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Official F.A.Q. and Errata Compilation Thread (v.1.

2)
This is a compilation of official and semi-official clarifications from game developers taken from
Wizards of the Coast's Star Wars forums and homepage.

This pdf document contains the following things:

Official F.A.Q. Compilation Thread ....................................................................................................... 2


Official Errata Compilation Thread .......................................................................................................41
Saga Edition Core Rulebook Errata and Official Clarifications .......................................................51
Starships of the Galaxy Errata .................................................................................................................68
Knights of the Old Republic - Errata and Official Clarifications.....................................................69
The Force Unleashed - Errata and Official Clarifications ..................................................................70
Scum & Villainy Errata and Official Clarifications ............................................................................72
Clone Wars Errata and Official Clarifications .....................................................................................74

The first 2 items (Official F.A.Q. Compilation Thread and the Official Errata Compilation Thread)
are generally non-published clarifications.

The following 6 items are 6 books that have received official errata (Saga Edition Core Rulebook,
Starships of the Galaxy, Knights of the Old Republic, The Force Unleashed, Scum & Villainy, and
Clone Wars) This is published and official errata.

The Official F.A.Q. Compilation Thread and the Official Errata Compilation Thread were
compiled by RavingDork. The anwers provided are comments made by game designers such as
Rodney Thompson and Gary Sarli. The Star Wars forums have been since wiped out, so most of
the "Source" links will not work anymore. But some of the original threads can still be viewed
thanks to archive.org.

If you find rules clarifications, or if you come across errors, please post them on the new forum
"The Saga Continues," located here:

http://thesagacontinues.createaforum.com/general-discussion/official-faq-compilation-thread/

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Official F.A.Q. Compilation Thread
Some source threads:
-original thread on wizards.com
-Rodney's Answers for the Galaxy At War book
-Clarifications to make RavingDork happy
-NOTE: Some "Sources" are links that are expired and unrecoverable

All official responses from game developers are in red. Any responses written in blue have yet to
be confirmed by a game developer and are little more than RavingDork's semi-official
interpretation (which typically sticks as closely to the rules as written as possible).

Q1: If a game designer posts on these forums, should his word be taken as official errata?

A: For the record, a clarification from a designer/developer/editor doesn’t have to be “official” --


i.e. published -- to tell you the correct interpretation of an ambiguous statement.

The point of a publication is to communicate specific information; thus, if someone is officially


tasked (i.e. contracted) with creating a publication, they’re technically still performing that task if
they have to clarify an ambiguous bit of that communication. If this were not the case and it was
not part of the same contracted job, then that would imply that Rodney would have to pay me for
billable hours just to answer his personal questions about what a rule is supposed to mean! (Sure,
I could use the money, but still ...)

To be clear, it’s not the same as errata, where the actual text is changing and thus must be done in
an official context (mostly because it’s a licensed product, and Lucas Licensing has contractual
approval over anything published under that license).

Yes, published clarifications are nice because they’re visible to more readers and codified for
future reference, and if you have a conflict between two clarifications the published one would be
"official" and take precedence, but a clarification’s publication or lack thereof doesn’t change its
relevance or veracity. (And, yes, a clarification can be incorrect, but until you have a particular
reason to believe this to be true -- such as conflicting clarifications from different authors -- you
have no reason not to take it at face value.)

But, then, I guess you'd have to believe that I can clarify without publishing to accept my
clarification about clarifying without publishing. [SOURCE]

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Character Basics - Character Creation, Abilities, Species,
and Heroic Classes

Abilities

Q2: If I increase my Intelligence score high enough, do I get extra trained skills and languages?
What about Wisdom and Force Powers? Constitution and bonus hit points? What about class
starting feats and their prerequisites, would I get those if I later met the prerequisites?

A: Yes, yes, yes, and yes. Saga is very retroactive friendly.

Species

Q3: If a Trandoshan (or similar creature with limb regeneration) lost multiple limbs, would they
all grow back in 1d10 days? Or would it take longer? Would I roll 1d10 for each limb or 1d10 for
all limbs?

A: All limbs grow back in the normal time frame for that creature assuming the creature in
question did not perish from his grievous injuries (for Trandoshans, all limbs would grow back in
just 1d10 days). You can roll a single 1d10 for all the severed limbs if they were all lost during the
same day.

Q4: Do Wookiees get any extra benefit from the Force Trance option of the Use the Force skill
when used in conjunction with the Improved Force Trance technique?

A: It would appear not.

Q5: If a Wookiee has Weapon Focus rifles, does he also apply the +1 bonus to Bowcasters due to
his Weapon Familiarity racial trait? What about Gungans with their atlatls and cestas?

A: Weapon Familiarity effectively changes the weapon type in all ways (as far as that particular
character is concerned), not just for determining proficiency. For example, a Wookiee with
Weapon Focus (rifles) and Weapon Specialization (rifles) would get a +1 to hit and +2 to damage
with bowcasters as well as rifles. A Gungan with the same feats/talents invested in simple
weapons would receive the same bonuses with a cesta or atlatl. [SOURCE]

(Please note that the poster, Moradin, in the above source link is a game designer.)

Q6: If a racial ability does the same thing as a talent, does it count as a "virtual Talent" to qualify
for other Talents and such?

A: No it does not become a virtual talent and does not qualify for other abilities unless
specifically named.

Q7: What is the damage dealt by a Yuzzem with the Martial Arts III feat? What comes after d12s?

A: The damage should probably cap at d12. (The benefit being that the Yuzzem get there a feat

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earlier than everyone else.)

Q8: What size are the 3 meter tall Thaakwaash supposed to be?

A: They are supposed to be medium (they were originally meant to be large, but LucasArts
overruled that, which is why the current write-up is a bit wonky), though you can play a large
sized version provided your GM allows as a house rule (with all the bonuses and penalties
inherent to being large).

Classes

Q9: Can a non-Force sensitive character multiclass to take levels in Jedi?

A: Yes.

Q10: Can you play a non-Force sensitive Jedi?

A: Yes. You will have to start as a non-Jedi, however, and then multiclass into it. Once you take
your first level of Jedi, don't pick up the Force Sensitivity feat. This is an ideal choice for such
concepts as Darth Vader's training droids, an alternate General Grievous, or for Antarian
Rangers.

Q11: What are the starting credits for a character above 1st level?

A: As a very loose guideline, your wealth at any given level should be something like this: (level
x [level -1]) x 2,000 credits*

* Double this for a noble with the Wealth talent.

This basically assumes that roughly 60% of your total income is spent on upkeep, paying rent,
buying food, paying taxes, repairing equipment, getting medical care, etc. (This is a much higher
rate than in D&D, where you'd only be expected to "burn" about 10% -- but D&D doesn't have an
Imperial Revenue Service.)

For example, at 16th level, it should be somewhere around half a million credits.

The reason I say this is a very loose guideline, though, is that at least half of this wealth would
tend to be in a non-liquid form (e.g. property, intangibles such as favors and allies, etc.). As a
very rough guideline, having someone owe you a favor (i.e. one-time intervention on your
behalf, not to exceed one encounter) is worth about 2,000 x CL; having a long-term ally (i.e.
someone who will help you out any time they are available) is worth about 40,000 x CL x (%
chance that they're available).

Q12: How many Destiny Points and Force Points does a character higher than 1st level start off
with?

A: When creating a character higher than 1st level, give it the maximum Force Points for its
current level (generally 5 + 1/2 character level) and a number of Destiny Points equal to its
character level divided by 5 (rounded down to a minimum of 1).

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Talents

Q13: If I have all three of the Lightsaber Defense talents along with the Makashi talent you get a
+5 bonus to Ref Defense, correct. If I then take the Jar'Kai talent does it double to a +10 bonus?

A: No. Jar’Kai requires you to wield two lightsabers, and Makashi says you must be wielding a
single lightsaber in one hand. The best you could do would be a +6 from Lightsaber Defense x3
and Jar'Kai.

Q: If you are a Soldier/Jedi with the Harm's Way and Deflect talents, can you jump in the way of
a blaster shot meant for an ally and then deflect it harmlessly away?

A: Yes.

Q14: Does the Equilibrium talent reset your condition track to the top? Or does it just remove
poisons, diseases, and other effects so that you can begin recovering/healing normally?

A: It does both.

Q15: Does using Dark Side talents such as Dark Presence or Swift Power automatically increase
your Dark Side Score by one? These talents don't mention it, while it is specifically called out by
their prerequisite talent, Power of the Dark Side.

A: Unless it explicitly says so, no.

Q16: The Lightsaber Throw talent allows you to throw a lightsaber as a thrown weapon with
which you are proficient, which deals normal damage. However, Table 8-3: Melee Weapons has a
footnote indicating that lightsabers can be thrown (the same footnote applies to knives, spears,
and a few others). On table 8-5: Weapon Ranges, lightsabers are again mentioned as thrown
weapons (although the numbering of the footnotes does not match up with the numbering on the
table). Does this mean that anyone can use a lightsaber as a thrown weapon (the only advantage
of Lightsaber Throw being the ability to retrieve it as a swift action), and if so, how much damage
does it do as a ranged weapon? (For that matter, how much damage does any thrown melee
weapon do?)

A: It's improvised unless you have Lightsaber Throw, and a thrown weapon if you do have the
talent. Thrown melee weapons do their normal damage.

Q17: Do reroll abilities stack? So a talent that gives a reroll, and the racial ability that gives a
reroll to the same skill, do I get two rerolls?

A: Yes, they do stack. For example, a Zabrak with the Acute Senses talent could reroll his
perception check twice taking the last one. Effectively, he would get three perception checks.

Q18: From the consular talent tree - Adept Negotiator. Are there any restrictions to the number of
times this can be used on a target? We've noted under the Persuasion skill that if you fail at a
Persuasion check you cannot test again for 24 hours. Would this also apply to Adept Negotiator?
Do they need line of site to attempt it? What happens if they or their allies "attack" you? Does
your condition move up? Can you attack someone and then still continue to Negotiate?

A: There is no limit to the number of times you can use this on a single target. The target must be

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able to see, hear, and understand you, so yes you must have line of sight. If one of his buddies
attacks you, and then you attack them back, then you can continue to use the talent, but that
would break the "end of the condition track" effect.

Q19: If you use the Redirect Shot talent to send a blaster shot back at the enemy do you apply
your level bonus to the damage? Or do you use the bad guy's damage roll?

A: You roll the normal damage for the weapon and apply your level bonus to it.

Q20: What happens to an opponent's weapon when you use the Block ability against it? Does it
get damaged or destroyed? What if they made an unarmed strike?

A: Unless you specifically attack an opponent's weapon, it does not take damage (such as from
Block). Someone using an unarmed strike does not take damage from being blocked.

Q21: Sith Dark Healing says it deals/heals 1d6 per Class Level. It's available to both the Sith
Apprentice AND the Sith Lord PrC's. So... what? It applies to the class you originally took the
talent for? The higher of the two? Or the two added together?

A: You use the sum of your Sith Apprentice and Sith Lord levels (as well as any other levels that
have access to the talent).

Q22: The Sith Talent Dark Healing requires the Sith to make a ranged attack roll... so can it get a
critical hit? Be deflected? Redirected?

A: Yes, it can critical and be deflected (it is a ranged attack). No, it cannot be redirected (since it is
not a blaster bolt).

Q23: The description for the Stunning Strike talent says that the target slides an additional step
down the condition track if your attack roll beats their damage threshold. Is this intentional, or
was it supposed to say "if your damage roll...?"

A: It should be damage, not attack.

Q24: How can you tell if a talent is a Force Talent? Certainly, they are not limited to chapter 6.
What about Force Persuasion from the Jedi Consular talent tree and others like it? I ask because I
have a Jedi who wants to go into Force Adept. Will the Jedi consular/knight/sentinel talents allow
me to meet the prerequisites?

A: If it is not found in Chapter 6: The Force, than it is not a Force Talent. Force Tradition talents,
like the Jensaarai and Witches of Dathomir talent trees, are also Force talents, like Control, Sense,
Alter, and Dark Side. Those are the only 6 Force talent trees at this point. (9/28/07)

Q25: Are you considered your own ally in Saga for purposes of Born Leader, Cover Fire, and
similar talents and abilities?

A: No. Such abilities do not have any effect on you unless the ability specifically says so.

Q26: Is it possible for me to take the same talent twice? What if it is from two separate talent trees
(such as Notorious under the Bounty Hunter and Crime Lord)?

A: Not unless the talent specifically says you can. Two talents with the same name are the same

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talent even if they are from different trees. Unless the talent in question specifically says you can
take it twice, you can't.

Q27: The Force Haze talent says it is broken if an attack is made. Does this include any Force
power or tossing a rock as a distraction?

A: It applies to any harmful or hindering action. Using Mind Trick or Force Lightning would
break it, whereas Battle Strike or a rock would not (unless used to make an attack).

Q28: Can one use Deflect and Evasion vs. the same area attack? If so, does a failed Deflect + a
failed Evasion against an area attack that hits you result in 1/4 of the original damage?

A: Yes you may use both Deflect and Evasion against an attack. It does not deal 1/4 damage, it
negates the remainder altogether.

Q29: When a Soldier uses his Harm's Way ability, does he automatically suffer damage from the
attack? Or is the attack compared to his Reflex Defense first?

A: It is compared to his Reflex Defense first.

Q30: Is Dark Healing affected by Damage Reduction 10?

A: Yes. Pretty much everything except lightsabers is effected by damage reduction.

Q31: Does the Force Pilot talent allow you to pick up the Vehicular Combat feat even if you don't
have training in the Pilot skill? Can you use it to get into the Ace Combat prestige class without
the Pilot skill?

A: Yes and yes. For all intents and purposes, you are treated as being trained in that particular
skill. The RAW disagrees with the above statement, but the Devs disagree with the RAW on this
particular matter (they clarified that it simply got lost in translation). The only difference is that
whenever you are called to make a Pilot check, you make a Use the Force check instead. If you
have abilities that allow you to reroll or take 10 on Pilot checks, then you may use those abilities
when making Use the Force checks as well (but only when substituting for Pilot checks). This also
applies to other talents that allow skill replacement as well. [SOURCE]

Q32: How many times can you take Coordinate? 3 times or 5 times? The wording is ambiguous.

A: 5 times. [SOURCE]

Q33: Does darkvision trump the Total Concealment talent?

A: If the talent is in effect due to lowlight or darkness (as opposed to fog, smoke, etc.), then Yes.

Q34: How do you handle things like Elusive Target and firing into melee when you are using
autofire and area attacks? Do you take the appropriate penalties anyways?

A: Elusive Target specifically says, "opponents you are attempting to target." Area attacks target
the area, not the opponent, and compare the attack roll to their Reflex Defenses. Elusive Target
has no effect against area attacks as written. [SOURCE]

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Q35: Can I use the Lightsaber Form talents with other weapons? Unlike other feats and talents, a
great many of the forms don't specifically say you need a lightsaber to use them. For example,
could I use Djem So to attack someone with my vibroblade or blaster pistol? Could I reroll all of
my pistol attacks with Juyo? Can I use Sokan even if I am not wielding a lightsaber at all (such as
if I had been disarmed)?

A: Lightsaber Form talents specifically require a lightsaber (a Sith Sword can also be used in
some cases, such as with any talent requiring Deflect or Block as a prerequisite, though that
particular weapon is an exception to the rule). The talent tree specifically says, "Anyone using a
lightsaber..." (to clarify, using means "wielding"). Feel free to use Sokan while unarmed (or some
other variation of Lightsaber Forms) in your games, but that would be a house rule. [SOURCE]

Q36: Can I Block or Deflect an attack that hit me automatically as a result of Destiny Point
expenditure?

A: No. An attack that hit automatically due to a Destiny Point can generally only be negated by
another Destiny Point (to make the attack miss). However, you could use the Force Fortification
talent to take normal damage instead of critical damage. [SOURCE]

Q37: Do Noble talents that activate on ranged attacks also activate on area attacks when they
miss (dealing half damage)?

Unless an ability that activates on ranged attacks further clarifies that it activates on area attacks,
assume that it doesn't.

Q38: When precisely do you get the bonus form the Bullseye talent?

The target loses its Dexterity modifier for a single attack. The talent effectively modifies the
benefits gained by the aim action.

Q39: The rules are clear in that you can deflect attacks made from vehicles of up to frigate size.
However, can you redirect those shots? My reading of the Redirect Shot talent seems to say that
you CAN do it IF the ship in question is firing blaster cannons. Things such as laser cannons and
turbo lasers are simply not mentioned in the talent's text. Is this interpretation correct?

The intent is for you to be able to redirect blasters, lasers, and even turbolasers so long as the
weapon does not suffer the -20 penalty vs. targets less than Colossal size. This includes almost all
weapons on vehicles up to Colossal size as well as point-defense weapons on larger vehicles. For
example, in Dark Empire, Luke redirects a shot from an AT-AT's laser cannons.

Now, to the issue of splash: This is a bit of nuance that gets lost in the rules, but in the case of
energy weapons (such as blaster/laser cannons), the splash is a completely secondary effect that
occurs as a result of surface effects on the target or the ground nearby. In other words, the
weapon pumps so much energy into such a small space that a small chunk of the target or
ground is vaporized, exploding outward as it expands and producing shrapnel in the process. If
the original attack is "nullified" by using deflect, the splash doesn't occur at all around the
original target; if the shot is redirected, the new target is subject to splash. By the way, the reason
Deflect was written where it won't work against (most) area attacks is specifically to prevent
goofy outcomes, like "deflecting" a grenade (which should detonate due to the heat of the blade,
sufficient to melt or vaporize almost anything and more than enough to set off an explosive),
missile (ditto), or flamethrower (which has no discrete "shots" to deflect, being a spray of flaming
liquid or gas that is too wide to be blocked by a lightsaber blade).The same logic is also why it

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doesn't work against "oversized" (capital ship) weapons. A shot from a star destroyer's turbolaser
is so wide that the blade can't possibly deflect enough of the shot to be meaningful. So, to sum up
the intent:

Deflect can be used against ranged attacks that originate from weapons that are not oversized
(i.e. that take a -20 penalty against targets smaller than Colossal size), if
• you are targeted by a non-area-attack weapon or a weapon eligible for Redirect Shot
(blasters, lasers, and turbolasers, when not set to stun), in which case the attack is
completely nullified (including secondary effects such as splash or talents triggered when
an attack hits, such as a gunslinger's Debilitating Shot) or
• you are in the area of an autofire attack (including a strafe attack), in which case damage
is reduced by one-half the original (i.e. half damage on a hit, no damage on a miss).

Redirect Shot can be used immediately after successfully using Deflect against a ranged attack, if
• the attack was made by a blaster, laser, or turbolaser that was not set to stun, and
• you have not attempted to use Redirect Shot since the beginning of your last turn.

If successful, make a ranged attack against a target within point blank range, resolving the effects
as if you made a single attack with the weapon that you deflected.
• Apply modifiers based on your feats, talents, and so forth, not those of the original
attacker. (e.g. you add 1/2 your heroic level to damage instead of 1/2 the attacker's level).
• The new target is subject to any secondary effects (such as splash), just as if you had
originated the attack.
• You only redirect a single shot from the weapon regardless of how many shots were
directed at you by the original attack, so you don't get the benefits of Burst Fire, Rapid
Shot, or autofire under any circumstances.
• A fire-linked weapon is treated as a single weapon for game purposes (i.e. all shots are
designed to focus on small area, unlike a weapon battery, which is designed to bracket a
target). As such, your damage roll includes any extra damage from fire-linking, already
included in the damage listed for the fire-linked weapon.

Stun shots can't be redirected, but they can certainly be deflected

Skills

Q40: The Initiative skill says you can take 10 on it. I thought the rules said you can't take 10 when
stress and distractions (which combat most certainly is) would prevent it. What does this text
entail exactly?

A: If you're about to launch an attack on someone (such as an ambush against unaware targets),
have prepared yourself, and are the one initiating the encounter, you can take 10. In other
circumstances, you generally cannot.

Q41: If I have a talent or similar ability that states "you are considered trained in the X skill for
purposes of this talent" does that mean I can qualify for feats, talents, and prestige classes as if I had
been trained in that skill?

A: Yes.

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Q42: How does Sense Surroundings work exactly?

A: Sense surroundings allows you to ignore cover and concealment for the purposes of making
Perception checks (including any penalties resulting from cover or concealment). Thus, a Jedi
could "sense" other characters, creatures, or droids in another room even though the door is shut.
You must still make a Perception check to detect the targets and you suffer all the normal
penalties to your Perception check with the exception of those from cover or concealment (thus,
you still cannot detect targets that are extraordinarily far away due to the accumulative range
penalty). You must still roll a Perception check to detect targets who aren't actively hiding (DC 5
for a Medium creature; +5 for every size difference smaller than Medium, -5 for every size
difference bigger than Medium). Sensing targets in this manner does not allow you to see them or
determine what they are. You are simply aware of their presence and location. In any event, you
do not have line of sight to your target (and thus can't target them with a great deal of Force
powers). Sense Surroundings also works on bypassing total cover and total concealment (for the
purposes of making Perception checks) despite its wording.

Q43: How do characters survive such high falls in the movies? The existing rules for falling
damage don't seem to allow for survival at those kinds of falling distances.

A: First, note that the errata allows you to use both Jump and Acrobatics to reduce falling
damage in the same way (that is, knock off 3 meters if you beat DC 15, and an additional 3 meters
for every 10 points you beat that DC by). Also, the falling damage rules doesn't make this clear,
but any distance above 60 meters is treated as 60 meters because that's when you hit terminal
velocity (which is why the damage caps at 20d6).

Thus, you start reducing the damage from the fall with an Acrobatic check and a Jump check
(possibly with Surge), you then subtract from 60 meters, not 100 (or whatever the "real" distance
of your fall may be).

For example, a Jedi with a +25 modifier in his Acrobatics/Jump skills falls out a high window on
Coruscant. Being thousands of feet high, the fall would surely kill him. However, he activates his
Surge power (with a Force Point) to increase his Jump skill to +65. He then makes both an
Acrobatics check and a Jump check and gets +35 and +75, respectively. Therefore he knocks off 21
meters from the fall. Even though he is higher than 60 meters, we subtract 21 from 60 leaving us
with what would be effectively treated as a 39 meter fall. At 39 meters he will only take 13d6
points of damage (an average of 45 damage, 22 if the attack roll misses), low enough for a mid to
high level character to survive easily (and even a few lucky/tough low-level characters!).

Q44: How come Ride isn't a class skill for nonheroics when every other skill is?

A: Ride is a class skill as well. It's omission is an error. Please note that this is evidenced by
several published nonheroic characters who have the skill when the shouldn't, not be a developer
statement.

Q45: When treating a wounded character who has the Total Replacement Cyborg option, do you
use the Treat Injury or the Mechanics skill to heal/repair him?

A: You still use Treat Injury.

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Feats

Q46: Does the benefit of Point Blank Shot (and similar ranged-based benefits) extend to Short
Range when used with an Accurate weapon or a scope?

A: No.

Q47: If a Jedi had the Quick Draw feat and wanted to draw his lightsaber, would he still have to
use another swift action to activate the lightsaber?

A: No. The "draw a weapon" action normally includes everything necessary to render that
weapon immediately usable, including deactivating the safety on a blaster pistol and activating a
lightsaber or vibroblade. Weapons are designed to be drawn and armed very quickly, so the GM
generally shouldn't require a separate action unless there's some unusual difficulty in play (such
as when the wielder isn't proficient with the weapon). Similarly, you don't have to spend a
separate action to deactivate or disarm a weapon when you holster it. However, it is important to
note that this applies only to the actual "draw or holster a weapon" action (that is, moving the
weapon either to or from a holster, hanger, sling, and so on). It does not apply when picking up
or dropping a weapon, nor does it apply when using the Stealth action to use sleight of hand to
get the weapon in your hand without attracting attention. In these cases, you're not getting the
weapon in your hand as efficiently as you would when drawing or holstering it. [SOURCE]

Q48: Can you use fighting defensively and the Melee Defense feat together?

A: Yes. They work just fine together provided you find a way to gain an extra Standard Action in
the round. [SOURCE]

Q49: Can a Jedi use his Far Shot feat in conjunction with the Redirect Shot talent to deflect attacks
farther than he normally could?

A: No. Far Shot requires that you use a ranged weapon. A Jedi using Redirect Shot is not using a
ranged weapon, but a talent.

Q50: Shouldn't Force Training be on the bonus feat list for the Jedi class?

A: No. You cannot learn the Force Training feat as a bonus feat for any class. You can only use
your level-dependent feats (or more specifically, your level 1, 3, 6, 9, 12, 15 and 18 feats) or the
bonus feat for being a human.

Q51: When a person with the Martial Arts feats and the Crush feat gets someone in a grapple, do
they deal their improved unarmed damage? What about the Sneak Attack talent? Does the
"crusher" get his sneak attack damage to his unarmed attack since the "crushee" is considered flat-
footed?

A: Martial Arts increases your unarmed attack damage. If you make an unarmed attack, it does
that damage. Crush deals bludgeoning damage equal to your unarmed damage. Thus, Martial
Arts increases Crush damage. However, Sneak Attack applies to melee or ranged attacks, not to
the Crush feat. It specifically says melee or ranged attacks. Crush is merely a feat that does
unarmed damage as a result of a Pin. [SOURCE]

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Q52: Do natural weapons (claws, bite, etc.) stack with the Martial Arts feats in some way?

A: Martial Arts increases the damage die of a creature's natural attacks, just as it does for a
creature's unarmed attacks. For example, A Cathar (claw attack, 1d6 damage) with Martial Arts I
would deal 1d8 damage with a claw attack whereas a Cathar with Martial Arts III would deal
1d12 damage with a claw attack. [SOURCE]

Q53: Does Point Blank Shot apply to area effect weapons such as flamethrowers and grenades?

A: Yes. It even applies to weapons that technically don't have range increments (such as a flame
thrower). [SOURCE]

Q54: Does Bantha Herder work with grenade attacks? If so, what's the point of the Forceful Blast
feat?

A: Unless an ability that activates on ranged attacks further clarifies that it activates on area
attacks, assume that it doesn't. The two feats' abilities are meant to be mutually exclusive.

Q55: Does the Dive For Cover feat make you immune to the incoming attack if you dive behind
full cover?

A: Yes.

Q56: Does the Unified Squadron team feat work at starship scale?

A: Yes.

Q57: Does having Tae-Jitsu Training grant a Dodge bonus against three targets (two for Tae-Jitsu
and one for Dodge)?

A: You only get two dodge targets, one for Tae-Jitsu and one for Dodge.

Q58: Are the martial arts basics feats meant to be prerequisites for the Marital Artist prestige
class' expertise talents?

A: No. It was a deliberate design decision to exclude them as prerequisites. This is just another
case of ability names not meaning much in Saga.

Q59: Can you add upgrade slots to a cybernetic prosthesis via the Tech Specialist feat or by
enlarging the prosthesis and, if so, does this change the appearance of said prosthesis?

A: Yes, as a DEVICE, you can add upgrade slots to them just like you could any other device.
Doing so, however, voids the cybernetic replacement's warranty (that's a joke) and makes it
highly visible to onlookers.

Q60: What is the effect of adding the Enhanced Strength device option of the Tech Specialist feat
to a cybernetic arm? Does it increase the character's strength?

A: Doing so does not enhance the character's personal strength score.

Q61: How does Tech Specialist interact with the Total Replacement Cyborg? Could you increase
your ability scores using the Droid options under Tech Specialist?

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A: No. You treat the Total Replacement Cyborg as 6 individual DEVICES. They are not treated as
a DROID in part or in whole.

The Force

Q62: If I get a 20 or a 25 on my Use the Force check to activate Battle Strike do I deal 3d6 and 4d6
damage, respectively? Or is it 2d6 and 3d6? I ask because the text says "an additional." In
addition to what? To the attacks damage? Or to the DC 15 bonus damage?

A: That's just showing that the damage scales up. It's 1d6/2d6/3d6 extra on top of your normal
weapon damage.

Q63: Can I use a Force Point to bring back a Force Power (say Negate Energy) to my suite as a
reaction when attacked, and then use said power as a reaction (say, to negate the incoming
blaster attack)?

A: Yes you may. [SOURCE]

Q64: Several Force Skills say they work out to 6 squares or to line of sight. What does this mean
exactly? Can I Move Object someone 4 squares away if I am trapped in a dark chest?

A: Some Force powers require line of sight and a limited range, which means someone in a box
can't use them. Other powers require line of sight or a limited range, which means someone in a
box can use them on targets that are sufficiently close. (He still has to be able to observe the target
via sense surroundings, remote surveillance, or what have you.) [SOURCE]

Q65: If I use a Force Point to regain a Force Power, what action does it use? There was
contradictory text in the book I believe.

A: It's a reaction.

Q66: Can you use the Move Object power to "fly" yourself around?

A: No. You need Force Flight for that. You also cannot fly by holding on to an object targeted by
the Move Object power. The buddy system doesn't work either. A friend may use Move Object to
lift you off the ground, but he cannot do so if he is being flown via Move Object himself by
another (such as by you).

Q67: Can you use the Vital Transfer power on yourself?

A: No.

Q68: Does the Negate Energy power work against the Force Lightning power? In the first
sentence of Force Lightning it uses the term Force Energy. Later on it just says Force damage.

A: Negate Energy specifies it negates "weapon energy damage." Force Lightning is a Force
power, not a weapon. Thus, no you cannot use Negate Energy against a Force Lightning attack.

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Q69: Rebuke can deflect or reverse "one Force power". Can it also deflect or reverse a Force talent
like Dark Healing, or a skill roll like Use the Force/Sense Force?

A: No. Rebuke only works against Force Powers, not against talents, skills, or other abilities that
aren't Force Powers.

Q70: Sever Force moves the target on the condition track when they use "Force Powers". Does it
also hurt them if they use Force talents and skills like Damage Reduction 10, Equilibrium, Deflect,
Swift Power, or Use the Force/Telepathy?

A: The condition track effect applies only when the target uses Force powers, not Force talents or
skills. The target may thus still use talents and skills like Swift Power, Deflect, and UtF/Telepathy
without penalty. However note that Sever Force also prevents the target from spending any Force
Points. This prevents him from using Force talents which have a Force Point cost, such as
Damage Reduction 10, Dark Healing, or Equilibrium.

Q71: If I use Move object to throw a stormtrooper at another stormtrooper, is the damage going
to be 2d6 no matter what I get on my Use the Force check? Or can it go as high as 16d6 with a
good roll?

A: Assuming your check was high enough to hurl the object in the first place, the damage is
always based on your roll. Both of your stormtroopers would take 16d6 damage provided you hit
your target.

Q72: What exactly qualifies an "unpalatable suggestion" as referred to in the Mind Trick Force
power? If a squad of stormtroopers is shooting at you, can you mind trick the leader into thinking
you are an ally? would his squad question him? Will it work against enemies who are active
against you?

A: This is one reason why we have a Gamemaster capable of making decisions on the fly. Mind
Trick makes an unpalatable suggestion seem reasonable -- it does NOT mean that the person will
automatically do what you want. A Persuasion check may still be called for if even the reasonable
suggestion seems like something the target may not do. Mind Tricking the stormtrooper leader
into thinking you are an ally may work, depending on the situation. In the middle of a firefight, it
might distract him for one round, but then he's going to realize that his buddies are shooting at
you and figure it out pretty quick. [SOURCE]

Q73: What is Force Shield supposed to be in reaction to? What's more, does it really NOT protect
against the incoming attack (see the reaction errata) that it (hopefully) is meant to react to?

A: Force Shield is meant to be in reaction to an incoming attack, though as written it can be in


reaction to anybody else's action (whether or not it is an attack). Force shield does protect against
the incoming attack. The errata isn't wrong, but the Force shield text could be more clear.
[SOURCE #1] [SOURCE #2]

Heroic Traits

Q74: Under "Using Force Points," you can lower your Dark Side Score by 1 as a swift action.
However, when this process is described (under "Atoning") it is said it "represents a period of
meditation, reflection and absolution" that can be worked into the campaign or take place

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between adventures. This seems to imply a much longer process than just a swift action. Is the
swift action incorrect, or is this period of meditation a prerequisite to taking the swift action
(similar to spending a full-round action to attune a lightsaber after crafting it), or is this
deliberately left as something for the GM's discretion?

A: The swift action is correct. If you want to rule that you have to meditate, that's fine.

Q75: When you use a free action to spend a Force point to add 1d6 to a check can you decide to
do so after the check has been made, or do you have to declare it before making the d20 roll?

A: You can declare it after you make the roll but before you know the result of the check. (For
example you roll a 3. Before your GM tells you that a 3 isn't enough to succeed, you can opt to
spend a Force Point.)

Q76: When can someone spend a Destiny point? Does it have to be directly related to fulfilling
one's Destiny? Does it require GM approval?

A: You can spend a Destiny Point at any time provided you have one. As to whether or not it
must be related to your destiny is something that should be taken up with your GM and can vary
from group to group. Technically, everything requires the approval of your GM. By the rules as
written, no it does not need to be related to your Destiny.

Q77: Can you have a Destiny point war? In other words, could I use a Destiny point to say that I
hit an opponent and then they use a Destiny point to say that the hit failed, but then I use another
point to say I hit, and so on and so forth?

A: Yes and no. A Destiny Point spent to cause your attack to miss makes the attack miss (even if
you spent a Destiny Point for an automatic natural 20). You cannot then spend another Destiny
Point to have your missed attack suddenly hit again. However, you could have a "Destiny Point
War" of sorts by spending even more Destiny Points to gain an extra round worth of actions,
which you could then use to make even more attacks (which you could make natural 20s with
more Destiny Points). Note that you cannot interrupt somebody else's turn by spending a Destiny
Point (unless you have the Quicken Power Force secret).

Q78: How does atoning to rid one's self of dark side points work exactly?

A: The player tells you that his character is attempting to atone, and he spends 1 FP. Next, you
(the GM) decide how to adjudicate the period of meditation, absolution, reflection, etc. -- but this
period is definitely not instantaneous. It should span, at minimum, the length of an adventure
(during which the PC would have to be a total saint) if you want to play out the absolution "on
stage"; alternatively, it would require a substantial period (at least a week, maybe even months)
between adventures if you want to leave it off-stage. (You could always do both in combination,
letting the atonement take place during multiple adventures and the downtime in between, but I
normally wouldn't make it take quite this long.) The length of the atonement period is 100%
under the GM's control -- it ends when you say it does, and not one second before. (If you have
an overriding story-related reason for allowing a very short atonement period, feel free -- but
unless it's essential to the story, I would strongly recommend following the guidelines I
mentioned above.) On top of that, the GM has the final say on whether the atonement is
successful -- if the hero spends a FP to atone but doesn't improve his behavior, the GM is within
his rights to declare that the atonement was unsuccessful and the FP lost. (Your players will
probably take it more seriously once you point this out to them!)

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One last detail here: You can only atone one point at a time. This means that you can't just spend
all your leftover FPs just before you gain a level (unless you get a LOT of downtime between
levels, and even then I'd wouldn't be inclined to allow that much atonement without some "on
stage" time to prove that the character has sincerely changed his ways). You can probably spend
one to start the atonement process before you gain a level (but not in the middle of an encounter -
- it's a long action, not something that plays out in the normal round structure); still, you
wouldn't have time to finish that atonement before you gain a level and get a new set of FPs, so
all the other leftover FPs will just be lost.

Bottom line: The GM, and only the GM, controls the throttle on this sort of thing. If the PCs are
"atoning" and then continuing the same behavior, then you're entitled to require them to meet a
higher standard (either waiting until they show atonement on-stage before granting the benefits
or declaring the atonement attempt a failure, wasting the FP). [SOURCE]

Q79: What is the dark side score supposed to represent exactly?

A: It represents you being psychologically damaged by your actions (guilt, shame, anger at
feeling "forced" to do it, fear over being discovered, etc.). Your need to justify it or bury the pain
slowly corrupts you, twisting your reasoning, because the only way to live with it is to do one of
two things:

Atonement: Take the time to heal, to reflect on what you felt you had to do, and to genuinely
make strides to make yourself a better person.

Live with it: Just justify your actions to yourself -- "I had no choice," "The was no other way,"
"The ends justify the means" -- or bury them in a terrible little hole in your mind to ignore the
nagging, terrible reality of what you did. Either way, if the behavior continues, you might find
yourself coming up with elaborate justification for almost anything (e.g. killing younglings
because they might come back to fight you when they grow up) -- or, just as bad, the layers and
layers of emotional and psychological scars buried and ignored just drive you beyond rationality
altogether, driving you into abyssal depths of madness. In fact, something can be ethically or
morally justified but still earn a DSP! For example, from a moral or ethical point of view, using
Force lightning to save a busload of orphans from certain death is acceptable, but you will still
get a DSP. (Dark side Force powers tap abilities some would call "unnatural" ... essentially, you
are scarred by being the conduit through which the Force itself is twisted and damaged.) Still,
morally and ethically, this would be the only acceptable choice if it was indeed the only way to
save all those lives: You're willingly putting your own psychological health at risk for the sake of
saving others, so this is clearly an altruistic act. Still, you're damaged by it, so you get the DSP.
The same thing applies in the second example JD gave (JC 44): Even if you really have absolutely
no way to save countless lives without resorting to torture, you still get the DSP because of the
damage such a horrible act does to you. You should feel guilty for having to do something like
that, and you should carry that pain with you until you have the time to heal and atone. You
might truly believe that you did the right thing and you might have really saved millions or
billions of lives, but you still have to face the horror of your own actions.
[SOURCE]

Equipment

Q80: When purchasing a license for 10 grenades, do I only need to buy it once? Or 10 times? Do I
need separate licenses for ion grenades and stun grenades (or any other similar weapons for that

Page 16
matter)? Or does one license apply to both?

A: It's like having a driver's license; you don't need one for each car you own. If you have a
license for a weapon, you have a license for every one of that weapon you have. However, each
weapon needs its own license; so, heavy blaster pistols and blaster pistols have separate licenses.

Q81: Combat gloves are considered simple weapons. However they are listed in the Unarmed
section on the table on page 123 and they base their damage on your Unarmed damage, making
them a somewhat unusual weapon. Do feats and talents that apply to simple weapons also apply
to combat gloves? What about those that apply to Unarmed? Do they stack? For example, what
happens if a character wearing combat gloves has both Weapon Focus (simple weapons) and
Weapon Focus (unarmed strike)? What if he had both Double Attack (simple weapons) and
Triple Crit (unarmed strike)? By a strict reading of the rules, I would guess that only the simple
weapon feats apply, although I could see applying both feats but not allowing them to stack.

A: Combat gloves count as both Unarmed AND Simple Weapons. The bonuses, should you take
the appropriate feats for both, overlap. They do not stack.

Q82: Do ion grenades destroy the equipment of everyone in the area (assuming a good enough
attack roll and damage rolls)? What about a frag grenade or other area of effect attack? Will that
damage both the creatures in the area and their equipment?

A: No on all accounts. Ion grenades and other area effect attacks (such as frag grenades and
autofire attacks) will damage or destroy unattended objects, but otherwise has no effect on
attended objects (that is, anything connected to your body such as in your hand, in your holster,
or in your backpack).

Q83: A rifle with a folded stock is "treated as a pistol for purposes of proficiency and range." Do
rifle-oriented feats (like Weapon Focus) still apply, or would pistol-oriented feats apply instead?

A: You would use the rifle-oriented feats. Although it is treated like a pistol in some respects, it is
still a rifle.

Q84: Does the extra bonus from Attune Armor, Second Skin, and the Tech Specialist (protective
armor) get halved by the Improved Armor Defense talent?

A: Yes. The bonuses from those abilities are added to the armor bonus before the total armor
bonus is halved by Improved Armor Defense.

Q85: Nets allow grabbing, grappling, and pinning from range. Can I also maintain the Pin while
using a net?

A: Yes. Nets usually have a trailing rope (similar to a lasso) that can be used to maintain the Pin
from a distance; however this trailing rope is only 6 squares long. Beyond that range, you can still
throw the net and Pin an enemy, but you can't maintain the Pin. After 1 round, the target would
be grappled but no longer pinned, and would be able to escape with a Strength or Acrobatics
check. [SOURCE #1] [SOURCE #2]

Q86: Can you stun multiple targets with an autofire attack?

A: Not unless the weapon specifically says you can. Autofire and stun are two separate settings
and are generally mutually exclusive. [SOURCE]

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Q87: There are no rules text for Gungan energy balls! Are they thrown weapons or simple
weapons for purposes of range? Do you add your strength modifier to damage with them? Can
you load them into the grenade launcher? Do they only effect droids? How long does it take to
pull them out to throw? How long does it take to load them into the atlatl and cesta?

A: For the purposes of range it's treated as a thrown weapon if thrown by hand, a simple weapon
if hurled by an atlatl, or an accurate simple weapon if hurled by a cesta. It functions exactly like
all other ranged weapons: if thrown, you add you Strength bonus just like you would with other
thrown weapons, otherwise it's treated just like any other ranged simple weapon. They are not
are effect weapons and only effect a single target. They effect all manner of targets and cannot be
used in conjunction with grenade launchers (since they are not grenades). [SOURCE]

Q88: How long to energy cells last? Do things like a holo-recorder or glowrod need them?
Presumably, these have differing operating times with one energy cell.

A: Indefinitely. [SOURCE]

Q89: Are we really to believe that an unlit lightsaber is a Medium weapon for the purposes of
concealing it with the Stealth skill? What about other weapons? The size penalties don't seem to
make sense in most of their cases either. Should we be using a different scale than that on the
weapon's chart to determine the penalties, such as the sizes presented to us in the falling object
chart in the gamemastering chapter? I refuse to believe that my blaster pistol is the same size as
an ewok.

A: Weapon sizes are there to be relative to the character using it. Concealing an object should rely
on the actual size of the object, not its weapon size. So, yeah, a lightsaber is about Tiny in size
when deactivated. I do wish we'd put a bit better size chart in the book, but there's one on the
GM screen. As of Scum and Villainy's release, all weapons are now treated as objects of two sizes
smaller. A large weapon, for example, is treated as a small object for concealment and other
purposes. [SOURCE]

Q90: How many upgrade slots does my armor have?

A: All armors have 1 upgrade slot (regardless of size), just like any other item. Powered armors
are an exception and have 2 upgrade slots instead. There are other exceptions as well as noted in
their individual armor rules text.

Q91: How many times can I strip an item to get upgrade slots?

A: Regardless of the manner of stripping you choose, you can only strip an item once. Note that
you can also increase an item's size (once) to gain an additional upgrade slot. [SOURCE]

Q92: Can I add an upgrade to an item being Dual Geared into another item via the Upgrade rules
from Scum and Villainy?

A: No. When you Dual Gear an item, the second, smaller item is an upgrade in its own right
(rather than an actual item) and thus has no upgrade slots of its own with which to upgrade.
[SOURCE]

Q93: What is the cost/weight to a proton torpedo for the personal proton torpedo launcher shown
in the Rebellion Era Campaign Guide? There are no values listed.

Page 18
A: They should weigh about 5 kg and cost 200 credits each.

Q94: Are gas grenades (Rebellion Era Campaign Guide) really meant to deal 4d6 stun damage in
addition to their condition track effect? That seems overtly powerful--and it makes stun grenades
nearly pointless.

A: It's an error. Gas grenades don't deal damage of any kind--only condition track penalties. This
is a classic example of the conflicting rules where the text beats out the table. [SOURCE: Order 66
podcast #78]

Q95: Is the flame cannon really supposed to weigh 0.5 kg?

A: It's a typo, the actual weight should be about 15 kg.

Q96: The mortar says you can load it with magazines, or with single shells by hand. Is this just
fluff? Or are there game mechanics behind it?

A: It's mostly just flavor.

Q97: Do you still get the penalty reduction when bracing a rotary blaster cannon to benefit from
the 2x4 area effect?

A: You still get the normal benefits for bracing.

Q98: Is the scatter gun supposed to work like the blast cannon (such as having a splash area,
etc.)?

A: No. The scatter gun is not meant to have a splash and is not meant to be anywhere near as
powerful as the blast cannon or any other blaster weapon (though it makes a nice, cheap
alternative for NPCs or heroes without access to high-end licenses).

Q99: Is the Katarn-class armor supposed to be medium or heavy armor?

A: It is meant to be a medium armor. If you have the heavy armor proficiency you gain the
benefits of the helmet package.

Q100: The ascension gun reads as though it could be used as an add-on to another weapon. What
is the upgrade cost for it?

A: There isn't one. The best way to use it is as an "add-on" to an existing weapon would be to use
the dual-gear upgrade. There are no plans to include it as a stand alone modification.

Q101: What are the mechanical effects of shooting a target (that is, a character or droid) with the
ascension gun?

A: You cannot normally shoot something that is not a solid object with the ascension cable.
Shooting a living target or droid with it, and the resulting effects, is strictly under the purview of
the GM.

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Q102: Can you still fire an ascension gun while traveling along the zip line?

A: No.

Q103: What is the range and blast radius of the glowing defoliator weapon in both character scale
and starship scale? What are the weapon's effects on living equipment and ships (such as those
used by the Vong)?

A: The range and radius is unknown at this time as Rodney was away from his notes, though he
is aware that this is something that needs to be clarified in the future. It effects Vong gear and
ships exactly as it does normal humanoid organisms (that is to say 4d10x2 damage on impact and
every round thereafter).

Q104: As per its text, a scatter gun can hit a target at medium range, but deals no damage. Can I
activate feats, talents, and other abilities that activate on a hit (but don't need to deal damage to
work) when shooting someone with a scatter gun at medium range?

A: No. Such abilities don't activate when shooting someone with a scatter gun at medium range.
The reason a scatter gun does no damage at medium range is because it isn't hitting anything.

Q105: How do you mount a shock stick to a rifle when the shock stick itself is large?

A: You basically take the business end of the shock stick and mount it to your rifle in the same
manner as a bayonet. In other words, it is still a large weapon, but your rifle basically makes up
the shock stick's handle.

Q106: How does the Bothan weapon template (KotoR) interact with shock-boxing gloves?

A: There is no interaction between the two since the shock-boxing gloves don't deal their own
damage (rather they just increase your own unarmed damage). Rodney and Ryan both
unintentionally imply that you don't gain the benefits of the Bothan template if you have no
lethal damage to reduce.

(Personal comment: Does this mean that you can't enhance unarmed damage with Force Adept
talents?)

Q107: Can you summon a ship with recall slave circuitry with a subcutaneous comlink?

A: Anything you can do with a normal comlink you can do with a subcutaneous comlink (and do
it silently).

Q108: Can upgrades be added after installing a prosthesis? Or do you have to upgrade them
before they are installed?

A: Either way is viable.

Q109: When adding droid systems to your Total Replacement Cyborg body, does the weight of
the systems count against your carrying capacity?

A: Yes they do. The prosthesis themselves don't weigh against you, but additional droid systems
do.

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Combat

Q110: Does the damage bonus from your character levels add on to all attacks? Or is it selective?
Can you apply it to autofire attacks? How about flame thrower attacks? An Ithorian's bellow? A
darksider's Force Lightning?

A: Yes to all except Force Lightning since it is a skill check instead of an attack roll.

Q111: Is activating a lightsaber a free action or a swift action? The rules seem to contradict
themselves in a few places. Also, what kind of action is it to flick a switch? (Hint: These questions
are related.)

A: Swift. Activating an item (including lightsabers) is a Swift action. The combat example is
erroneous.

Q112: Do you get double your Strength bonus to your damage when wielding a double weapon?

A: Not if you attempt to attack with both ends in the same round (you would only get x1 your
strength bonus on either attack). If you only make one attack for the round, however, you can
add double your Strength bonus.

Q113: Do any uses of force powers (and the Use the Force skill) promote attacks of opportunity if
used whilst threatened? Some are battle powers, but some require meditation or full round
actions. Surely some would promote AoO??

A: Force powers only provoke if your GM says they do (if he thinks some of the longer ones are
distracting). Otherwise, they don't.

Q114: Can you charge and tumble as part of the charge action?

A: No, as they are two separate actions...

"Tumble (Trained Only): If you succeed at a DC 15 Acrobatics check, you can tumble through the
threatened area or fighting space of an enemy as part of your move action without provoking at attack of
opportunity.

Charge: As a standard action, you can move your speed (minimum 2 squares) in a straight line through
unobstructed terrain, and then make a melee attack at the end of your movement."

Since you are using a Standard Action to charge, you can not use Tumble because it requires a
Move Action. However, since Charge is a Standard Action, you still do have a Move Action left.
So you can use your Move Action and Tumble before or after the Charge, just not as part of the
charge.

Q115: If I target an opposing character with Move Object or Bantha Rush and move him out of a
square threatened by one or more of my allies, can they make attacks of opportunity against him?

A: No. A target must willingly move from a threatened square under his own power to provoke
an attack of opportunity.

Page 21
Q116: Do you apply your condition track penalties to your threshold since they lower your
Fortitude Defense?

A: Yes. Any modifiers applied to your Fortitude Defense should also effect your threshold (even
temporary ones), be they from armor, the condition track, ability score increases, etc.

Q117: What weapon group includes unarmed attacks? Are you automatically proficient with
unarmed attacks? Can you use them with combat feats like Double Attack? Can you use them
with talent trees like Weapon Specialist and Weapon Mastery?

A: Unarmed attacks are considered light melee simple weapons and can be finessed, used in a
grapple, or dual wielded.

Q118: Can you hold Unarmed with two hands to double your Strength modifier to damage? I
would guess not, since you're not actually holding a weapon in both hands, and Unarmed is
probably considered a light weapon anyway.

A: No you do not get double your Strength modifier with unarmed strikes unless a feat, talent,
class ability, or racial ability says otherwise.

Q119: Do shields help to protect against damaging Force powers such as Force Lightning or Force
Slam?

A: Yes they do.

Q: Does damage reduction protect against ion weapons?

A: Yes

Q120: How does ion damage work when used against a living creature without cybernetics?
What about stun damage?

A: If a normal creature is hit by an attack that does ion damage, it takes only a quarter of the
damage (half because it is an ion attack and half again because of the inappropriate target). The
target does not move down the condition track regardless of whether or not the damage
threshold is exceeded by the damage. An ion attack, like a stunning attack, is incapable of killing
a living creature.

If a cyborg (a living creature with cybernetic enhancements/replacements), a droid, or an


electronic device is hit by an attack that does ion damage, it takes only half of the damage to its
hit points. The full unmodified damage is compared to the target's damage threshold to see if it
falls 2 steps down the condition track (1 for overcoming the target's threshold, and 1 more for
being an ion attack). An ion attack, like a stunning attack, is incapable of killing or destroying its
target.

Cyborgs suffer the full effect from a stun device whereas droids and other electronic objects are
completely immune.

Q121: Can you ready a swift action?

A: Technically, you can't. However, you can ALWAYS trade down to a lesser action and
Readying is no exception. Therefore, you could ready a Move action or Standard action and then

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exchange it for the swift action you desire. It is also worth noting that readying an action takes a
Standard action in its own right.

Q122: If someone moves up to me and makes an attack, and I had a prepared action to move 1
square to the right (still in his threatened space), does that cancel his attack?

A: No. If you ready an action that will render an opponent's action moot, the opponent does not
get to declare a different action. Instead, the action is wasted. (If the readied action doesn't
interfere with it, of course, the other action goes off as planned.)

For example, A is several squares from B, and B is holding a big honkin' vibro-ax. A has initiative
and readies an action to withdraw as soon as B makes an attack. B charges -- at the end of his
movement (i.e. once movement is finished), he declares his attack. A's readied action is triggered,
so A withdraws away from B. B's attack is now rendered moot (A is no longer within his reach),
so B's attack is essentially canceled. In your example, you are still within reach and are still
capable of being attacked despite your readied action to sidestep at the last moment.

Q123: In order to avoid being target of "Acrobatic Strike," can you choose not to threaten an area?

A: You can choose to not make an attack of opportunity, but you cannot choose to not threaten an
area.

Q124: When aiding another for ranged attacks, do range penalties affect the attempt? What
happens with weapon batteries (such as those found on capitol ships)?

A: Yes, range penalties apply for aid another checks. The primary gunner in the assisting battery
must make an attack against Ref Def 10 (without the benefit of any battery fire bonus from his
own battery), applying range modifiers to the attack roll as normal; if successful, the assisted
(attacking) battery gains +2 on its attack roll per gun in the assisting battery.

Q125: When you roll a critical hit, do you roll the damage twice (a la D&D) or simply roll once
and multiply by 2?

A: You simply multiply.

Q126: Grappling seems to involve a lot of different rules: grab, grapple, pin, trip, crush, throw,
opposed grapple checks, and three different rules on escaping. How does it all work?

A: It’s actually simpler than it looks! There are only three states: grabbed, grappled, and pinned.
All the other rules (pin, trip, grab attack, crush, throw, opposed grapple check, and escape) are
just different ways of moving between the three states.

Untrained attackers can only grab. Trained attackers (those who have either the Pin or Trip feat)
can improve their grabs into an improved hold called a grapple. Grapples are harder to escape
from, and also allow you to immobilize your enemy, knock them prone, and even cause damage.

Q127: How do you grab an enemy?

A: Make an unarmed melee attack roll, as a standard action. If successful, the enemy is grabbed.

An untrained attacker (one without the Pin or Trip feats) suffers a -5 penalty on the melee attack

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roll. A trained attacker (one who has either the Pin or Trip feat) can immediately try to improve
his grab into a grapple, as part of the same standard action.

Q128: What are the effects of being grabbed?

A: A grabbed enemy cannot move from his square, and also suffers a -2 penalty on attack rolls
unless he's using a natural weapon or a light weapon.

The target remains grabbed until he escapes, or until the attacker improves the grab into a
grapple.

Q129: How do you grapple an enemy?

A: When a trained attacker (one who has the Pin or Trip feats) makes a successful grab attack, he
can immediately try to improve his grab into a grapple as part of the same standard action.

Once a trained attacker has grabbed the enemy, both fighters immediately make an opposed
grapple check. If the attacker's check result equals or exceeds the defender's result, the defender
becomes grappled.

Q130: What are the effects of being grappled?

A: The effects are exactly the same as the grabbed state: the target cannot move from his square,
and also suffers a -2 penalty on attack rolls unless he's using a natural weapon or a light weapon.
However escape from grappled is more difficult, and the attacker additionally gets the benefit of
his chosen grappling style: Pin (possibly including Crush), Trip (possibly including Throw), or a
close-range hit with a light weapon.

The target remains grappled until he escapes, or until the attacker knocks him prone with the
Trip feat.

Q131: How do you pin an enemy?

A: If the attacker is using the Pin feat, and wins the opposed grapple check, the target becomes
pinned. (Note that any pinned target will always be grappled as well, since the attacker made a
successful opposed grapple check to perform the pin.) [SOURCE]

Q132: What are the effects of being pinned?

A: A pinned target cannot move or take any actions, and also loses his Dexterity bonus to Reflex
Defense. The target remains pinned for one round, until the attacker's next turn.

In each subsequent round, the attacker can try to maintain the Pin by making another opposed
grapple check. If the attacker doesn't maintain the Pin, the target ceases being pinned but is still
grappled. [SOURCE #1] [SOURCE #2]

Q133: When trying to maintain a Pin, does the attacker have to roll both the melee attack roll and
the opposed grapple check, each round?

A: No. A melee attack roll is only used to initiate a grab. If the target is already grabbed,
grappled, or pinned, the attacker can proceed directly to the opposed grapple check. [SOURCE]

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Q134: A pinned defender loses his Dexterity bonus to Reflex Defense. Does the attacker lose his
Dexterity bonus, too?

A: No. The attacker has more freedom of movement than the defender does.

Q135: When the attacker makes an opposed grapple check to strike with a light or natural
weapon, does he have to make an attack roll with the weapon, too?

A: No. There are only three die rolls:


• A melee attack roll to grab (if the target wasn’t already grabbed, grappled, or
pinned)
• An opposed grapple check
• Damage dice for the weapon

Q136: If the defender wins the opposed grapple check, does that mean he escapes from the grab
or grapple?

A: No. When the defender wins the opposed grapple check, that only means that the attack has
failed: the attacker doesn’t get to Pin, Trip, or hit with a natural or light weapon. However the
defender is still either grabbed or grappled, exactly as before. [SOURCE]

Q137: So how does the defender escape from a grab? From a grapple? From a pin?

A: Escaping from grabbed is easy: as a standard action, the defender can break free from a
number of grabs equal to his level. No roll is required; success is automatic.

Escaping from grappled is harder: as a standard action during his turn, the defender must make
an Acrobatics check (DC = the attacker's last opposed grapple check result).

You can escape from pinned only by winning the opposed grapple check during the attacker's
turn. If the attacker fails to maintain his pin, the hold is reduced to a grapple.

The attacker can also perform grabs and grapples from a distance by using a net. If grabbed or
grappled in a net, escape is a full-round action requiring a DC 15 Acrobatics check or a DC 20
Strength check. [SOURCE #1] [SOURCE #2]

Q138: While grabbed or grappled (but not pinned), can I still fight?

A: Yes. However you cannot move from your square, and you suffer a -2 penalty on attack rolls
unless using a natural weapon or a light weapon.

Q139: While pinned, can I still... Fight with a light weapon? Use a Force power? Use Acrobatics
to escape? Make a Strength check to break free? Use Adept Negotiator? Enter a Serenity trance?
Block and Deflect? Cut my way out with a lightsaber?

A: No. While pinned, the defender "can't move or take any actions." The only way to escape from
a Pin is by winning the opposed grapple check on the attacker's turn. Until then, you cannot do
anything at all. [SOURCE #1] [SOURCE #2] [SOURCE #3]

Q140: Could you please give an example of grappling and pinning?

A: Sure. Say that Amy has the Pin feat, while Bob is the poor schmuck who's getting his arm

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twisted.

Round 1 - Amy wants to pin Bob:

• She makes an unarmed attack roll and succeeds (Bob is now grabbed).
• She makes an opposed grapple check and succeeds.
• Bob is now grappled, and also pinned for one round.

• Bob gets no actions for this round because he's pinned.

Round 2 - Amy wants to maintain the pin:

• She tries an opposed grapple check to maintain her pin for another round, but fails.
• Bob is no longer pinned, but he is still grappled.

• Since Bob isn't pinned anymore, he can act. He tries to escape the grapple:

• He makes an Acrobatics check and succeeds.


• Amy is no longer grappling Bob; he has escaped.

Round 3 - Amy wants to grapple again, but instead of attempting a Pin this time, she just wants
to stab Bob with a knife.

• She makes an unarmed attack roll and succeeds.


• She make an opposed grapple check and succeeds.
• Bob is grappled again, and also takes damage from the dagger.

• On Bob's turn, he can attack Amy (at a -2 penalty, since he's grappled) or he can
attempt escape again with another Acrobatics roll. [SOURCE]

A review of the above grappling information can be found in the Official Errata Thread below for further
clarification.

Q141: Does Damage Reduction stack? For example, would a nautolan (with a racial DR 2 due to
rubbery hide) have DR 12 when he activated his Damage Reduction 10 talent?

A: No. DR of the same kind does not stack. Since a Nautolan has DR 2/- and the Damage
Reduction 10 talent grants DR 10/-, the effects would overlap for a total of DR 10/-.

In the case of two different types of damage reduction, you use whichever one is the most
appropriate to the situation. For example, if you have DR 2/-, DR 5/-, and DR 10/energy and were
shot by a slugthrower, you would only deduct 10 points of damage from the attack. If it were a
blaster pistol, however, you would deduct 5 damage from the attack. [SOURCE]

Q142: Can you combine the Fighting Defensively action and the Melee Defense feat?

A: Yes, you can, providing you are making an attack as a standard action. You cannot use Melee
Defense when taking the full attack action. The feat specifically states that it can be used
whenever you use a standard action to make an attack. [SOURCE]

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Q143: Can you dual wield unarmed strikes?

A: Yep! You absolutely can dual wield your unarmed strikes as evidenced by the Trandoshan
Mercenary in the following source link. [SOURCE]

Q144: Can you have multiple reactions against the same action? For example, could you attempt
to deflect a blaster bolt, and then use negate energy if you fail?

A: No. That's the big difference between reactions and free actions--you can do as many free
actions as the GM will allow, but you only make one reaction to any particular action. You may,
however, react to multiple actions over the course of a round. [SOURCE #1][SOURCE #2]

Q145: Currently there are almost no rules for mounted combat whatsoever. We only have the
little bit under the Ride skill to go off of. How do you fight with a mount exactly?

A: The Ride skill functions much like the Pilot skill insofar as Ride controls a mount and Pilot
controls a speeder bike. The difference is that a mount is a creature all its own; you just manage
to control that creature through the use of the Ride skill. I'll answer the below items, but also
keep in mind that mounted combat is certainly one area we can expand upon. The mounted
combat rules in the core rulebook are far from the be-all, end-all of what we could do with them.
[SOURCE]

Q146: Does your mount's movement count against you for the turn? Can I, for example, have the
mount take the run action (a full round action for the mount) while I reload my gun (a move
action), switch it to stun (swift action), and then shoot at the target pursuing me (a standard
action)?

A: Your mount's movement is its own movement. If you want to control the mount in battle, it
takes a move action. However, mounts specifically trained for battle ignore the rolling
requirement, NOT the move action requirement. Keep in mind, though, that the above actions
would probably not be possible without guiding the mount with your knees to have both hands
free, which is another skill check. [SOURCE]

Q147: What happens if my mount charges? Do I suffer the penalties? Do I get the bonuses?

A: As written, you do not suffer the penalties or gain the benefits of a mount's charge. This is one
of those areas that could certainly be expanded out with feats, though, so I could easily see a feat
that lets you do that. [SOURCE] There are now rules for this. See the "Fighting from Mounts"
sidebar in The Unknown Regions sourcebook (pg 28).

Q148: Can I attack in the same turn that my mount attacks? Do I need to make a Ride check to do
so?

A: Sure, you can both attack on the same turn. And you need to make a check only if the mount is
not trained for combat. [SOURCE]

Q149: How do you handle the grappling/tripping rules while mounted?

A: The same way they work when you ride a speeder bike. Typically, a mount provides you with
no cover against attacks (including grab and trip attacks) unless you use the Use the Mount as
Cover application of the ride skill. [SOURCE]

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Q150: Also, is using the mount as cover a reaction made against an attack? The text doesn't
specifically say so.

A: Yes [SOURCE]

Q151: If I make an area attack on a droideka, or a starship scale area attack on an enemy ship,
what happens if I miss?

A: Just like any attack roll, area attacks resolve the attack first, damage resolution second. I miss
with the attack, so it is halved, and then the damage is applied to shields, DR, and hit points.
[SOURCE]

Q152: Also, if I roll a natural 1 on my area effect attack roll, do I deal half damage (if I still beat
Defense 10), or do I deal no damage since I "automatically missed?"

A: A natural 1 on an attack roll is always an automatic miss. In this case, you fail to hit the area
you attacked. [SOURCE]

Q153: What does a cone in Saga look like? What about a Burst or Splash?

A: For the sake of consistency, area effects have the same shape and area that they did in the
revised rules and in Dungeons & Dragons.

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BURSTS

The Red Squares are a 1 square burst. The Blue Squares are a 2 square burst. The Green
Squares are a 3 square burst. The Yellow Squares are a 4 square burst.

Page 29
CONES

The cone starts at an intersection on the battle grid (one of the corners of your space) and
then extends outward for 6 squares in a 90-degree arc. Unlike normal range calculations,
however, count diagonals using the old method -- that is, 1 square for the first and all
odd diagonals, and 2 squares for the second and all even diagonals.

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SPLASH

The red square is no splash. Blue squares are 1 square splash. X Splash means you have a
circle with radius X. That means the green squares are radius 2, the yellow squares are
radius 3, and the purple squares are radius 4.

Page 31
Vehicles

Q154: How would a PC or unique crew affect a vehicle's stats? Which bonuses would it give?

A: You determine the following stats in the following way (in order of stat block appearance):
• Vehicle Initiative: The pilot's Initiative modifier (or the Pilot skill modifier if you are
trained) + vehicle's size modifier + vehicle's Dexterity modifier.
• Perception: Character's normal Perception modifier.
• Reflex Defense: The vehicle’s Reflex Defense is equal to 10 + size modifier + armor bonus
(or pilot’s heroic level) + Dexterity bonus.
• Attack Rolls Gunner's base attack bonus + vehicle's Intelligence modifier + miscellaneous
bonuses (point blank shot, weapon focus, etc.) + 2 (if trained in Pilot and firing pilot
controlled weapons from the pilot's position).
• Base Attack Bonus: The gunner's base attack bonus.
• Grapple: A vehicle’s grapple modifier is equal to its pilot’s base attack bonus + the
vehicle’s Strength modifier + the vehicle’s special size modifier (Large +5, Huge +10,
Gargantuan +15, Colossal +20, Colossal [frigate] +25, Colossal [cruiser] +30, Colossal
[station] +35).
• Skills: Character's appropriate skill modifiers (+ vehicle size modifier + vehicle Dexterity
modifier in the case of the Initiative and Pilot skill). If the ship's computer is friendly or
helpful towards you, you also add the ship's Intelligence modifier as an equipment
bonus to your Use Computer checks.

• If it is not listed above, than it is not changed by having unique crew or is otherwise
explicitly spelled out in the Saga Edition Core Rulebook.

Q155: Can you specialize with spacecraft weapons? Would it count double, and if so, could you
use Point Blank Shot for extra damage? I'm assuming Penetrating Shot would still allow you to
reduce the DR. Does it work on SR as well?

A: Yes you can specialize. Yes you can use Point Blank Shot. Yes Penetrating Shot still gets
through damage reduction. No, Penetrating Shot does not get through shields. Yes all damage
multiplies (if there is a damage multiplier). Remember though that starship weapons are
considered heavy weapons for proficiency, specialization, and so on.

Q156: Under "Dogfight" one of the consequences is that you must select the dogfight action each
turn. However, there is no dogfight action specifically listed. What exactly can you do in a
dogfight in a dogfight and in what order?

A: The dogfight action is listed. It's a standard action, and you have to follow the attacking rules
while engaged in a dogfight.

Q157: Most large scale vehicle weapons have a multiplier attached. How does this multiplier
interact your 1/2 level damage? Would a 10th level character deal (#d6x2)+5 damage? Or
(#d6+5)x2 damage?

A: Bonus damage is applied before multipliers. Same goes for increasing the number of dice
rolled.

Page 32
Q158: If ion grenades can't effect attended objects, what happens if you throw it at a piloted
vehicle such as a speeder bike?

A: Assuming the attack is successful the vehicle is damaged, disabled, or possibly even
destroyed. As for the speeder bike being an attended object, it's not. It is bigger than you. You are
essentially the speeder bike's attended object. As a rule of thumb, make an exception for any
electronic item physically bigger than the person carrying it (especially if it is meant to be ridden
on such as a vehicle).

If it was any other way than the Imperial repulsor sled's ion net would not work too well.

Q159: When establishing a dogfight you make an opposed roll, if you succeed you are now
dogfighting. Do you:

a) Then make an attack as a free action.

b) Make another opposed check without a penalty to see if you can attack.

c) Do nothing as you've already taken an action and therefore give the foe first attempt at an
attack.

A: C. You can try to attack on a later action, but the benefit of this initial "begin a dogfight"
standard action is that the other fighter can't just fly by uninhibited. (Yes, this does mean the
other pilot will have the first chance to attack, assuming he wants to -- he may just try to
disengage because he has other things to do.)

Q160: When dogfighting can you fight defensively or take total defense?

A: No. Those are only meant for stand-off attacks, not while engaged in a dogfight. (When you
think about it, the opposed Pilot checks to prevent an opponent from attacking are the conceptual
equivalent of fighting defensively, and disengaging is the conceptual equivalent to total defense.)

Q161: If two Ties are dogfighting an X-Wing can one use aid another for attacks, skill checks and
the like?

A: Yes, but the aid another attempt can only help the Pilot check or the following attack roll, not
both -- and you have to decide which you're assisting before the aided pilot makes his roll(s).

Q162: Since Disengaging a Dogfight is a move action, are you still required to take the Dogfight
Standard action as well?

A: No. You only have to spend a standard action when initiating a dogfight or trying to attack a
target.

Q163: The AT-AT is listed as size 6x12. Is it supposed to be 12x12?

A: It's meant to match the AT-AT mini, which is 6x12. You could treat it as 12x2, though, and that
would actually be a bit easier in many situations.

Q164: Can the Pilot of a starfighter use the Aim action?

A: Only in one of the following two cases:

Page 33
• Come to complete stop, then aim and attack in the same round.
• Aim at the end of round 1, then attack at the beginning of round two. (You can't take any
other actions between the two -- including Pilot checks, attacks of opportunity, or
whatever -- without losing the benefits of aiming, though.)

Q165: On a capital class ships how many crewmen can use the Aid Another to assist the various
ship positions?

A: Well, only the copilot can assist Pilot checks, and only the commander can assist Use
Computer checks, so for those two skills a maximum of one person can assist. For Mechanics
checks, there's technically no limit, but this is up to the GM. (He might decide to limit the size of
damage-control parties, but there's no specific rule for it at this time.)

Q166: Can vehicle use Suppressing Fire? Can vehicles be Suppressed?

A: Yes and yes.

Q167: Recharging Shields for 5 pts. makes sense for Starfighters, but seems really low for Capital
Ships, in RCR Larger ships regained more shield pts per Recharge than smaller ones. Is the new
setup intentional or was something left out?

A: This was intentional.

Q168: If I use Battle Strike with vehicle weapons, do the extra dice get multiplied?

A: Yes. Everything multiplies. Note however that 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 serenity), unless a rule specifies that it can be used with vehicle weapons.
[SOURCE #1] [SOURCE #2]

Q169: Since the Attack Run action involves directing the vehicle's movement, does it suffice as an
act of controlling the vehicle? If so, could a pilot use two swift actions to lock on with a torpedo,
then make an Attack Run to fire it in the same round, without losing control of the vehicle?
Alternately, could a person with charging fire aim and then charge and get the benefits of both?

A: While an attack run does count as movement for the purposes of controlling your vehicle, you
cannot aim then perform an attack run. From the description of aiming, page 154: You lose the
benefits of aiming if you lose line of sight to your target or if you take any other action before making
your attack.

Since the attack run action is causing you to take another action before the attack, no, you cannot
aim and then gain the benefits on an attack run. This is the same reason you cannot aim and use
Charging Fire with a charge.

Q170: In the New Starships of the Galaxy book, some of the existing ships are terribly vague
when it comes to telling me what kind of weapons there are. This is important as I need to know
precisely what kind they are so I can determine how many emplacement points I get back when I
take them off to add other modifications.

A: While I can't help you with things like internal systems (it's just not feasible to list every single
system available in a capital ship, for example, and a certain amount of GM fiat has to be
assumed), I can help with things like weapons. Any time a weapons system is referred to without

Page 34
a size, assume it is a medium version of that system. Thus, the Dynamic-class freighter has one
double medium blaster cannon, worth 1 EP.

When it comes to removing weapons systems, you count it as the number weapons listed in the
stat block. If something says "laser cannons" then they are all part of the same individual system;
regardless of using a plural word, it is always considered to be a single system. So, for example,
since the Medium Transport's stat block clearly mentions 4 point-defense double laser cannons,
that means you calculate the EP for a point-defense double medium laser cannon, and you have 4
such systems to remove. The Citadel-class cruiser lists a single set of laser cannons (treated as
medium laser cannons), while the ship also has 2 sets of ion cannons (treated as medium ion
cannons). As for fire-linking, any weapons that have an autofire attack that are not listed as
double, triple, or quad weapons should be considered to be fire-linked. If the damage is higher
than average for 2 fire-linked weapons, assume it's 4 fire-linked.

If the damage die codes don't match up exactly to those in the modification chapter, that's a result
of decades of RPGs and other technical manuals establishing systems without codifying them. As
we say in the book, there's no way to realistically simulate the thousands of factors that go into a
starship's creation in a meaningful system that can be used easily, not and maintain continuity, so
that's the sacrifice you have to make. Some die codes for established ships won't match up, but
once again all that really matters is that the system be used to balance player modifications.
[SOURCE]

Q171: So I should just assume the Z-95 is using the double blaster cannons option (which is
described as a triple)? If so, can I take them off to get a few EP and then spend the same amount
of EP for a new set of triple blasters that will do 4d10x2 instead of 3d10x2?

A: Yes. [SOURCE]

Q172: Can a capitol ship using the Focused Fire option choose to use an entire weapon battery or
is it limited to a single weapon (such as a single turbolaser from a battery)? If they can, do they
deal extra dice of damage on a successful hit (as is normal for batteries)? Obviously, they won't
deal extra dice if they miss (in which case they deal only half the base damage).

A: They're picking a single weapons system; in the case of batteries, yes, this includes all the
normal aspects of battery fire. Hence, the "takes normal damage" clause, not "takes weapon
damage." [SOURCE]

Q173: How does fire-linking work? Do I need two guns of the same type (so to fire-link, I need to
buy 2 weapons, then the fire-linking option, making my two turbolasers into a single weapon
system?) or do I only need one turbolaser to start, keeping me from wasting a whole bunch of
emplacement points and money?

A: You only need one base weapon and the fire-link trait. For example, if you purchase a single
light turbolaser, then get fire-link (4), you now have a 5d10x5 quartet of linked light turbolasers
(which also get the bonus of autofire).

Q174: Can I stack the Quad, Fire-linked, and Cannon Enhancement abilities on a Heavy Blaster
Cannon (albeit at ridiculous cost)?

A: Yes you can. Many weapons can get as high as 11d10 damage this way. When multiplying the
costs, however, you follow the order of operations, making the final cost quite extreme.

Page 35
Q175: How do you go about adding weapons batteries to a ship? The tables have autoblasters,
double-mounts, quad-mounts, cannon enhancements, and fire-linked systems, but there is
nothing for Weapon Batteries at all.

A: Just figure out how many weapons you want in your battery and then add that many weapon
systems. For example, if you wanted a turbolaser battery with 6 gunners (granting a +10 aid
another bonus), you would need to add 6 individual turbolasers. Than you just group them
together and call them a single battery system.

Alternately, if you are doing the strip-out-and-replace thing, you could probably get away with
just doing a 1-for-1 swap of the weapons systems (not worrying about splitting batteries or
combining into batteries), but multiplying costs by the number of component and just giving the
battery benefits to the new system. [SOURCE #1] [SOURCE #2]

Q176: When making a starship from scratch using the stock models found on page 53 of the SotG
book, is it even possible to get extra emplacement points by reducing a ship's starting values
when it has less than 10 starting emplacement points to begin with?

A: Yes. In this instance, you round up and simply follow the order of operations. If you worsen a
stock ship's starting value in an area by 50%, you gain EP equal to 2 x 10% of the stock
emplacement points. For a ship that starts with 5 EP, you start with 7 EP (10% of 5 is .5, rounded
up to 1, x 2 is +2, for a total of 7) instead. You can, of course, use the rules under "Gaining
Emplacement Points" on page 38 to get more, as well. [SOURCE]

Q177: Can more than two ships use the Synchronized Fire talent to gang up on a hapless capitol
ship for massive amounts of damage?

A: No. Synchronized Fire only works with paired ships. Other ships may use this talent as well,
but they must pair up. You can't have 6 ships making a single attack this way, but you could have
3 sets of 2 each making an attack. [SOURCE]

Q178: I can adjust a ship's Strength, speed and other base traits down 25 or 50% to gain more
emplacement points, right?

A: Wrong. The emplacement points text on page 53 is referring exclusively to the values on Table
3-9. You cannot lower any of the base stats found in table 3-8 on the previous page in the manner
described. Notice the text specifically refers to "values." Table 3-9 is specifically labeled "Stock
Ship Base Values" whereas Table 3-8 is not for this very reason.

Q179: Can a colossal ship really equip turbolasers? Wouldn't such an upgrade make the ship
practically unbeatable in combat when paired with a combat thruster?

A: Yes, such a ship would be extremely powerful and unbalanced. No, you cannot equip
turbolasers on a Colossal-sized ship. In fact the footnote at the bottom of Table 3-5: Weapon
Systems in the new Starships of the Galaxy book should refer to Colossal (frigate) or larger ships,
not Colossal. This is official errata. [SOURCE]

Q180: Can you use the Snap Roll starfighter maneuver and the Vehicular Combat feat against the
same attack? Or do you have to pick one or the other?

A: You have to pick one or the other against any individual attack. [SOURCE]

Page 36
Q181: Does the extra 20 SR from the Attack Formation Zeta Nine get lost first or last (like
temporary hit points from D&D)? For instance, say I had SR 20 and raised to SR 40 with the
starship maneuver. I take enough hits to knock my SR down 20 points during a battle. After the
battle I end the maneuver. Do I still have SR 20 left over? Or is it SR 0?

A: If you have any SR left when you end the maneuver, you lose 20 SR (to a minimum of 0).
[SOURCE]

Q182: How exactly does taking damage to your shields work when you are using the Angle
Deflector Shields maneuver?

A: Your shields are considered doubled/halved with the maneuver, but you don't actually
double/halve them.

So, I have SR 20. I use this, target the boss.

The boss shoots me for 35. I consider my SR doubled (40) so the shields absorb all the damage
and there is no reduction in shields.

The mook shoots me for 35. I consider my SR halved (10) against him so the SR absorbs 10 and
my SR is reduced from 20 to 15.

The boss shoots me for 35. I still consider my SR doubled (30), so the shields absorb 30 points of
damage and my SR is reduced from 15 to 10. [SOURCE]

Q183: Can you use serenity to get an automatic natural 20 when using a vehicle weapon? If so,
doesn't this make it devastatingly good?

A: This isn't clear in the text, but the answer is no.

Serenity says that "your first attack roll . . . made in the following round is considered to be a
natural 20." This use of "your" was intentional, an artifact left over from earlier phrasing that
made this point more clear: Any reference to "your attack roll" means that it applies only to a
personal, hand-held weapon, but a reference to "an attack" (or attack roll) is not limited this way.

As described on page 144 of the Saga Edition rulebook, "Your attack roll with a ranged weapon is
1d20 + base attack bonus + Dexterity modifier + range penalty (if any)." However, on page 167, it
says that "An attack roll with a vehicle weapon is . . . 1d20 + base attack bonus + vehicle's
Intelligence modifier + range modifier." This difference in phrasing was intentional and meant to
show that two different processes were occurring. Since an attack with a vehicle weapon is never
made as "1d20 + base attack bonus + Dexterity modifier + range penalty," it is never technically
"your attack roll" (first or otherwise), and thus it can't benefit from serenity. (The Force power
battle strike is another example of this.)

Originally, this was part of the justification for why Luke had to turn off his targeting computer
to use the Force and blow up the Death Star. With the targeting computer off, the proton
torpedoes basically became improvised ranged weapons, and he was limited to a very short-
range shot (within the same starship-scale square) due to the lack of computer assistance.
However, Luke could use his personal ranged attack bonus and thus qualify for using a Destiny
Point (or even battle strike, which we originally considered making his first Force power).

Page 37
Obviously, this explicit distinction was lost while condensing everything to fit in the available
page count, but the remnants of it ("your attack roll") are still there. [SOURCE]

Q184: What player in his right mind would make a starfighter with the LIGHT FIGHTER
template when he can just use the INTERCEPTOR template, remove the 6-square speed sublight
engines, replace them with 5-square speed sublight engines, resulting in a ship that is equal or
better in every single way and is cheaper to boot?

A: The mistake you seem to be making is selling off the 6-square engine and getting back the full
100,000 credits (effectively making your interceptor worth nothing). You can't do that, not even
when making your ship from scratch. Your proposed 5-square speed interceptor would have a
base cost of 95,000 credits (100,000 - 25,000 for removing the 6-square sublight drive + 20,000 for
adding the 5-square sublight drive). Even when designing a ship's blueprints from nothing, you
must still sell components for 1/4 their value (as shown in the Starship Modification chapter). It
may not make much sense, but it is an abstraction to help maintain game balance and to cover
any additional costs during ship building that would be too detailed for a game (in other words,
you may not literally be selling an engine which you never had, but you must still crunch the
numbers as though you did). [SOURCE]

Q185: Could you please clarify how Focused Fire (from Starships of the Galaxy) is supposed to
work?

When it says a single system fires, does it mean a single weapon? Or a single weapon battery?
Does it take the -5 penalty common with autofire attacks? If it fires a battery, does it still get the
bonus to attacks or damage as batteries typically do?

A: You select one weapons system. Not a weapon battery, but a weapons system. So, subtract the
bonuses built-in from gunners in batteries, and it does not get the bonus to damage from batteries
(as beating a Reflex Defense of 10 would otherwise be ludicrously easy with capital ship
weapons, and would rack up huge damage bonuses). The book does not say that the ship takes a
-5 penalty to the attack roll; make no mistake, it is an area attack, but a -5 penalty is NOT
associated with all area attacks, but rather with autofire attacks. Remember, though, that Focused
Fire is an option used by the Gamemaster to speed up gameplay and create engaging starship
encounters, and wasn't designed to be some kind of superior starship combat tactic. [SOURCE]

Q186: I know I can take cargo space and convert it into extra EP, and I know I can take EP
gleaned from the methods shown on table 3-9 of the Starships of the Galaxy rulebook and convert
them back into cargo space, but can I convert ANY extra EP I have (regardless of its source) and
convert it into cargo?

A: Yes you can. The footnote says, “Any emplacement points gained in this way may be kept as
spares or used to purchase additional cargo space, adding tons of cargo capacity equal to the
starship’s cost modifier for each emplacement point spent.”

The “in this way” part does not explicitly state what “this way” is. Is “this way” the changing of
stats on a stock ship? Or is "this way" more specific, referring only to increasing your crew
requirements, which is what the previous sentence was talking about? Or is “this way” more
general, referring to any change that gives you extra EPs?

It’s the last one. The phrasing that I had in my turnover was this: “Any leftover emplacement
points may be kept as spares …” It didn’t specify that it applied that particular method at all, and
-- as I mentioned -- it wasn’t meant to. I’d meant to point this out elsewhere in the chapter, and

Page 38
that part of the footnote was supposed to be a reminder of how you can add extra cargo by
spending EPs because this was one time you'd be particularly likely to want to do so.

During his final pass while getting it ready for typesetting, the managing editor rephrased it
become he didn’t like using “leftover” as an adjective, but he wasn't trying to change the rule.
Unfortunately, his phrasing compounded my error because it could very easily be read to mean it
applies only to stock ships.

In the absence of evidence to the contrary, you’d be right to read it conservatively and assume
that it only applies to stock ships because of where it appears in the chapter. But, now that I have
pointed out how it is meant to be read, you do have evidence to the contrary.[SOURCE]

Q187: Can the Vehicle Fire Effects be abused by activating them for two rounds, and having the
vehicle weapons fire on the second round? Could you use prepared actions to get around the
limitations of vehicle fire effects (effectively getting the fire effects at no penalty)?

A: Yes. In the former case, the vehicle fire effects will be up for two rounds, down for a round, up
for two rounds, down for a round, etc. You can use prepared actions to get around the
limitations, though Rodney suggests ruling against such actions.

Droids

Q188: Can droids with climbing claws climb perfectly smooth vertical surfaces? It would seem
Grievous and others were capable of doing so in the Clone Wars cartoons.

A: No. In that case, I'd argue that he was creating his own hand holds by clamping into the metal
itself, making it a Rough Surface.

Q189: Can a droid take levels in Jedi?

A: Yes, so long as it isn't the droid's first level. Even so, a droid may never take the Force
Sensitivity feat, even when multiclassing into the Jedi class.

Q190: Do the system components a droid begins play with count against its carrying capacity?

A: Stock models of droids are always assumed to be able to carry their stock equipment
unencumbered. If you play a droid, the systems and accessories you buy with your base 1,000
credits are considered to be covered under this clause. Any other equipment encumbers the droid
as normal, including after-market modifications. [SOURCE]

Q191: If I buy a group of B1 battle droids (or any other droid for that matter), can I get them
without their guns in order to save money? Does getting them without their carbines effect the
license in any way? Do their guns come with ammo upon purchase? Heck, do the droids even
come with the carbines or is that only shown in the stat block of what they are typically fitted
with (and are actually supposed to be a separate purchase altogether)?

A: The prices in the book cover the stock model with the stock accessories and weapons loadouts.
We do not make any provisions for cost with or without certain components, as they are
generally not available for sale in any other package. If a Gamemaster wants to make a special
exception, he can, but it would be just that: a special exception. [SOURCE]

Page 39
Q192: When reprogramming new talents into a droid, do they have to be a member of the class
that has the talent first? Or can I have a 1st-level Droid Soldier with bounty hunter talents?

A: Talents can only be programmed in for the appropriate class levels. If I have a droid with 3
levels of soldier and 3 levels of scout, I can still only reprogram it with 2 soldier talents and 2
scout talents. Skills, however, follow no such requirement. [SOURCE]

Prestige Classes

Q193: Should your minion die (see the attract minion talent of the Crime Lord’s mastermind
talent tree), is it replaced with a new one? Or do you lose the benefit of the talent forever (short of
taking it again)?

A: Your minion is not replaced for free. You must spend a talent to do so. That is why Crime
Lords get so many talents.

Q194: The Force Disciple is able to select talents from "...any Force talent tree in Chapter Six: The
Force." (p.215) (There is similar wording for the Jedi Master and Sith Lord prestige class.) Does
this include the Force tradition talent trees in Chapter Six (Jensaarai and Dathomiri Witch) or is it
only referring to the Force-sensitive trees (Alter, Control, Dark Side, Sense)? If it's only the Force-
sensitive trees, then is that language redundant since someone with Force Sensitivity can always
select talents from those trees, or are there times when such a character is allowed to select a
talent but is not allowed to select from the Force-sensitive trees?

A: It includes the Force tradition trees.

Q195: Both the Officer and the Crime Lord gain access to the Command Cover ability, which has
a maximum bonus based on your class level. How does this work for a multiclassed X / Officer /
Crime Lord? Do the two abilities effectively stack (add your levels in Officer and Crime Lord
together to determine the Command Cover maximum)? Or are they separate (take the better of
the two)?

A: You can stack levels in these two prestige classes, but you are still limited to a +5 maximum
bonus. Therefore, a 4th-level crime lord/6th-level officer would get a +5 cover bonus.

Q196: How does the Command Cover ability interact with normal Cover?

A: Since the Command Cover ability grants a "cover" bonus, it does not stack with normal forms
of cover.

Q197: Can Crime Lords use their talents to gain Force talents?

A: Yes, provided they meet the prerequisites.

Q198: Tough As Durasteel is listed as a talent, though it looks like it is meant to be a class feature.
Which is it?

A: Tough As Durasteel is meant to be a class ability, not a talent. You gain a cumulative +2 bonus
at every even level (which is effectively equal to your class level).

Page 40
Official Errata Compilation Thread
http://web.archive.org/web/20130730214535/http://community.wizards.com/go/thread/view/7586
2/19435086/Official_Errata_Compilation_Thread

The following is a list of official changes to the rules in the Saga Edition Core Rulebook that have
not yet been officially announced (that is, they have support from the game designers, but have
not been placed into the errata document). Errata for the new Starships of the Galaxy book can
also be found in this thread below.

At the bottom of this post is a listing of the official errata that has already been announced.

Actual changes or additions to the rules are highlighted in red.

E1: Actions in Combat Table (Known Error)


According to page 150, there is supposed to be a "Table 9-1: Actions in Combat." There is no such
table anywhere in the book. The table on page 151 is labeled "9-1: Statistics for Objects." The
actual table was left out during the editing process and will hopefully return to us in an official
errata document.

E2: Assault Feat (Official Optional Rule)


Assault
Through focus and raw determination, you can make multiple attacks even after moving.

Prerequisite: Double Attack or Dual Weapon Mastery I, base attack bonus +6

Benefit: If you are wielding two weapons or a weapon with which you can use the Double
Attack feat, you may spend a Force Point to make two attacks as a standard action. The normal
penalties due to attacking with two weapons or using Double Attack still apply, and you cannot
make more than two attacks regardless of how many extra attacks you can make during a full
attack action.

Normal: You can only make multiple attacks with the full attack action (a full-round action).

E3: Bespin Exports/Imports (Errata)


Bespin's imports and exports are backwards.

E4: Block & Deflect (Clarification)


Block and Deflect will stop an attack that rolled a natural 20 provided the defender can make the
Use the Force check.

E5: Cleave Feat (Errata)


On page 83 the Cleave feat mentions, "Adjust 1 square." This is an extraneous holdover from the
Revised Core Rulebooks as it is no longer possible to adjust at all without spending a move
action. This text should be ignored/removed.

Page 41
E6: Cone Area Effects in Saga (Clarification)
Cones in Saga use the standard d20 format despite the changes made to diagonal movement. The
illustration below shows the proper cones to use.

E7: Cybernetics (Known Error)


On page 137 Cybernetic Prosthesis, third paragraph, it says "see Table 8-9: Services and Expenses
on page 144." That table is actually on page 141.

E8: Deflect and Redirect Shot (Clarification)


Despite being two of the most popular talents, Deflect and Redirect Shot cause a lot of confusion.

• The Sith Talent Dark Healing requires the Sith to make a ranged attack roll, so it can be
deflected (since it is a ranged attack), but cannot be redirected (since it is not a blaster
bolt).

• You may use Deflect (and Redirect Shot) against an attack that rolled a natural 20

• You may use Deflect (and Redirect Shot) against an autofire attack from a blaster. You
take half damage if you successfully use Deflect, then you can Redirect (one) Shot and
deal normal weapon damage.

• You may not use Deflect against an opponent who used a Destiny Point to auto-critical.

• You may use Deflect on shots set for stun, but you may not use Redirect Shot. (Not really
sure why)

• You may use Deflect on a splash weapon that deals energy damage, and if you do, the
splash does not occur. You can Redirect Shot, and your target will suffer the effects of
the splash.

• You may not use Deflect on most other area weapons, such as grenades and missiles.

Page 42
E9: Educated Talent (Clarification)
A lot of people have been asking what is the point of this talent since all knowledge skills can be
used untrained anyways. Short of being trained in a knowledge skill you can only make
knowledge checks to obtain common knowledge. If you want advanced knowledge of a subject,
you must either be trained in the knowledge skill in question, or have the Educated talent.

E10: Equilibrium Talent (Clarification)


Equilibrium removes anything affecting the character including, but not limited to: disease,
poison, and radiation. It also puts you back at the top of the condition track and removes all
persistent conditions affecting you.

E11: Expert Grappler Talent (Clarification)


The Expert Grappler talent from the Soldier's Brawler talent tree grants a +2 bonus on opposed
grapple checks, not the attack roll needed to initiate the grapple.

E12: Falling Damage (Clarification)


If you fall from a height of greater than 60 meters (the height you need to reach terminal velocity
for 20d6 damage), the distance for purposes of being reduced by Acrobatics and Jump is treated
as only being 60 meters. For example, if you fell/jumped from 1,000 meters up, but you made an
Acrobatics/Jump check high enough to reduce the falling distance by 60 meters, you take no
damage upon landing. This explains how Obi-wan survived his fall when fired upon by the
Clone Troopers and how Anakin survived his fall when chasing the bounty hunter, Zam Wessel,
on Coruscant.

E13: Grappling (Clarification)


Many people make the mistake of thinking of "grapple" as an action rather than a state. To make
everything easy, just reset your brain and think like this instead. There are three states:

The Grabbed State


Effect: You cannot move from your square and have a -2 attack penalty (except with light/natural
weapons).
Begins: When attacker makes a successful unarmed melee attack roll.
Terminates: When defender becomes grappled; OR when defender spends a standard action to
escape.

The Grappled State


Effect: You cannot move from your square and have a -2 attack penalty (except with light/natural
weapons).
Begins: When attacker makes a successful opposed grapple check.
Terminates: When defender spends a standard action AND make a successful Acrobatics check
to escape; OR when attacker successfully uses the Trip feat.

The Pinned State (stacks with the "grappled" state)


Effect: You cannot move or take any actions AND lose your Dex bonus to Reflex Defense.
Begins: When attacker makes a successful opposed grapple check AND uses the Pin feat.
Terminates: Automatically, after one round. Once you see that grappled is a state, rather than an
action, you can see that all the grappling-type actions are merely transitions between these three
states! For your reference, here they all are:

Page 43
A "grab attack" (requires melee attack roll)
Starting state: Normal (not grabbed, grappled, or pinned).
Ending state: Grabbed.
Note: -5 attack penalty if attacker doesn't have Pin or Trip.

The Pin feat (requires opposed grapple check)


Starting state: Grabbed, grappled, or pinned.
Ending state: Grappled AND pinned.
Note: Can simultaneously use Crush feat for damage.

The Trip feat (requires opposed grapple check)


Starting state: Grabbed, grappled, or pinned.
Ending state: Prone (but not grabbed, grappled, or pinned).
Note: Can simultaneously use Throw feat for damage.

Hit with a light weapon (requires opposed grapple check)


Starting state: Grabbed, grappled, or pinned.
Ending state: Grappled.
Note: Does weapon damage.

Simple escape (no roll required)


Starting state: Grabbed.
Ending state: Normal (not grabbed, grappled, or pinned).
Note: Standard action.

Acrobatic escape (skill check required)


Starting state: Grappled.
Ending state: Normal (not grabbed, grappled, or pinned).
Note: Standard action.

Example: In round one, the would-be grappler attempts a Pin. He succeeds at his unarmed melee
attack roll, but fails the opposed grapple check. The defender is grabbed (because the melee
attack roll was successful) but not grappled or pinned (because the opposed grapple check
wasn’t). The defender can spend a standard action and automatically escape from the grab, if he
wants. For this example, however, let’s say the defender chooses to attack at a -2 penalty rather
than escape.

In round two, the defender is still grabbed. The attacker doesn’t need to roll another unarmed
melee attack roll; he proceeds straight to the opposed grapple check, and wins it. The defender is
now grappled, and also pinned. The defender gets no actions in round two, because he’s pinned.

In round three the Pin will expire, because pins only last for one round. The attacker tries to
maintain his Pin by rolling another opposed grapple check, but loses. The defender is no longer
pinned. However he’s still grappled, because the grappled state (like the grabbed state) persists
until the defender actively escapes.

E14: Ion Damage (Clarification)


If a normal creature is hit by an attack that does ion damage, it takes only a quarter of the damage
(half because it is an ion attack and half again because of the inappropriate target). The target
does not move down the condition track regardless of whether or not the damage threshold is

Page 44
exceeded by the damage. An ion attack, like a stunning attack, is incapable of killing a living
creature.

If a cyborg (a living creature with cybernetic enhancements/replacements), a droid, or an


electronic device is hit by an attack that does ion damage, it takes only half of the damage to its
hit points. The full unmodified damage is compared to the target's damage threshold to see if it
falls 2 steps down the condition track (1 for overcoming the target's threshold, and 1 more for
being an ion attack). An ion attack, like a stunning attack, is incapable of killing or destroying its
target.

E15: Licenses and Restrictions (Clarification)


You need only buy a single license for each individual item. For example if you were to buy a
stun grenade, you would need a stun grenade license. If you were to buy more at a later date, you
wouldn't need to get a new license. If you then bought frag grenades or blaster, you would need
an entirely new license for that, however. Every time you buy a new item (even one you have a
license for) you still need to go through the waiting period and paperwork to acquire it (leaving a
traceable paper trail in most cases).

E16: Line of Site and Force Powers (Clarification)


Some Force powers require line of sight and a limited range, which means someone trapped in a
box with no way to see outside can't use them. Other powers require line of sight or a limited
range, which means someone in the same box can use them on targets that are sufficiently close.
(He still has to be able to observe the target via Sense Surroundings, remote surveillance, or what
have you.) [SOURCE]

E17: Long Range Sniping (Clarification)


Far Shot, aiming with a targeting scope, and using an accurate weapon all stack. (For any who
have missed this tidbit, an accurate weapon takes no penalty at short range.) Here's a breakdown:

Non-accurate weapon (e.g. blaster rifle):


w/o anything special: PB +0, S -2, M -5, L -10
w/ Far Shot OR aiming with targeting scope: PB +0, S +0, M -2, L -5
w/ Far Shot AND aiming with targeting scope: PB +0, S +0, M +0, L -2

Accurate weapon (e.g. sporting blaster rifle):


w/o anything special: PB +0, S +0, M -5, L -10
w/ Far Shot OR aiming with targeting scope: PB +0, S +0, M +0, L -5
w/ Far Shot AND aiming with targeting scope: PB +0, S +0, M +0, L +0

Thus, a trained sniper (w/ Far Shot) using a good sniping weapon (accurate plus a targeting
scope) who takes the time to aim can pick off a target at 300 squares (450 meters) at no penalty.

E18: Maiming Foes (Official Optional Rule)


A character may attempt to cripple an opponent instead of killing him. To do so, the character
must declare his intent ahead of time and make an attack at a –5 penalty and deals half damage
on a successful attack. Should the resulting attack take his foe to 0 hit points while still
overcoming his threshold (effectively killing him) the target is instead maimed in some manner,
but otherwise alive (see the Severing Strike talent).

Page 45
E19: Main Character Stat Changes (Errata)
Many of the characters presented in chapter 15 have incorrect Reflex Defenses. The correct values
are shown below:

Darth Vader: Ref: 40 (37 flat-footed)


Luke Skywalker: Ref: 28 (25 flat-footed)
Boba Fett: Ref: 36 (33 flat-footed)
General Grievous: Ref: 35 (31 flat-footed)

Vader's Base Attack Bonus should be +18, not +17. His lightsaber attacks and his grapple check
should all be one point higher (+23 normal, +21 with Rapid Strike, +18/+18 with Double Attack, &
+16/+16 with Double Attack & Rapid Strike; Grapple +21).

Han Solo's normal attack with his heavy blaster pistol should be at +12 to hit, not +14.

General Grievous' last lightsaber attack entry (the one that accounts for dual wielding and triple
attack) should have +9 to hit with each attack, not +11.

R2-D2's attack with electroshock probe should be +9, not +10. Also, his ranged attack should be
+8, not +14.

E20: Mechanics Untrained (Official Optional Rule)


To use Mechanics as described, you must be trained in the skill. You can make a Mechanics check
untrained, but you can't take 10 or take 20. Furthermore, if you fail at an untrained Mechanics
check, the object in question moves -1 step on the condition track (or, if the object was already
disabled, it is instead destroyed).

E21: Noble's Base Attack Bonus (Known Error)


Noble's get a +10, +11, and +12 base attack bonus at 14th, 15th, and 16th level, respectively. This is
not readily apparent as the spacing is off on the base attack bonus numerical digits.

E22: Nonheroic Characters (Errata)


ARC Trooper: Reflex Defense should read "23 (flat-footed 21)." He should also have the Delay
Damage special quality.

E23: Readying Actions (Errata)


Readying an action takes a standard action regardless of what action you ready. You cannot,
technically, ready a swift action. However, you can always trade down actions (readying is no
exception) so the effect ends up being the same.

E24: Ride Skill Armor Check Penalty (Clarification)


You only apply your armor check penalty to Ride checks when attempting to fast mount or fast
dismount.

Page 46
E25: Scout Hit Points (Errata)
On page 49 under the Scout's Hit Points section, in the second sentence is says "At each level after
first, scoundrels gain 1d8 hit points..." It should say Scout's, not Scoundrel's.

E26: Skills (Known Error)


The intro page to the skills chapter (page 57) still references making saving throws, which no
longer exist in Saga Edition.

E27: Sniper Rifle & Submachine Gun (Official Optional Rule)


Blaster rifle, sniper
Cost 1,200 credits (military)
Damage 3d8
Size Large
Weight 5.5 kg
Qualities accurate, no autofire/stun settings, 50 shots/power pack.

Subrepeating blaster
Cost 1,000 credits (military)
Damage 3d6
Size Medium
Weight 1.7 kg
Qualities autofire-only (can be braced), no stun setting, inaccurate, 50 shots/power pack.
Retractable stock (so it can be wielded as if it were in the pistols or rifles group; normally
considered a rifle)

[The above weapons were originally in the book before they got dropped in the editing process. They may
make an appearance in a future product or web enhancement, but for now, Mr. Hutt was kind enough to
give them back to us.]

E28: Stealth Skill and Hidden Movement (Clarification)


The wordings of the Stealth skill penalties and the Hidden Movement talent have been causing
confusion. This whole Stealth vs. speed thing gets clearer if you start by flipping to page 146.
There you'll see that "speed" is a defined term; it's the distance you can move in a single move
action. Most player characters have a speed of six squares. Neither double-moving nor
Run/Sprint change your underlying speed. On the contrary, page 155 is crystal clear: while
Running, you can travel "up to four times your speed in a straight line."

So don't confuse yourself! "Speed" doesn't change from round to round. It's six squares per move
action for most characters.

Once you have that fact firmly fixed in your mind, the rules actually become pretty clear. Page 72
says that if you move "more than your speed in any given round", the Stealth modifier is -5. If you
move "more than twice your speed", the stealth modifier is -10. Thus the default modifiers on Stealth
skill are as follows:

• +0 if you're moving 1-6 squares in a round;


• -5 if you're moving 7-12 squares in a round;
• -10 if you're moving 13+ squares in a round.

Page 47
The Scout's Hidden Movement talent is equally straightforward. You take no penalty when moving
your "normal speed". Normal speed means six square per move action (again, see page 146) for
most characters. So using Hidden Movement, the modifiers to Stealth skill are as follows:

• +0 for all movement at normal speed (1-6 squares with one move action, or 2-12
squares with two move actions);
• -10 for Run/Sprint (13+ squares in a round).

E29: Telepathy Force Ability (Clarification)


When making a Use the Force check to use the Telepathy option of the Use the Force skill you
must meet either the target DC for distance or overcome the target's Will Defense, whichever DC
is greater. For example, if Darth Vader attempted to use telepathy to communicate with a known
Force user in hiding in a different quadrant of the galaxy, he would need to beat a DC of 30,
possibly higher if said Force user was particularly strong-willed.

E30: Thrown Lightsabers (Clarification)


On Table 8-3: Melee Weapons, it lists both Short and regular lightsabers as weapons that can be
thrown and in Table 8-5, lists them under Thrown Weapons for ranges. However, under the list
of Standard actions in the Combat Section, it states that a lightsaber is considered an Improvised
Thrown Weapon like a rock, etc.

Unless you have the Throw Lightsaber talent, you treat a thrown lightsaber as an improvised
thrown weapon in all respects.

E31: Unique Starship Crews (Clarification)


You determine the following vehicle stats in the following ways (in order of stat block
appearance):

Vehicle Initiative: The pilot's Initiative modifier (or the Pilot skill modifier if you are trained) +
vehicle's size modifier + vehicle's Dexterity modifier.

Perception: Character's normal Perception modifier.

Reflex Defense: The vehicle’s Reflex Defense is equal to 10 + size modifier + armor bonus (or
pilot’s heroic level) + Dexterity bonus.

Attack Rolls Gunner's base attack bonus + vehicle's Intelligence modifier + miscellaneous
bonuses (point blank shot, weapon focus, etc.) + 2 (if trained in Pilot and firing pilot controlled
weapons from the pilot's position).

Base Attack Bonus: The gunner's base attack bonus.

Grapple: A vehicle’s grapple modifier is equal to its pilot’s base attack bonus + the vehicle’s
Strength modifier + the vehicle’s special size modifier (Large +5, Huge +10, Gargantuan +15,
Colossal +20, Colossal [frigate] +25, Colossal [cruiser] +30, Colossal [station] +35).

Skills: Use the character's appropriate skill modifiers ( + vehicle size modifier + vehicle Dexterity
modifier in the case of the Initiative and Pilot skill). If the ship's computer is friendly or helpful
towards you, you also add the ship's Intelligence modifier as an equipment bonus to your Use

Page 48
Computer checks.

If it is not listed above, than it is not changed by having unique crew or is otherwise explicitly
spelled out in the book.

E32: Viper Series probe Droid Stats (Known Error)


The Viper Series Probe Droid stats on page 203 list the droid as being a 1st-level scout with Use
Computer as a trained skill. Scouts can't train in the Use Computer skill.

[Note that this skill may have been reprogrammed as there doesn't appear to be any restrictions on
replacing class skills with cross-class skills via reprogramming that would prevent something like this.
Still, this is extremely unlikely as the book is supposed to list baseline droids--not modified ones.]

E33: Weapon Familiarity (Clarification)


Weapon Familiarity effectively changes the weapon type in all ways (as far as that particular
character is concerned), not just for determining proficiency. For example, a Wookiee with
Weapon Focus (rifles) and Weapon Specialization (rifles) would get a +1 to hit and +2 to damage
with bowcasters as well as rifles. A Gungan with the same feats/talents invested in simple
weapons would receive the same bonuses with a cesta or atlatl.

I sincerely hope this thread helps you all have better games!

EDIT: If you know of any more, let me know and I will post it at the top of this thread.

EDIT #2: Below is the officially announced errata. You can find the errata page at this web site.

EDIT #3: Updated for the October '07 Errata release.

Starships of the Galaxy ERRATA


This section of the errata thread is dedicated to changes and clarifications made to the new Starships of the
Galaxy book.

E: Capitol ship weapons on small ships (Errata)


The footnote at the bottom of Table 3-5: Weapon Systems in the new Starships of the Galaxy book
should limit such weapon systems to Colossal (frigate) or larger, not simply Colossal or larger.

E: Gaining Emplacement Points (Clarification)


The emplacement points text on page 53 is referring exclusively to the values on Table 3-9. You
cannot lower any of the base stats found in table 3-8 on the previous page in the manner
described.

E: Gravity Well Projectors


There are discrepancies in the book about whether gravity well projectors produce a 3x3 square
area or a 4x4 square area. As the diagram shows, it should be a 3x3 area. [SOURCE]

Page 49
E: Jedi Starfighter Consumables (Errata)
A few starfighters are listed with "Consumables None." The text should read "Consumables 1
week." [SOURCE]

E: Medical Suite/Passenger Quarters (Errata)


The Medical Suite and Passenger Quarters upgrades mention that every time you get it, your
ship gains enough to accommodate a number of patients/passengers equal to your ship's size
modifier. It should read "ship's cost modifier" as most larger ships have a negative size modifier.

E: Starship Sizes (Errata)


The gargantuan-sized Virago reads 10x10 squares in size whereas the colossal Theta-class shuttle
reads only 4x4. These fighting spaces should be reversed. [SOURCE]

E: Unique Starship Crews (Clarification)


You determine the following vehicle stats in the following ways (in order of stat block
appearance):

You determine the following vehicle stats in the following ways (in order of stat block
appearance):

Vehicle Initiative: The pilot's Initiative modifier (or the Pilot skill modifier if you are trained) +
vehicle's size modifier + vehicle's Dexterity modifier.

Perception: Character's normal Perception modifier.

Reflex Defense: The vehicle’s Reflex Defense is equal to 10 + size modifier + armor bonus (or
pilot’s heroic level) + Dexterity bonus.

Attack Rolls Gunner's base attack bonus + vehicle's Intelligence modifier + miscellaneous
bonuses (point blank shot, weapon focus, etc.) + 2 (if trained in Pilot and firing pilot controlled
weapons from the pilot's position).

Base Attack Bonus: The gunner's base attack bonus.

Grapple: A vehicle’s grapple modifier is equal to its pilot’s base attack bonus + the vehicle’s
Strength modifier + the vehicle’s special size modifier (Large +5, Huge +10, Gargantuan +15,
Colossal +20, Colossal [frigate] +25, Colossal [cruiser] +30, Colossal [station] +35).

Skills: Character's appropriate skill modifiers ( + vehicle size modifier + vehicle Dexterity
modifier in the case of the Initiative and Pilot skill). If the ship's computer is friendly or helpful
towards you, you also add the ship's Intelligence modifier as an equipment bonus to your Use
Computer checks.

If it is not listed above, than it is not changed by having unique crew or is otherwise explicitly
spelled out in the book.

Page 50
Saga Edition Core Rulebook Errata and Official
Clarifications
-Updated October 2008

p. 27 – Gungan Weapon Familiarity

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 Familiarity

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 Sidebar

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. 38 – Base Attack Bonus

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 skills

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

p. 40 – Force Intuition Talent

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

p. 40 – Force Persuasion Talent

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

p. 40 – Resilience Talent

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

p. 41 – Block Talent

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.”

Page 51
p. 41 – Deflect Talent

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. 41 – Lightsaber Throw Talent

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. 41 – New Sidebar

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. 44 – Wealth Talent

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

p. 46 – Fool’s Luck Talent

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

p. 47 – Hyperdriven Talent

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

p. 51 – Soldier Defense Bonuses

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 – Harm’s Way Talent

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

Page 52
p. 52 – Stunning Strike Talent

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

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

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

p. 60 – Taking 10

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. 62 – Acrobatics Skill

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. 62 – Table 4-2: Skills

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

p. 68 – Jump Skill

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 Skill

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. 72-73 – Ride Skill

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…”

Page 53
p. 73 – Stealth Skill

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

p. 73 – Stealth Skill

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 Skill

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. 82 – Acrobatic Strike Feat

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

p. 82 – Burst Fire Feat

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. 83 – Cleave

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

p. 85 – Force Training Feat

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.”

Page 54
p. 88 – Rapid Shot Feat

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 Feat

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 – Weapon Focus

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

p. 89 – Whirlwind Attack Feat

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

p. 93 – Using Force Points

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

p. 95 – Selecting Force Powers

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. 96 – Battle Strike

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. 96 – Force Power Descriptors

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.

Page 55
Add the telekinetic descriptor to the following Force powers: Force disarm, Force grip, Force
slam, Force thrust, move object.

p. 96 – Using Force Powers

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. 97 – Force Disarm

Change the Target text to "One target within 12 squares and within line of sight."

p. 97 – Force Disarm

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 Grip

Change the Target text to "One target within 12 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 Lightning

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. 97 – Force Slam

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.”

Page 56
p. 98 – Force Stun

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 Thrust

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 Object

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 – Disciplined Strike Talent

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

p. 100 – Rebuke

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 Force

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

p. 100 – Surge

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 – Telekinetic Power Talent

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.”

Page 57
p. 100 – Telekinetic Savant Talent

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. 100 – Vital Transfer

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 Talent

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

p. 101 – Force Pilot Talent

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

p. 102 – Force Point Recovery

Remove the second paragraph.

p. 113 – Spending Destiny Points

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

p. 119 – Weapon Groups

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 Weapons

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 Qualities

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.

Page 58
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. 120 – Weapon Qualities

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 Weapons

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 Weapons

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, Sporting

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

p. 128 – Bowcasters

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, Ion

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

Page 59
p. 129 – Ion Pistol

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

p. 137 – Cybernetic Prosthesis

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

p. 144 – Critical Hits

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 Reactions

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. 152 – Charge

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. 153 – Draw or Holster a Weapon

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. 154 – Aim

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 Attacks

Replace the first sentence of the second paragraph with the following:

Page 60
"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. 156 – Provoking an Attack of Opportunity

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. 157 – Cover

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. 162 – Ready

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. 167 – Critical Hits

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. 168 – Vehicle Weapon Damage

Replace the vehicle weapon damage formula with the following:

(Weapon Damage + ½ heroic level + miscellaneous modifiers) [ts] multiplier

p. 169 – Vehicle Damage Threshold

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.”

Page 61
p. 172 – Increase Vehicle Speed

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 – Collisions

Add the following sentence to the end of the first paragraph: “Unless the vehicle provides no
cover to those onboard, 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 Factor

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. 186 – Systems and Accessories

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 Traits

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. 191 – Synchronized Fire Circuits

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. 192 – Reprogramming

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. 198 – 3PO Series Protocol Droid

Change Intelligence score to 13 and Charisma to 14.

Page 62
p. 199 – B1 Series Battle Droid

Under Systems replace the remote processor with a remote receiver.

p. 200 – B2 Series Super Battle Droid

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

p. 200 – Droideka Stat Block

Replace the droideka stat block with the following statistics:

Droideka Series Destroyer Droid CL 4


Large droid (4th-degree) nonheroic 1

Init +8; Senses Perception +13

Languages Basic, Binary [rule]

Defenses Ref 16 (flat-footed 14), Fort 13, Will 12

hp 40; SR 20; Threshold 18

Immune droid traits [rule]

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 (3d8) and laser cannon +10 (3d8) or
Ranged laser cannon +8 (4d8) and
laser cannon +8 (4d8) with Rapid Shot or
Ranged laser cannon +5 (5d8) and
laser cannon +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 [rule]

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

Page 63
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 Droid

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

p. 206-235 – Prestige Class Requirements

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

p. 207 – Juke Talent

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 Talent

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. 214 – Force Treatment Talent

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

p. 216 – Gunslinger Talent Tree

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 Feature

Replace the second sentence of the class feature with the following:

Page 64
“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. 223-224 – Force Deception Talent

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

p. 228 – Bespin

Swap the Major Export and Major Imports.

p. 234 – Rodia

Change the Moons entry from 2 to 4.

p. 247 – Building an Encounter

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. 255 – Falling Damage

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) 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:

Page 65
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 Block

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

p. 264 – Luke Skywalker Stat Block


Reflex Defense should be 28 (25 flat-footed).
Replace the attack lines with the following:
Melee lightsaber +14 (2d8+11)
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 Block

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

p. 266 – Chewbacca Stat Block

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 Block

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

p. 268 – C-3PO Stat Block

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 Block

Replace the Languages line with:

Languages Basic, Cerean, Shyriiwook (understand only)


Replace third line of melee attacks with:

Page 66
Melee lightsaber +19/+19/+19 (2d8+16) with Triple Attack

p. 270 – Boba Fett Stat Block

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

p. 271 – General Grievous Stat Block

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

p. 278 – Nonheroic Class Skills

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

p. 281 – Clone Trooper

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

p. 282 – ARC Trooper

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 Hunter

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

p. 284 – Dark Side Marauder

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

p. 285 – Yuuzhan Vong Species Traits

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.

Page 67
Starships of the Galaxy Errata
-Updated Tuesday, January 29, 2008

Make sure you’re up to date with the first set of errata for Starships of the Galaxy Saga Edition. For
your convenience, this errata will also be added to the Rules section of this Web site.

p. 18 – Squadron Tactics Talent

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

p. 25 – Corellian Slip

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 Groups

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 Systems

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

p. 47 – Table 3-7: Starship Accessories

Extended range should have an EP cost of 1.

p. 52 – Table 3-8: Stock Ship Types

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 Cruiser

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

Page 68
p. 158-159 – Y-Wing

All three Y-Wing models should have SR 25.

Knights of the Old Republic - Errata and Official


Clarifications
-Updated January 2009

p. 26 – Demoralizing Defense
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. 31 – Weapon Focus + Weapon Finesse Combined Feats


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

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


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

p. 35 – Sniper Shot
The bonus to attacks applies to all attack rolls made until the beginning of your next turn.

p. 39 – Improved Riposte
Remove the phrase “once per turn” from the beginning of the talent’s first sentence.

p. 39 – Taint of the Dark Side


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. 44 – Brutal Attack
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. 44 – Exotic Weapons Master


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

p. 47 – Dual Weapon Flourish II


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

p. 47 – Melee Duelist Requirements


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

p. 47 – Single Weapon Flourish II


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

p. 52 – Wound Force Power


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…”

Page 69
p. 67 – Adhesive Grenade
Add the following sentence to the end of the weapon’s description: “Adhesive grenades have a 2-
square burst radius.”

p. 69 – CryoBan Grenade
Add the following sentence to the end of the weapon’s description: “CryoBan grenades have a 2-
square burst radius.”

p. 69 – Lanvarok
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 Accessories

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

The Force Unleashed - Errata and Official


Clarifications
-Updated January 2009

p. 17 – Togorian Species Traits


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 Traits


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

p. 34 – Natural Leader
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 Spirit
Add the phrase ”against a single skill check or attack roll” after the phrase “(your choice)”

p. 48 – Device Jammer Talent


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)…”

Page 70
p. 86 – Telekinetic Prodigy
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.”

p. 86 – Corruption
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 Transport


Change Cargo to 75 tons.

p. 120 – Maka-Eekai L4000 Transport


Change Cargo to 140 tons.

p. 270 – Sentinel-class Landing Shuttle


Replace Sentinel-class landing shuttle with the following statistics:

Sentinel-class Landing Shuttle CL 10


Colossal space transport
Init +5; Senses Perception +6

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

[rule]
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 12[ts]12 or 1 square (starship scale); Cover total (crew)
Base Atk +2; Grp +38
Atk Options autofire (laser cannons, repeating blaster cannons)

[rule]
Abilities Str 42, Dex 20, Con —, Int 14
Skills Initiative +1, Mechanics +6, Perception +6, Pilot +1, Use Computer +6

[rule]
Crew 6; Passengers 54 (troops)
Cargo 80 tons; Consumables 1 month; Carried Craft 12 speeder bikes
Payload 8 concussion missiles
Hyperdrive [ts]1 (backup [ts]10)
Availability Military; Cost 240,000
Ion cannon (copilot)
Atk +4, Dmg 4d10[ts]2 ion

Page 71
[rule]
Laser cannon (gunner)
Atk +4 (–1 autofire), Dmg 6d10[ts]2

[rule]
Medium concussion missile (2 gunners)
Atk +6, Dmg 8d10[ts]2, 2-square splash

[rule]
Repeating blaster cannon (2 gunners)
Atk +6 (+1 autofire), Dmg 3d8[ts]2

Scum & Villainy Errata and Official Clarifications


-Updated January 2009

p. 17 – Swift Strider
Remove the phrase “as a standard action” from the end of the first paragraph.

p. 21 – Bonus Feats
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.
Class Bonus Feats

Burst of Speed, Close Combat Escape, Impetuous Move, Impulsive Flight, Lightning
Jedi Draw, Opportunistic Retreat, Resurgence, Slippery Maneuver, Stay Up, Tactical
Advantage, Wicked Strike

Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic


Noble
Retreat, Signature Device, Superior Tech, Tactical Advantage, Wicked Strike

Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deceptive Drop,
Desperate Gambit, Duck and Cover, Fleet Footed, Friends in Low Places, Hasty
Scoundrel
Modification, Impulsive Flight, Knife Trick, Lightning Draw, Signature Device,
Superior Tech

Burst of Speed, Cornered, Deadly Sniper, Duck and Cover, Fleet Footed, Resurgence,
Scout
Slippery Maneuver, Stay Up

Burst of Speed, Collateral Damage, Deadly Sniper, Impetuous Move, Lightning Draw,
Soldier
Resurgence, Slippery Maneuver, Stay Up

p. 21 – Collateral Damage
Add the phrase “once per turn on your turn” before the phrase “you can make a second
attack…”

p. 21 – Misplaced Loyalty
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.”

Page 72
p. 23 – Knife Trick
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 Tech
Change the Superior Protective Armor trait benefit to say, “Increases the armor’s armor bonus to
Reflex defense by 2.”

p. 25 – Wicked Strike
Add the phrase “once per turn on your turn” before the phrase “you can immediately make a
second attack…”

p. 27 – Shelter
Change 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 Deception
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 Instincts
Change “once per encounter” to “once per round.”

p. 37 – Upgrade Slots
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. 41 – Dual Gear
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 Loaded


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

p. 56 – Table 2-11: Cost Modifiers


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

Page 73
Clone Wars Errata and Official Clarifications
-Updated January 2009

p. 21 – Protection
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 Vitality


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

p. 26 – Stick Together
Remove the phrase “as a move action” from the second sentence of this talent.

p. 29 – Expert Droid Repair


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

p. 40 – Focused Force Talisman


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. 40 – Higher Yield
Change the word “Demolitions” to “Mechanics” in the Prerequisites line.

p. 40 – Rapid Reload
Add the phrase “or power pack” after the phrase “energy cell.”

p. 46 – Sabotage Device
Add the phrase “or power pack” after the phrase “energy cell.”

p. 46 – Tech Savant
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. 61-63 – Ranged Weapons


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. 64 – Shadowsuit
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

Page 74
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.
Replace the Shadowsuit entry on Table 5-4: Armor with the following:
Shadowsuit 2 600 +1 +1 +5 – – 2 kg Military

p. 76 – G9 Rigger
Grp modifier should be +34

p. 81 – Dagger-class Starfighter
Add the following line beneath the Cargo line: Hyperdrive x2 (3 pre-programmed hyperspace
jumps)

p. 94 – Creating a Squad
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.

p. 138 – Daystar Craft DC0052 Intergalactic Speeder


Change the Fighting Space to 2x2

p. 172 – Nu-class Shuttle


Add the following line beneath the Cargo line:
Hyperdrive x1, navicomputer

p. 173 – Y-Wing
DR should be 10, not 100.

p. 209 – Subjugator-class Heavy Cruiser


Crew should be 25,350.

p. 221 – Sabaoth Starfighter


Pilot modifier should be +12

Version History
Version 1.2
• Renumbered the questions for Official F.A.Q. Compilation Thread and Official Errata
Compilation Thread for easy reference
• Added some source links

Version 1.1:
• Updated [source] links that can be found.

Page 75

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