a [telekinetic] Force power has concealment, you take a penalty on your Use the Force check to activate the power unless you have used the Sense Surroundings application of the Use the Force skill this turn. Use the standard bonuses and penalties for cover and concealment provided on pages 156-157. Add the telekinetic descriptor to the following Force powers: Force Disarm, Force Grip, Force Slam, Force Thrust, Move Object.

p. 96 – Battle StrikeEdit

Change the DC 15 text to: “Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 1d6 points of damage if the attack hits.”

p. 97 – Force GripEdit

Change the Target text to "One target within 6 squares and within line of sight." Replace the DC 15 text with the following:

DC 15: If your Use the Force check equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.

Replace the second sentence under Special with the following:

“Maintaining the Force Grip power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force Grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.”

p. 97 – Force SlamEdit

Add the following sentence before the “This is an area effect” sentence: “Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.”

p. 98 – Force StunEdit

The Use the Force check should be compared to the target’s Fortitude Defense instead of Will Defense. Add the following sentence to the end of the Make a Use the Force Check paragraph: “Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.”

p. 98 – Force ThrustEdit

In the second paragraph under Make a Use the Force Check, change the first sentence to say, “The target adds its base attack bonus and its size modifier to its…”

p. 98 – Move ObjectEdit

Change the Target text to “One target within 12 squares and within line of sight.” Replace the second sentence under Special with the following: “Maintaining the Move Object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Move Object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the Move Object power, you cease to be able to maintain it.”

p. 100 – SurgeEdit

The Surge power should be a free action, not a swift action. Add the following sentences under Special: “Using the Surge power counts as a running start for determining a Jump DC. You may spend a Destiny Point to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).”

p. 100 – Disciplined Strike TalentEdit

Change the phrase “has a cone effect” to “has an area effect” instead.

p. 100 – Telekinetic Power TalentEdit

Change the text of the first sentence of the talent to say, “Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that power again immediately as a free action.”

p. 100 – Telekinetic Savant TalentEdit

Change the text of this talent to say: “Once per encounter as a swift action, you may return one Force power with the [telekinetic] descriptor to your suite without spending a Force Point.”

p. 102 – Force Point RecoveryEdit

Remove the second paragraph.

p. 113 – Spending Destiny PointsEdit

Change the third bullet point to say, “Act out of turn (thus changing your position in the initiative order) once per encounter.”

p. 120 – Weapon QualitiesEdit

The entry for Stun Damage should read as follows: “If the weapon has a stun setting, it is listed here. A weapon set to stun does stun damage equal to its normal damage (see Stunning, page 162, for more information). Ranged weapons set to stun have a maximum range of 6 squares unless noted otherwise.”

p. 122-123 – Table 8-3: Melee WeaponsEdit

All damage entries in the “Stun” column of the table should be replaced with the word “Yes” except the stun baton, which should say “Yes (2d6).”

p. 126-127 – Table 8-4: Ranged WeaponsEdit

All damage entries in the “Stun” column of the table should be replaced with the word “Yes” except for the stun grenade, which should say, “Yes (4d6).” The listings for the sporting blaster pistol, the sporting blaster rifle, and the bowcaster should be given a superscript of 4, denoting accurate weapons. The listings for the hold-out blaster, heavy blaster pistol, blaster carbine, blaster cannon, heavy blaster rifle, thermal detonator, net, and grenade launcher should be given a superscript of 5, denoting inaccurate weapons. Add the following footnotes at the bottom of the table: 4 Accurate weapon: This weapon takes no penalty when firing at targets at short range. 5 Inaccurate weapon: This weapon cannot fire at targets at long range.

p. 128 – Blaster Rifle, SportingEdit

In the last paragraph, change the number “50” to “100”.

p. 152 – ChargeEdit

Replace the text of the Charge action with the following: “As a standard action you can move your speed (minimum 2 squares) in a straight line and then make a melee attack at the end of your movement. You gain a +2 competence bonus on your attack roll and take a –2 penalty to your Reflex Defense until the start of your next turn. You cannot charge through low objects or squares occupied by enemies (allies do not hinder your charge), and charging through Difficult Terrain costs twice as much per square as normal. You cannot tumble (as per the application of the Acrobatics skill) during your movement as a part of a charge. After you resolve a charge attack you can take no further actions this turn.”

p. 154 – AimEdit

Add the following sentence to the second paragraph of the description of the Aim action: “Aiming provides no benefit when making an area attack.”

p. 155 – Area AttacksEdit

Replace the first sentence of the second paragraph with the following: "When you make an area attack, you make a single attack roll; if your modified attack roll is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area."

Add the following sentence to the end of the second paragraph: “A natural 20 on an area attack roll automatically hits all targets within the affected area, but area attacks do not deal double damage on a critical hit.”

p. 157 – CoverEdit

Add the following sentence to the end of the description of Cover: “A target with cover or improved cover takes no damage from area attacks if the attack roll is less than the target’s Reflex Defense. For a burst or splash weapon, determine cover relative to the center of the weapon's area of effect. For an autofire weapon, determine cover relative to the attacker.”

p. 167 – Critical HitsEdit

Add the following sentence to the end of this entry: “When using a vehicle weapon, you cannot apply any effect that causes an automatic natural 20 or automatic critical hit (such as spending a Destiny Point or using the Jedi Master’s serenity class feature), unless a rule specifies that it can be used with vehicle weapons.”

p. 169 – Vehicle Damage ThresholdEdit

Replace the last sentence in this section with the following: “In addition, all the vehicle’s occupants take damage equal to one-half the amount that exceeded the vehicle’s damage threshold.”

p. 172 – Increase Vehicle SpeedEdit

Add the following sentence to the end of the entry: “You may attempt to increase vehicle speed once per round as a free action when using the all-out movement action.”

p. 173 – CollisionsEdit

Add the following sentence to the end of the first paragraph: “Unless the vehicle provides no cover to those on-board, any damage dealt to passengers and crew in a collision is reduced by an amount equal to the vehicle’s damage threshold.”

p. 186 – Droid Cost FactorEdit

Add the following sentence to the end of the section on Cost Factor: “Droids that are Small size or smaller treat their cost factor as being equal to 2/their cost factor for the purposes of determining accessory weight.”

p. 191 – Synchronized Fire CircuitsEdit

Change the end of the last sentence to say, "a droid with synchronized fire circuits grants a +5 bonus instead of a +2 bonus on the other droid's check or roll."

p. 198 – 3PO Series Protocol DroidEdit

Change Intelligence score to 13 and Charisma to 14.

p. 199 – B1 Series Battle DroidEdit

Under Systems replace the remote processor with a remote receiver.

p. 200 – B2 Series Super Battle DroidEdit

Under Atk Options change "aid another (+4)" to "aid another (+5)".

p. 200 – Droideka Stat BlockEdit

Replace the droideka stat block with the following statistics:

Droideka Series Destroyer Droid CL 4 Large droid (4th-degree) non-heroic 12
Init +8; Senses Perception +13
Languages Basic, Binary


Defenses Ref 16 (flat-footed 14), Fort 13, Will 12
hp 40; SR 20; Threshold 18
Immune droid traits --- Speed 2 squares (walking), 10 squares (wheeled)
Melee unarmed +7 (1d4+3)
Ranged laser cannon +12 (3d8) or
Ranged laser cannon +10 (4d8) with Rapid Shot or
Ranged laser cannon +7 (5d8) with Burst Fire or
Ranged laser cannon +10/+10 (3d8) or
Ranged laser cannon +8/+8 (4d8) with Rapid Shot or
Ranged laser cannon +5/+5 (5d8) with Burst Fire
Fighting Space 2x2; Reach 1 square
Base Atk +9; Grp +17
Atk Options autofire (laser cannons), Burst Fire, Rapid Shot


Abilities Str 16, Dex 15, Con —, Int 8, Wis 14, Cha 7
Feats Armor Proficiency (light), Burst Fire, Rapid Shot, Dual Weapon Mastery I, Dual Weapon Mastery II, Weapon Focus (rifles), Weapon Proficiency (heavy weapons, rifles)
Skills Perception +13, Stealth +3
Systems walking locomotion, wheeled locomotion (exclusive), remote receiver, 2 tool appendages, shield generator (SR 20), integrated comlink, bronzium shell (+5 armor; treat as quadanium plating)
Possessions 2 laser cannons (treat as blaster rifles)
Availability Military; Cost 21,000 credits


p. 201 – IG-100 Series Bodyguard DroidEdit

Replace Defenses line with “Ref 18 (flat-footed 17), Fort 19, Will 18.”

p. 206-235 – Prestige Class RequirementsEdit

All requirements that state “Minimum Heroic Level” should instead say “Minimum Level” throughout the chapter.

p. 207 – Juke TalentEdit

Replace the text of the Juke talent with the following:

Juke: When you fight defensively as the pilot of a vehicle (see page 171), you may negate a weapon hit on your vehicle using the Vehicular Combat feat one additional time per round. Prerequisites: Vehicular Evasion

p. 208 – Hunter’s Mark TalentEdit

Replace the text with the following: “If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack deals damage (see Conditions, page 148).”

p. 216 – Gunslinger Talent TreeEdit

Add the following sentence to the end of the introduction: “The following talents may only be used with pistols and rifles.” Change the text of the Debilitating Shot to the following: “If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack deals damage (see Conditions, page 148).”

p. 220 – Serenity Class FeatureEdit

Replace the second sentence of the class feature with the following: “You may remain in this trance as long as you wish, and you are still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.”

p. 228 – BespinEdit

Swap the Major Export and Major Imports.

p. 234 – RodiaEdit

Change the Moons entry from 2 to 4.

p. 255 – Falling DamageEdit

Change the second paragraph to read as follows:

Acrobatics and Jump: If you are trained in the Acrobatics or Jump skills, you can reduce the damage you take from a fall with a successful skill check (see skill descriptions). If the check succeeds and you take no damage from the fall, you land on your feet. If you fall from a height of greater than 60 meters, treat the fall as being only 60 meters for the purposes of reducing falling distance.

p. 261-262 – Anakin Skywalker (Darth Vader)Edit

Stat Block In Senses line, Perception should be +18. Defenses should be Reflex 40 (37 flat-footed), Fort 37, Will 34.
Replace the attack lines with the following:
Melee lightsaber +23 (2d8+17) or
Melee lightsaber +21 (3d8+17) with Rapid Strike or
Melee lightsaber +18/+18 (2d8+17) with Double Attack or
Melee lightsaber +16/+16 (3d8+17) with Double Attack and Rapid Strike
Ranged by weapon +21
Base Atk +18; Grp +21

Replace Vader's skills with the following: Initiative +17, Jump +17, Mechanics +16, Perception +18, Use the Force +17 (can reroll when using [dark side] powers, can substitute for Pilot checks)

p. 263 – Padme Stat BlockEdit

Replace “Wanted Alive” talent with “Inspire Confidence.”

p. 264 – Luke Skywalker Stat BlockEdit

Reflex Defense should be 28 (25 flat-footed). Replace the attack lines with the following:
Melee lightsaber +14 (2d8+11) or
Melee lightsaber +9/+9 (2d8+11) with Double Attack
Ranged blaster +12 (3d6+5)

Add the following line between the Abilities and Talents lines:

SQ Vehicle dodge +1

Add the Elusive Dogfighter talent to Luke’s talent list.

p. 265 – Han Solo Stat BlockEdit

Attack bonus with heavy blaster pistol should be +12 instead of +14.

p. 266 – Chewbacca Stat BlockEdit

Replace Chewbacca’s skills with the following: Climb +10 (can take 10 when distracted), Endurance +15, Initiative +11, Mechanics +11 (can reroll when making jury-rigged repair), Perception +10 (can reroll), Persuasion +5 (can reroll attempts to intimidate), Pilot +11, Use Computer +11. Remove the Extra Rage feat and add Shake It Off.

p. 267 – R2-D2 Stat BlockEdit

Attack bonus with electroshock probe should be +9 instead of +10. Ranged attack should be +8, not +14.

p. 268 – C-3PO Stat BlockEdit

C-3PO should have Intelligence 13, Wisdom 13, and Charisma 15. Reduce Deception skill bonus to +10 and Persuasion skill bonus to +15.

p. 268 – Yoda Stat BlockEdit

Replace the Languages line with:
Languages Basic, Cerean, Shyriiwook (understand only)

Replace third line of melee attacks with:
Melee lightsaber +19/+19/+19 (2d8+16) with Triple Attack

p. 270 – Boba Fett Stat BlockEdit

Reflex Defense should be 36 (33 flat-footed).

p. 271 – General Grievous Stat BlockEdit

Reflex Defense should be 35 (31 flat-footed). Attack bonuses on final Melee line should be +9, not +11.

p. 278 – Non-heroic Class SkillsEdit

Add the Ride skill to the list of Class Skills for the non-heroic character, below Table 3-3.

p. 281 – Clone TrooperEdit

Perception skill bonus should be +9 and should have the Coordinated Attack feat.

p. 282 – ARC TrooperEdit

On the Defenses line, the text after Ref should be “23 (21 flat-footed).” Replace the line that starts with “hp” with the following: “hp 57; DR 1Threshold 24; delay damage” Add the following line below the Abilities line: Special Qualities delay damage.

p. 283 – Bounty HunterEdit

Replace the bounty hunter’s skills with the following: Perception +14, Survival +12. Add the “H” superscript after Perception.

p. 284 – Dark Side MarauderEdit

Remove “Tough as Nails” from the Special Actions line.

ClarificationsEdit

Text changes and official clarifications for various items in the Saga Edition core rulebook. Unlike the errata, these are not intended to be fundamental rules changes, but rather clarifications that make the full intent of the rules clearer for both players and Gamemasters. These changes are formatted in the same style as the errata in case you want to write the changes into the text, and should help make your game experience smoother.

p. 27 – Gungan Weapon FamiliarityEdit

Change the text of Weapon Familiarity to the following: “Gungans treat the atlatl and the cesta as simple weapons instead of exotic weapons.”

p. 32 – Wookiee Weapon FamiliarityEdit

Change the text of Weapon Familiarity to the following: “Wookiees treat bowcasters as rifles instead of exotic weapons.”

p. 36 – Class Level vs. Character Level SidebarEdit

Add the following sentence to the end of the sidebar: “If a talent refers to your class level but does not specify a class, it means the combined number of levels in all classes that grant access to that talent.”

p. 40 – Force Persuasion TalentEdit

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 40 – Force Intuition TalentEdit

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 41 – New SidebarEdit

Use the following sidebar to explain talents and abilities that rely on the target’s Dark Side Score:


Sensing the Dark Side
You must be aware that your target has a Dark Side Score of 1+ to use talents, feats, or other abilities that depend on your target having a Dark Side Score. Witnessing a target performing an action that would earn an increase to one’s Dark Side Score (such as using a Force power with the [dark side] descriptor) satisfies this requirement. Gamemasters may also waive this requirement when you encounter an opponent that you know to have a Dark Side Score due to previous encounters (such as having past experience with stormtroopers or Sith Lords) or for opponents taking no particular precautions to conceal the presence of a Dark Side Score (such as thugs, bounty hunters, crime lords, etc.).


p. 41 – Lightsaber Throw TalentEdit

Change the first sentence of the talent to say: “You can throw a lightsaber as a standard action, treating it as a thrown weapon (without this talent, a thrown lightsaber is considered an improvised thrown weapon).”

p. 52 – Harm’s Way TalentEdit

Change the phrase “affects you instead” to “targets you instead”

p. 60 – Taking 10Edit

Replace the last sentence with the following: “Rorworr needs to make a Climb check to reach the bounty hunter, and this time he can take 10 only because of his Wookiee ability to take 10 on Climb checks while under pressure.”

p. 72-73 – Ride SkillEdit

After the phrase “Armor Check Penalty” add “(see text)” Add the following to the Special paragraph: “The armor check penalty applies only when attempting to fast mount or fast dismount.” Under the Use Mount as Cover section, change the first sentence to say, “As a reaction to an attack against you, you can drop down and hang alongside your mount…”

p. 73 – Stealth SkillEdit

Change the first sentence under the Pick Pocket header to say, “With a successful Stealth check as a standard action...” Change the first sentence under the Sleight of Hand header to say, “As a standard action, you can palm hand-sized objects...”

p. 77 – Use the Force SkillEdit

Add the following sentence to the end of the second paragraph under the Sense Force application of the skill: “You can also specify that you are attempting to sense only Force-users with a Dark Side Score of 1 or higher; success reveals only those Force-users with dark side scores, and not any other Force-users.”

Under the Sense Surrounding application of the skill, add the phrase “until the start of your next turn” to the end of the first sentence. Under the Telepathy application of the skill, change the first part of the last sentence to say, “Against an unwilling target, you must make a Use the Force check against the target’s Will Defense or the base skill DC, whichever is higher;”

Under the Move Light Object application of the skill, add the following sentence to the end of the paragraph: “Using an object as a projectile weapon is otherwise treated as a ranged attack for the purposes of talents and feats that interact with ranged attacks.”

p. 83 – CleaveEdit

Remove the sentence that says “You cannot adjust 1 square before making this extra attack.”

p. 89 – Weapon FocusEdit

Change the prerequisite to say, “Proficient with chosen weapon.” Delete the third sentence under the Weapon Focus header.

p. 95 – Selecting Force PowersEdit

Remove the following sentence from the second paragraph: “For example, Force stun requires a DC 20 (or higher) Use the Force check to activate, which means that a low-level character attempting to use the power will fail more often than he succeeds.”

p. 97 – Force DisarmEdit

Add the [telekinetic] descriptor to the end of the Force Disarm header. Change the phrase “If your disarm attack succeeds…” to “If your disarm attempt succeeds…” Remove the first sentence under the Special section. Change the phrase “before making your disarm attack” to “before making your disarm attempt.”

p. 97 – Force LightningEdit

Change the phrase “If the attack hits…” to “If the skill check equals or exceeds the target’s Reflex Defense…” and change the phrase “If the attack misses…” to “Otherwise…”

p. 100 – RebukeEdit

Change the end of the second paragraph to say, “…who suffers the effect based on the creator’s original Use the Force check.” Under the Special section, change the end of the first sentence to say, “..may attempt to rebuke the power as well, expending a use of the rebuke power and using your rebuke Use the Force check result as its target DC.”

p. 100 – Sever ForceEdit

The DC 35 line should begin with “As DC 25” instead of “As DC 35.”

p. 100 – Vital TransferEdit

Add the following text to the end of the last line before the Special paragraph: “You may choose to heal less than the result of your Use the Force check allows. You may not heal yourself with this power.”

p. 101 – Force Perception TalentEdit

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 101 – Force Pilot TalentEdit

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 119 – Weapon GroupsEdit

Add the following sentences after the sentence that ends with “…considered skilled with all of the weapons in that group”: “If you are proficient with at least one weapon in a group, you qualify to take Weapon Focus (or any other weapon-specific ability) for that group. The benefits of such abilities apply only to weapons in which you are proficient. For example, a scoundrel with the Spacehound talent (see page 47) is proficient with all starship weapons (all of which are heavy weapons), so he qualifies to take Weapon Focus (heavy weapons). This grants him a +1 bonus on attacks with starship weapons, but he wouldn't get that benefit with a grenade launcher or any other heavy weapons until becoming proficient with them. “

p. 120 – Simple WeaponsEdit

Add the following sentence to the end of the simple weapons description: “Unarmed attacks and natural weapons are considered light simple weapons in which all characters are proficient.”

p. 120 – Weapon QualitiesEdit

Under Rate of Fire add the following sentence to the end of the paragraph: “A weapon can only be on one alternate setting other than its default setting (such as autofire or stun) at a time. Autofire-only weapons with stun settings can deal stun damage in autofire mode, but still have a maximum range of 6 squares unless noted otherwise.”

p. 128 – BowcastersEdit

Replace the sentence that begins with “Although the Bowcaster is an exotic weapon,” with the following sentences: “Wookiees treat bowcasters as rifles, not exotic weapons. Bowcasters are treated as rifles for the purposes of determining weapon range.”

p. 129 – Grenade, IonEdit

Replace the reference to taking “full damage” in the second sentence of the second paragraph with taking “normal damage.”

p. 129 – Ion PistolEdit

Replace the reference to taking “full damage” in the second sentence with taking “normal damage.”

p. 137 – Cybernetic ProsthesisEdit

In the third paragraph, replace reference to page 144 to page 141.

p. 144 – Critical HitsEdit

Add the following sentence to the end of the Critical Hits paragraph: “Effects that negate an attack (such as Block, Deflect, or Vehicular Combat) or cause an attack to automatically miss (such as a Destiny Point) can also negate a critical hit.”

p. 144 – Free Actions and ReactionsEdit

Add the following sentence to the end of the Reaction paragraph: “You may only take a single reaction to any one action or effect. A reaction is always resolved after the action that triggered it, though some reactions (such as the negate energy Force power, or the Block and Deflect talents) can affect the outcomes of the action that triggers a reaction.”

p. 153 – Draw or Holster a WeaponEdit

Add the following sentence to the end of the first sentence under this header: “If you are proficient in a weapon’s use, drawing the weapon always includes any action necessary to activate the weapon (thus, a lightsaber can be drawn and activated as a single move action if you are proficient in the weapon).”

p. 156 – Provoking an Attack of OpportunityEdit

Add the following sentence to the end of the Moving Out of a Threatened Square description: “Involuntary movement, such as being the target of a Bantha Rush or the Move Object Force power, never provokes an attack of opportunity.”

p. 162 – ReadyEdit

Replace the first paragraph under Ready with the following text: “Readying lets you prepare to take an action later, after your turn is over but before your next turn has begun. You can ready as a standard action. To do so, specify the standard, swift, or move action you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action as a reaction in response to those circumstances (assuming they occur).”

p. 168 – Vehicle Weapon DamageEdit

Replace the vehicle weapon damage formula with the following: (Weapon Damage + ½ heroic level + miscellaneous modifiers) x multiplier

p. 186 – Systems and AccessoriesEdit

Add the following sentence before the last sentence of the second paragraph: “As with standard droid models, your starting locomotion, appendages, and accessories do not count against your carrying capacity.”

p. 188 – Droid TraitsEdit

Add the following sentence to the end of the first paragraph under Nonliving: “Droids do not gain an ability bonus to Constitution-based skill checks and may not take feats or talents with a Constitution prerequisite.”

p. 192 ReprogrammingEdit

Add the following sentence before the last sentence of the second paragraph: “A droid can only have talents he is eligible for based on his classes; thus, a droid with 5 levels in the soldier class could only be reprogrammed with 3 talents that can be taken by soldiers (soldier levels 1, 3, and 5). A droid with 5 levels of soldier and 3 levels of scoundrel could be reprogrammed with 3 soldier talents and 2 scoundrel talents.”

p. 214 – Force Treatment TalentEdit

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 223-224 – Force Deception TalentEdit

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 247 – Building an EncounterEdit

In the second paragraph, remove everything following the first sentence. Under Combining Different CLs, add the following sentence at the end of the first sentence: “The combined CL for the encounter is either this result or the highest single CL + 2, whichever is more.” Add the following sentence to the end of the paragraph: “Most encounters should not include a single enemy whose CL is more than 3 levels higher than the average party level.”

p. 285 – Yuuzhan Vong Species TraitsEdit

Change the Weapon Familiarity line to say the following: Weapon Familiarity: Yuuzhan Vong treat the amphistaff as a simple weapon instead of an exotic weapon.

Knights of the Old Republic - Errata and Official Clarifications - Updated January 2009Edit

ErrataEdit

p. 26 – Demoralizing DefenseEdit

Add the following sentence to the end of this talent’s description: “A single target may only be affected by this talent once per round.”

p. 32 – Table 2-1: Feats Implant TrainingEdit

Change the table description for Implant Training’s benefit to “Do not move extra steps down the condition track.”

p. 39 – Taint of the Dark SideEdit

Add the following sentence to the end of the talent’s description: “If you spend a Force Point or Destiny Point to modify this power in any way, you increase your Dark Side Score as normal.”

p. 47 – Melee Duelist RequirementsEdit

Change the Feats section to say, “Melee Defense, Rapid Strike, Weapon Focus with any melee weapon.”

p. 47 – Dual Weapon Flourish IIEdit

Add the phrase “once per turn on your turn” before the phrase “you can make a full attack…”

p. 47 – Single Weapon Flourish IIEdit

Add the phrase “once per turn on your turn” before the phrase “you can make a full attack…”

p. 67 – Adhesive GrenadeEdit

Add the following sentence to the end of the weapon’s description: “Adhesive grenades have a 2-square burst radius.”

p. 69 – CryoBan GrenadeEdit

Add the following sentence to the end of the weapon’s description: “CryoBan grenades have a 2-square burst radius.”

p. 69 – LanvarokEdit

Change the last sentence of the second paragraph to say, “Massassi and Kissai treat the Massassi lanvarok as a simple weapon instead of as an exotic weapon.”

p. 75 – Table 5-6: Weapon and Armor AccessoriesEdit

Change the Upgrade Slot Cost of the Improved Energy Cell to 1.

ClarificationsEdit

p. 31 – Weapon Focus + Weapon Finesse Combined FeatsEdit

Remove the phrase “for the purpose of Weapon Finesse” from the end of the paragraph.

p. 35 – Sniper ShotEdit

The bonus to attacks applies to all attack rolls made until the beginning of your next turn.

p. 39 – Improved RiposteEdit

Remove the phrase “once per turn” from the beginning of the talent’s first sentence.

p. 44 – Brutal AttackEdit

You determine damage (including doubling damage from a critical hit) and compare it to your target’s damage threshold first, then add the extra die of damage when applicable.

p. 47 – Exotic Weapon MasterEdit

Add the phrase “or talents” after the word “feats” in the second sentence of this talent’s description.

p. 52 – Wound Force PowerEdit

Change the first sentence of the Special section to say, “If the target moves 1 or more steps down the condition track as a result of being damaged by this power, the condition becomes…”

The Force Unleashed - Errata and Official Clarifications - Updated January 2009Edit

ErrataEdit

p. 86 – CorruptionEdit

Under the DC 15 entry, change the second sentence to say “If your Use the Force check exceeds the target’s Fortitude Defense by 5 or more…”

p. 118 – HWK-290 TransportEdit

Change Cargo to 75 tons.

p. 120 – Maka-Eekai L4000 TransportEdit

Change Cargo to 140 tons.

p. 270 – Sentinel-class Landing ShuttleEdit

Replace Sentinel-class landing shuttle with the following statistics:

Sentinel-class Landing Shuttle CL 10
Colossal space transport
Init +5; Senses Perception +6


Defense Ref 17 (flat-footed 12), Fort 26; +12 armor
hp 120; DR 15; SR 50; Threshold 76


Speed fly 16 squares (max. velocity 1,000 km/h), fly 5 squares (starship scale)
Ranged 4 laser cannons +4 (see below) and ion cannons +4 (see below) or
Ranged 2 medium concussion missiles +6 (see below) and ion cannons +4 (see below) or
Ranged 2 repeating blaster cannons +6 (see below) and Ion cannons +4 (see below)
Fighting Space 12x12 or 1 square (starship scale); Cover total (crew)
Base Atk +2; Grp +38
Atk Options autofire (laser cannons, repeating blaster cannons)


Abilities Str 42, Dex 20, Con —, Int 14
Skills Initiative +1, Mechanics +6, Perception +6, Pilot +1, Use Computer +6
Crew 6; Passengers 54 (troops)
Cargo 80 tons; Consumables 1 month; Carried Craft 12 speeder bikes
Payload 8 concussion missiles
Hyperdrive x1 (backup x10)
Availability Military; Cost 240,000


Ion cannon (copilot)'

Atk +4, Dmg 4d10x2 ion

Laser cannon (gunner)

Atk +4 (–1 autofire), Dmg 6d10x2

Medium concussion missile (2 gunners) Atk +6, Dmg 8d10x2, 2-square splash


Repeating blaster cannon (2 gunners)

Atk +6 (+1 autofire), Dmg 3d8x2


ClarificationsEdit

p. 17 – Togorian Species TraitsEdit

Change the section under Large Size to say: “Togorians take a –1 size penalty to Reflex Defense, a –5 penalty to their Stealth checks, and a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters.”

p. 18 – Whiphid Species TraitsEdit

Change the section under Large Size to say: “Whiphids take a –1 size penalty to Reflex Defense, a –5 penalty to their Stealth checks, and a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters.”

p. 27 – Hidden WeaponsEdit

Change the first sentence of the talent’s description to, “If you draw a concealed weapon and, before the end of the same round, make an attack against a target that failed to notice the item, the target is considered flat-footed against you.”

p. 33 – Informer FeatEdit

Remove the phrase “for the purpose of using this feat” from the Benefit of the feat.

p. 34 – Natural LeaderEdit

Add the phrase, “and continues to grow in scale as you gain levels” to the end of the second sentence of the feat’s Benefit section.

p. 48 – Independent SpiritEdit

Add the phrase ”against a single skill check or attack roll” after the phrase “(your choice)”

p. 48 – Device Jammer TalentEdit

Change the second sentence of the talent’s description to say, “…you select a particular piece of personal, portable electronic equipment (any item listed as equipment, excluding droids, vehicles, and weapons, that has an electronic component)…”

p. 86 – Telekinetic ProdigyEdit

Add the following sentence to the end of the talent’s description: “If you increase your Wisdom score at a later time and select the move object power, you only gain an additional power if you did not take the move object power when you first chose that feat. Otherwise, you gain an additional Force power as normal.”

Scum & Villainy Errata and Official Clarifications - Updated January 2009Edit

ErrataEdit

p. 17 – Swift StriderEdit

Remove the phrase “as a standard action” from the end of the first paragraph.

p. 21 – Misplaced LoyaltyEdit

Add the following sentence before the last sentence of the talent’s description: “You may not gain the benefit this talent if another character within 6 squares of you has used this talent since the end of your last turn.”

p. 21 – Collateral DamageEdit

Add the phrase “once per turn on your turn” before the phrase “you can make a second attack…”

p. 23 – Knife TrickEdit

Add the following sentence to the beginning of the Benefit paragraph: “If you have a concealed weapon, you threaten squares as though armed with a melee weapon.”

Add the following sentence to the end of the Benefit paragraph: “If you choose not to draw your concealed weapon and attack with it, you cannot make the attack of opportunity unless you would otherwise normally be able to do so.”

p. 24 – Superior TechEdit

Change the Superior Protective Armor trait benefit to say, “Increases the armor’s armor bonus to Reflex defense by 2.”

p. 25 – Wicked StrikeEdit

Add the phrase “once per turn on your turn” before the phrase “you can immediately make a second attack…”

p. 27 – Shelter ChangeEdit

the text of the talent to say, “Whenever you are adjacent to a minion, you increase any cover bonus to your Reflex Defense by +2.”

p. 31 – Damaging DeceptionEdit

Change the last sentence of the talent to say, “If successful, the next attack made before the start of your next by one of your allies turn that hits your target deals an additional +2 dice of damage.”

p. 35 – Uncanny InstinctsEdit

Change “once per encounter” to “once per round.”

p. 37 – Upgrade SlotsEdit

In the second paragraph, replace the second sentence with “Unlike most armor, powered armor has two free upgrade slots. Armor is defined as powered armor if it is specifically described as such, of the word power (or some variant thereof) appears in the armor’s name.”

p. 56 – Table 2-11: Cost ModifiersEdit

Change the cost modifier for Colossal (station) to x5,000; change Colossal (cruiser) to x500; change Colossal (frigate) to x50.

ClarificationsEdit

p. 21 – Bonus FeatsEdit

Some of the feats in this chapter may be selected as bonus feats by certain classes. Each class may add the following feats to their relevant bonus feat list.

Classes and Bonus Feats
Jedi Burst of Speed, Close Combat Escape, Impetuous Move, Impulsive Flight, Lightning Draw, Opportunistic Retreat, Resurgence, Slippery Maneuver, Stay Up, Tactical Advantage, Wicked Strike
Noble Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic Retreat, Signature Device, Superior Tech, Tactical Advantage, Wicked Strike
Scoundrel Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deceptive Drop, Desperate Gambit, Duck and Cover, Fleet Footed, Friends in Low Places, Hasty Modification, Impulsive Flight, Knife Trick, Lightning Draw, Signature Device, Superior Tech
Scout Burst of Speed, Cornered, Deadly Sniper, Duck and Cover, Fleet Footed, Resurgence, Slippery Maneuver, Stay Up
Soldier Burst of Speed, Collateral Damage, Deadly Sniper, Impetuous Move, Lightning Draw, Resurgence, Slippery Maneuver, Stay Up

p. 41 – Dual GearEdit

Add the following sentence to the end of the description of Dual Gear: “If either piece of equipment requires a power pack or other energy source, it must have its own (items combined with this modification cannot share power packs or other energy sources).”

p. 42 – Silverplate and Spring LoadedEdit

Move the last sentence from the Silverplate description to the end of the Spring Loaded description.

Clone Wars Campaign Guide - Errata and Official Clarifications - Updated January 2009Edit

ErrataEdit

p. 21 – ProtectionEdit

Add the following text to the end of the talent’s description: “Characters that use this talent or the Draw Fire talent cannot be targeted by or benefit from this talent. You may not benefit from this talent at the same time as the Misplaced Loyalty talent (Scum and Villainy, page 14).”

p. 22 – Improved Consular’s VitalityEdit

Add the following line to the end of this talent: Prerequisite: Consular’s Vitality

p. 26 – Stick TogetherEdit

Remove the phrase “as a move action” from the second sentence of this talent.

p. 29 – Expert Droid RepairEdit

Add the phrase “(minimum 2) after the phrase “Intelligence bonus.”

p. 40 – Higher YieldEdit

Change the word “Demolitions” to “Mechanics” in the Prerequisites line.

p. 40 – Focused Force TalismanEdit

Add the phrase “all your expended uses of” before the phrase “that spent Force power” in the last sentence of the talent’s description.

p. 46 – Tech SavantEdit

Add the following text to the end of the talent’s description: “Any droid or vehicle can only benefit from this talent once per round.”

p. 76 – G9 RiggerEdit

Grp modifier should be +34

p. 81 – Dagger-class StarfighterEdit

Add the following line beneath the Cargo line: Hyperdrive x2 (3 pre-programmed hyperspace jumps)

p. 138 – Daystar Craft DC0052 Intergalactic SpeederEdit

Change the Fighting Space to 2x2

p. 172 – Nu-class ShuttleEdit

Add the following line beneath the Cargo line:

Hyperdrive x1, navicomputer

p. 173 – Y-WingEdit

DR should be 10, not 100.

p. 209 – Subjugator-class Heavy CruiserEdit

Crew should be 25,350.

p. 221 – Sabaoth StarfighterEdit

Pilot modifier should be +12

ClarificationsEdit

p. 61-63 – Ranged WeaponsEdit

The weapons in this section have the following ammunition capacities:

  • BlasTech 500 “Espo” Riot Gun, BlasTech DT-12, Czerka Adventurer, Merr-Sonn Model 434, SoroSuub Firelance: 50 shots.
  • BlasTech DH-23 “Outback” Blaster Pistol: 100 shots
  • BlasTech DLT-20A: 30 shots

p. 40 – Rapid ReloadEdit

Add the phrase “or power pack” after the phrase “energy cell.”

p. 46 – Sabotage DeviceEdit

Add the phrase “or power pack” after the phrase “energy cell.”

p. 64 – ShadowsuitEdit

Replace the full text of this entry with the following:

Shadowsuit Light Armor
Used by assassins and burglars, the shadowsuit manufactured by Ayelixe/Krongbing textiles is little more than a black body stocking covering the wearer’s entire body. Shadowsuits are made from a tough but soft material known as shadowsilk that absorbs light and sound. The hands and feet of the shadowsuit have sound-dampening pads that reduce the noise made by the wearer. A shadowsuit grants a +5 equipment bonus to Stealth checks whenever the wearer has concealment from darkness or low-light conditions. If any armor or clothing is worn over the shadowsuit, this bonus is lost.

Re Replace the Shadowsuit entry on Table 5-4: Armor with the following: Shadowsuit 2 600 +1 +1 +5 – – 2 kg Military

p. 94 – Creating a SquadEdit

<p abp="1114">Add the following bullet point to the end of the list: The squad’s CL is equal to the CL of the base creature +2.

Starships of the GalaxyEdit

ErrataEdit

p. 18 – Squadron Tactics TalentEdit

The ace pilot’s Squadron Tactics talent can be used only to confer non-attack pattern maneuvers on your squadron.

p. 25 – Corellian SlipEdit

The Corellian slip maneuver allows you to make an attack as a free action (not a swift action) when you enter your target’s square.

p. 31 – Fighter GroupsEdit

Joining a fighter wing ends your actions for the round; any unused actions (including readied actions) are lost. If you choose to delay on the fighter group’s turn, you automatically leave the group. Once the leader of a fighter group is chosen, it can be changed only once per round on the group’s turn. When the first fighter joins another to form the wing, the first leader is chosen at that time. Fighter groups can use starship maneuvers only if every member of the fighter group has that maneuver. When the maneuver is used, every member of the fighter group uses it. If a member of the group has an attack pattern maneuver active when it joins the group, its effects are lost (the fighter group is, itself, like an attack pattern).

p. 47 – Table 3-5: Weapon SystemsEdit

The footnote in the table should read: “1 Colossal (frigate) or larger starships only”.

p. 47 – Table 3-7: Starship AccessoriesEdit

Extended range should have an EP cost of 1.

p. 52 – Table 3-8: Stock Ship TypesEdit

The Strength scores for the following stock ships should be changed as noted:

  • Battlecruiser: 100
  • Cruiser: 94
  • Frigate: 60
  • Corvette: 58
  • Heavy Freighter: 56

p. 100 – Interdictor CruiserEdit

Under the entry for the gravity well projector, the area of effect should be a 3x3 square starship-scale area, not 4x4.

p. 158-159 – Y-WingEdit

All three Y-Wing models should have SR 25.

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