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Star Wars Saga Edition

Official Errata & FAQs


Note for players of Knights of the New Republic:​
The Official Errata is in effect, but much of it is, in turn, superseded by house-rules.

For everyone else still playing Saga Edition: I hope you find this helpful, since Wizards took it down ages ago.

Saga Edition Core Rulebook Errata


Errata
Clarifications
Knights of the Old Republic Errata
Errata
Clarifications
The Force Unleashed Errata
Errata
Clarifications
Scum & Villainy Errata
Errata
Clarifications
Clone Wars Campaign Guide Errata
Errata
Clarifications
Starships of the Galaxy Errata
Errata
Frequently Asked Questions
Abilities
Species
Classes
Talents
Skills
Feats
The Force
Heroic Traits
Equipment
Combat
Vehicles
Droids
Prestige Classes
Miscellaneous
Master Index
Saga Edition Core Rulebook Errata As of October 2008

Errata
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 – 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.”

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. 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 – Stunning Strike Talent


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

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


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

p. 62 – Table 4-2: Skills


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

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

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. 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.”

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 – 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. 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. 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.”

Add the telekinetic descriptor to the following Force powers: Force Disarm, Force Grip, Force Slam, Force Thrust, Move Object.

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. 97 – Force Grip
Change the Target text to “One target within 6 squares and within line of sight.”

Replace the DC 15 text with the following: “​


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

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

p. 97 – Force 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.”

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
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 – 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 – Disciplined Strike Talent


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

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.”

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. 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. 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. 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. 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: “When you make an area attack, you make a single attack roll; if
your modified attack roll is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area.”

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

p. 157 – 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. 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. 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.”

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 on-board, any damage
dealt to passengers and crew in a collision is reduced by an amount equal to the vehicle’s damage threshold.”

p. 186 – Droid Cost 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. 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. 198 – 3PO Series Protocol Droid


Change Intelligence score to 13 and Charisma to 14.

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) non-heroic 1
Init ​
+8; ​
Senses ​
Perception +13
Languages ​ Basic, Binary

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


hp ​
40; ​
SR ​
20; ​
Threshold ​ 18
Immune ​ droid traits

Speed ​2 squares (walking), 10 squares (wheeled)


Melee ​unarmed +7 (1d4+3)
Ranged ​laser cannon +12 (3d8) or
Ranged ​laser cannon +10 (4d8) with Rapid Shot or
Ranged ​laser cannon +7 (5d8) with Burst Fire or
Ranged ​laser cannon +10 (3d8) and laser cannon +10 (3d8) or
Ranged ​laser cannon +8 (4d8) and laser cannon +8 (3d8) with Rapid Shot or
Ranged ​laser cannon +5 (5d8) and laser cannon +5 (3d8) with Burst Fire
Fighting Space​ 2x2; ​Reach ​ 1 square
Base Atk​ +9; Grp +17
Atk Options​ autofire (laser cannons), Burst Fire, Rapid Shot

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

p. 201 – IG-100 Series Bodyguard 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. 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: “You may remain in this trance as long as you wish, and you are
still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.”

p. 228 – Bespin
Swap the Major Export and Major Imports.
p. 234 – Rodia
Change the Moons entry from 2 to 4.

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: “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: “​
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 – Non-heroic Class Skills


Add the Ride skill to the list of Class Skills for the non-heroic 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 1 Threshold 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.

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

p. 27 – Gungan Weapon 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. 40 – Force Persuasion Talent


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

p. 40 – Force Intuition Talent


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

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. 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. 52 – Harm’s Way Talent


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

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. 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…”

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

p. 89 – Weapon Focus
Change the prerequisite to say, “Proficient with chosen weapon.” Delete the third sentence under the Weapon Focus header.

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. 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 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. 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 – 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. 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. Autofire-only weapons with stun settings can deal stun damage in autofire mode,
but still have a maximum range of 6 squares unless noted otherwise.”

p. 128 – 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.”

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. 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. 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. 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. 168 – Vehicle Weapon Damage


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

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. 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. 214 – Force Treatment Talent


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

p. 223-224 – Force Deception Talent


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

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. 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.”

Knights of the Old Republic Errata January 2009

Errata
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. 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. 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. 47 – Melee Duelist Requirements


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

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 – Single Weapon Flourish II


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

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.

Clarifications
p. 31 – Weapon Focus + Weapon Finesse Combined Feats
Remove the phrase “for the purpose of Weapon Finesse” from the end of the paragraph.

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. 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. 47 – Exotic Weapon Master


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

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…”

The Force Unleashed Errata Updated January 2009

Errata
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

Defense ​Ref 17 (flat-footed 12), Fort 26; +12 armor


hp ​
120; ​
DR ​
15; ​
SR ​50; ​
Threshold ​ 76

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

Abilities ​Str 42, Dex 20, Con —, Int 14


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

I​on cannon ​
(copilot)
Atk ​
+4, ​
Dmg ​
4d10x2 ion

Laser cannon ​ (gunner)


Atk ​
+4 (–1 autofire), ​
Dmg ​
6d10x2

Medium concussion missile ​ (2 gunners)


Atk ​
+6, ​
Dmg ​
8d10x2, 2-square splash

Repeating blaster cannon ​ (2 gunners)


Atk ​
+6 (+1 autofire), ​
Dmg ​
3d8x2

Clarifications
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)…”

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.”

Scum & Villainy Errata January 2009

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

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

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. 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.

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

Noble
Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic Retreat, Signature Device, Superior Tech, Tactical
Advantage, Wicked Strike.

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

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

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

p. 41 – Dual 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.

Clone Wars Campaign Guide Errata January 2009

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

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. 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. 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. 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

Clarifications
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. 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. 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 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: “Shadowsuit2​
​600 +1 +1 +5 – – 2 kg Military”

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.

Starships of the Galaxy Errata


Errata
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.

p. 158-159 – Y-Wing
All three Y-Wing models should have SR 25.

Frequently Asked Questions


This document has been salvaged from the​ FAQ Compilation thread​ on the Wizards community on September 27th, 2015. (That link
should not be expected to work for very long, as Wizards are demolishing their forums, in their stupidity.) It was originally compiled by
Raving Dork, apparently a Wizards community moderator or something to that effect at one time.
Text in red​
is basically the official word, as they come from either Rodney Thompson or Gary Sarli, the game designers. ​
Text in blue​
is
Raving Dork’s interpretation.
Knights of the New Republic players: I will be heeding any ​
redtext ​
as essentially game errata, meaning that unless my houserules
already supersede it, it may be considered to be the way the game works.

Abilities
Q: 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
Q: 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.

Q: 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.

Q: 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.)

Q: 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.

Classes
Q: Can a non-Force sensitive character multiclass to take levels in Jedi?
A: ​
Yes.

Q: 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.

Talents
Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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 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.

Q: 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.

Q: 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.

Q: 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 tha have access to the talent).

Q: 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).

Q: 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.

Q: 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)

Q: 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.

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

Q: 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).

Q: 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.

Q: 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.

Q: Is Dark Healing affected by Damage Reduction 10?


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

Q: 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]

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

[SOURCE]

Q: 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.), than Yes.

Q: 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]
Q: 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]

Q: 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]

Skills
Q: 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.

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

Q: 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.

Feats
Q: 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.

Q: 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]

Q: 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]

Q: 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.

Q: 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.

Q: 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]

Q: 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]

Q: 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]

The Force
Q: 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.

Q: 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]

Q: Several Force Skills say they work out to 6 squares or to line of sight. What does this mean exactly? Can I Move Object some one 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]
Q: 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.

Q: 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).

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


A: ​
No.

Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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]

Q: 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?
Force Shield​
A: ​ is meant to be in reaction to an incoming attack, though as written it can be in reaction to anybody else's action
Force shield​
(whether or not it is an attack). ​ Force shield​
does protect against the incoming attack. The errata isn't wrong, but the ​ text
could be more clear.​ [SOURCE #1]​
​ ​
[SOURCE #2]
Heroic Traits
Q: 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 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.

Q: 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.)

Q: 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.

Q: 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).

Q: 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!)
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]
Q: 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
Q: 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 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.

Q: 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.

Q: 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).

Q: 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.
Q: Does the extra bonus from Attune Armor, Second Skin, and the Tech Specialist (protective armor) get halved by the Improved Armor
Defense talent?
A: ​ before​
Yes. The bonuses from those abilities are added to the armor bonus ​ the total armor bonus is halved by Improved Armor
Defense.

Q: 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]

Q: 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]

Q: 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 area effect
weapons and only affect a single target. They affect all manner of targets and cannot be used in conjunction with grenade launchers
(since they are not grenades).​​
[SOURCE]

Q: 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]

Q: 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]

Q: 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.

Q: 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]

Q: 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]

Q: 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.
A: ​
They should weigh about 5 kg and cost 200 credits each.

Q: 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]

Combat
Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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

Q: 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.

Q: 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 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.

Q: 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.

Q: 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​
.

Q: 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.

Q: 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.

Q: 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.

Q: 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 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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]

Q: 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]

Q: 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]

Q: 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.

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

Q: 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]

Q: 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]

Q: 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.

Q: 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]

Q: 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 twisted.
Round 1 - Amy wants to pin Bob:
1. She makes an unarmed attack roll and succeeds (Bob is now grabbed).
2. She makes an opposed grapple check and succeeds.
3. 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:
1. She tries an opposed grapple check to maintain her pin for another round, but fails.
2. 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:
1. He makes an Acrobatics check and succeeds.
2. 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.
1. She makes an unarmed attack roll and succeeds.
2. She make an opposed grapple check and succeeds.
3. 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​
​ for further clarification.

Q: 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]

Q: 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]

Q: 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]

Q: 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]

Q: 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]

Q: 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]

Q: 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]
Q: 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]

Q: 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]

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

[SOURCE]

Q: 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]

Q: 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]

Vehicles
Q: 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.
Q: 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.

Q: 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.

Q: 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.

Q: 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.

Q: 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.)

Q: 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.)

Q: 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).

Q: 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.

Q: 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.

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


A: ​
Only in one of the following two cases:
1. Come to complete stop, then aim and attack in the same round.
2. 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.)

Q: 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.)

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


A: ​
Yes and yes.

Q: 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.

Q: 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]

Q: 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
You lose the benefits of aiming if you lose line of sight to your target or if you take any
run. From the description of aiming, page 154: ​
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.

Q: 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 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]

Q: 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]

Q: Can a capital 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]

Q: 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).

Q: 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.

Q: 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]

Q: 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]

Q: Can more than two ships use the Synchronized Fire talent to gang up on a hapless capital 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]

Q: 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.

Q: 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]
Q: 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]

Q: 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]

Q: 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]

Q: 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).
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]

Q: 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 seling 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]

Q: 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]

Q: 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 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]

Droids
Q: 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.

Q: 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.

Q: 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]

Q: 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]

Q: 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
Q: 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.

...any Force talent tree in Chapter Six: The Force.​


Q: The Force Disciple is able to select talents from "​ " (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.

Q: 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.

Q: 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.

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


A: ​
Yes, provided they meet the prerequisites.

Miscellaneous
Q: 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.
(This may not be clear in 2015, but when this was written, they were talking about D&D 3.5, not 4e/5e. - Shadow)
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.
This is not the original image, as the original on the thread had expired. I made a new one to the described specifications in
(​
paint.net. - Shadow)

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.

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.

Q: 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).

Q: 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).

Q: 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!).

Q: 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.

Q: 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 ...)
errata​
To be clear, it’s not the same as ​ , 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]
Master Index
Saga Edition Core Rulebook Errata
Errata
p. 38 – Base Attack Bonus
p. 38 – Jedi class skills
p. 40 – Resilience Talent
p. 41 – Block Talent
p. 41 – Deflect Talent
p. 44 – Wealth Talent
p. 46 – Fool’s Luck Talent
p. 47 – Hyperdriven Talent
p. 51 – Soldier Defense Bonuses
p. 52 – Stunning Strike Talent
p. 59 – Table 4-1: Trained Skills by Class
p. 62 – Table 4-2: Skills
p. 62 – Acrobatics Skill
p. 68 – Jump Skill
p. 69-70 – Mechanics Skill
p. 73 – Stealth Skill
p. 82 – Acrobatic Strike Feat
p. 82 – Burst Fire Feat
p. 85 – Force Training Feat
p. 88 – Rapid Shot Feat
p. 88 – Rapid Strike Feat
p. 89 – Whirlwind Attack Feat
p. 93 – Using Force Points
p. 96 – Using Force Powers
p. 96 – Force Power Descriptors
p. 96 – Battle Strike
p. 97 – Force Grip
p. 97 – Force Slam
p. 98 – Force Stun
p. 98 – Force Thrust
p. 98 – Move Object
p. 100 – Surge
p. 100 – Disciplined Strike Talent
p. 100 – Telekinetic Power Talent
p. 100 – Telekinetic Savant Talent
p. 102 – Force Point Recovery
p. 113 – Spending Destiny Points
p. 120 – Weapon Qualities
p. 122-123 – Table 8-3: Melee Weapons
p. 126-127 – Table 8-4: Ranged Weapons
p. 128 – Blaster Rifle, Sporting
p. 152 – Charge
p. 154 – Aim
p. 155 – Area Attacks
p. 157 – Cover
p. 167 – Critical Hits
p. 169 – Vehicle Damage Threshold
p. 172 – Increase Vehicle Speed
p. 173 – Collisions
p. 186 – Droid Cost Factor
p. 191 – Synchronized Fire Circuits
p. 198 – 3PO Series Protocol Droid
p. 199 – B1 Series Battle Droid
p. 200 – B2 Series Super Battle Droid
p. 200 – Droideka Stat Block
p. 201 – IG-100 Series Bodyguard Droid
p. 206-235 – Prestige Class Requirements
p. 207 – Juke Talent
p. 208 – Hunter’s Mark Talent
p. 216 – Gunslinger Talent Tree
p. 220 – Serenity Class Feature
p. 228 – Bespin
p. 234 – Rodia
p. 255 – Falling Damage
p. 261-262 – Anakin Skywalker (Darth Vader) Stat Block
p. 263 – Padme Stat Block
p. 264 – Luke Skywalker Stat Block
p. 265 – Han Solo Stat Block
p. 266 – Chewbacca Stat Block
p. 267 – R2-D2 Stat Block
p. 268 – C-3PO Stat Block
p. 268 – Yoda Stat Block
p. 270 – Boba Fett Stat Block
p. 271 – General Grievous Stat Block
p. 278 – Non-heroic Class Skills
p. 281 – Clone Trooper
p. 282 – ARC Trooper
p. 283 – Bounty Hunter
p. 284 – Dark Side Marauder
Clarifications
p. 27 – Gungan Weapon Familiarity
p. 32 – Wookiee Weapon Familiarity
p. 36 – Class Level vs. Character Level Sidebar
p. 40 – Force Persuasion Talent
p. 40 – Force Intuition Talent
p. 41 – New Sidebar
Sensing the Dark Side
p. 41 – Lightsaber Throw Talent
p. 52 – Harm’s Way Talent
p. 60 – Taking 10
p. 72-73 – Ride Skill
p. 73 – Stealth Skill
p. 77 – Use the Force Skill
p. 83 – Cleave
p. 89 – Weapon Focus
p. 95 – Selecting Force Powers
p. 97 – Force Disarm
p. 97 – Force Lightning
p. 100 – Rebuke
p. 100 – Sever Force
p. 100 – Vital Transfer
p. 101 – Force Perception Talent
p. 101 – Force Pilot Talent
p. 119 – Weapon Groups
p. 120 – Simple Weapons
p. 120 – Weapon Qualities
p. 128 – Bowcasters
p. 129 – Grenade, Ion
p. 129 – Ion Pistol
p. 137 – Cybernetic Prosthesis
p. 144 – Critical Hits
p. 144 – Free Actions and Reactions
p. 153 – Draw or Holster a Weapon
p. 156 – Provoking an Attack of Opportunity
p. 162 – Ready
p. 168 – Vehicle Weapon Damage
p. 186 – Systems and Accessories
p. 188 – Droid Traits
p. 192 Reprogramming
p. 214 – Force Treatment Talent
p. 223-224 – Force Deception Talent
p. 247 – Building an Encounter
p. 285 – Yuuzhan Vong Species Traits
Knights of the Old Republic Errata
Errata
p. 26 – Demoralizing Defense
p. 32 – Table 2-1: Feats Implant Training
p. 39 – Taint of the Dark Side
p. 47 – Melee Duelist Requirements
p. 47 – Dual Weapon Flourish II
p. 47 – Single Weapon Flourish II
p. 67 – Adhesive Grenade
p. 69 – CryoBan Grenade
p. 69 – Lanvarok
p. 75 – Table 5-6: Weapon and Armor Accessories
Clarifications
p. 31 – Weapon Focus + Weapon Finesse Combined Feats
p. 35 – Sniper Shot
p. 39 – Improved Riposte
p. 44 – Brutal Attack
p. 47 – Exotic Weapon Master
p. 52 – Wound Force Power
The Force Unleashed Errata
Errata
p. 86 – Corruption
p. 118 – HWK-290 Transport
p. 120 – Maka-Eekai L4000 Transport
p. 270 – Sentinel-class Landing Shuttle
Clarifications
p. 17 – Togorian Species Traits
p. 18 – Whiphid Species Traits
p. 27 – Hidden Weapons
p. 33 – Informer Feat
p. 34 – Natural Leader
p. 48 – Independent Spirit
p. 48 – Device Jammer Talent
p. 86 – Telekinetic Prodigy
Scum & Villainy Errata
Errata
p. 17 – Swift Strider
p. 21 – Misplaced Loyalty
p. 21 – Collateral Damage
p. 23 – Knife Trick
p. 24 – Superior Tech
p. 25 – Wicked Strike
p. 27 – Shelter Change
p. 31 – Damaging Deception
p. 35 – Uncanny Instincts
p. 37 – Upgrade Slots
p. 56 – Table 2-11: Cost Modifiers
Clarifications
p. 21 – Bonus Feats
Jedi
Noble
Scoundrel
Scout
Soldier
p. 41 – Dual Gear
p. 42 – Silverplate and Spring Loaded
Clone Wars Campaign Guide Errata
Errata
p. 21 – Protection
p. 22 – Improved Consular’s Vitality
p. 26 – Stick Together
p. 29 – Expert Droid Repair
p. 40 – Higher Yield
p. 40 – Focused Force Talisman
p. 46 – Tech Savant Add
p. 76 – G9 Rigger
p. 81 – Dagger-class Starfighter
p. 138 – Daystar Craft DC0052 Intergalactic Speeder
p. 172 – Nu-class Shuttle
p. 173 – Y-Wing
p. 209 – Subjugator-class Heavy Cruiser
p. 221 – Sabaoth Starfighter
Clarifications
p. 61-63 – Ranged Weapons
p. 40 – Rapid Reload
p. 46 – Sabotage Device
p. 64 – Shadowsuit
p. 94 – Creating a Squad
Starships of the Galaxy Errata
Errata
p. 18 – Squadron Tactics Talent
p. 25 – Corellian Slip
p. 31 – Fighter Groups
p. 47 – Table 3-5: Weapon Systems
p. 47 – Table 3-7: Starship Accessories
p. 52 – Table 3-8: Stock Ship Types
p. 100 – Interdictor Cruiser
p. 158-159 – Y-Wing
Frequently Asked Questions
Abilities
Species
Classes
Talents
Skills
Feats
The Force
Heroic Traits
Equipment
Combat
Vehicles
Droids
Prestige Classes
Miscellaneous
Master Index

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