Official Errata Compilation Thread

THOUGH THIS THREAD HAS BEEN KEPT AROUND DUE TO REFERANCE PURPOSES, IT HAS ESSENTIALLY BEEN DISCONTINUED. AS SUCH, MUCH OF IT'S INFORMATION MAY NO LONGER BE ACCURATE ACCORDING TO MORE, UP TO DATE ERRATA SOURCES.


S.E.C.R. ERRATA




The following is a list of official changes to the rules in the Saga Edition Core Rulebook that have not yet been officially announced (that is, they have support from the game designers, but have not been placed into the errata document). Errata for the new Starships of the Galaxy book can also be found in this thread on post #4.

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


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

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


Assault Feat (Official Optional Rule)
[indent]Assault
Through focus and raw determination, you can make multiple attacks even after moving.

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

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

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


Bespin Exports/Imports (Errata)
Bespin's imports and exports are backwards.



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


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



Cone Area Effects in Saga (Clarification)
Cones in Saga use the standard d20 format despite the changes made to diagonal movement. The illustration below shows the proper cones to use.
starwars_article_sw20071004jc107_pic3_en.jpg


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


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


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


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


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


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

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

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

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

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

The Pin feat (requires opposed grapple check)
[INDENT]Starting state: Grabbed, grappled, or pinned.
Ending state: Grappled AND pinned.
Note: Can simultaneously use Crush feat for damage.[/INDENT]

The Trip feat (requires opposed grapple check)
[INDENT]Starting state: Grabbed, grappled, or pinned.
Ending state: Prone (but not grabbed, grappled, or pinned).
Note: Can simultaneously use Throw feat for damage.[/INDENT]

Hit with a light weapon (requires opposed grapple check)
[INDENT]Starting state: Grabbed, grappled, or pinned.
Ending state: Grappled.
Note: Does weapon damage.[/INDENT]

Simple escape (no roll required)
[INDENT]Starting state: Grabbed.
Ending state: Normal (not grabbed, grappled, or pinned).
Note: Standard action.[/INDENT]

Acrobatic escape (skill check required)
[INDENT]Starting state: Grappled.
Ending state: Normal (not grabbed, grappled, or pinned).
Note: Standard action.[/INDENT]

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

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

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


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


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


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

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

Non-accurate weapon (e.g. blaster rifle):
w/o anything special: PB +0, S -2, M -5, L -10
w/ Far Shot OR aiming with targeting scope: PB +0, S +0, M -2, L -5
w/ Far Shot AND aiming with targeting scope: PB +0, S +0, M +0, L -2

Accurate weapon (e.g. sporting blaster rifle):
w/o anything special: PB +0, S +0, M -5, L -10
w/ Far Shot OR aiming with targeting scope: PB +0, S +0, M +0, L -5
w/ Far Shot AND aiming with targeting scope: PB +0, S +0, M +0, L +0

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


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


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

Darth Vader: Ref: 40 (37 flat-footed)
Luke Skywalker: Ref: 28 (25 flat-footed)
Boba Fett: Ref: 36 (33 flat-footed)
General Grievous: Ref: 35 (31 flat-footed)

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

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

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

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



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


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


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



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



Ride Skill Armor Check Penalty (Clarification)
You only apply your armor check penalty to Ride checks when attempting to fast mount or fast dismount.


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



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


Sniper Rifle & Submachine Gun (Official Optional Rule)
Blaster rifle, sniper
Cost 1,200 credits (military)
Damage 3d8
Size Large
Weight 5.5 kg
Qualities accurate, no autofire/stun settings, 50 shots/power pack.

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

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


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

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

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

  • +0 if you're moving 1-6 squares in a round;
  • -5 if you're moving 7-12 squares in a round;
  • -10 if you're moving 13+ squares in a round.
The Scout's Hidden Movement talent is equally straightforward. You take no penalty when moving your "normal speed". Normal speed means six square per move action (again, see page 146) for most characters. So using Hidden Movement, the modifiers to Stealth skill are as follows:
  • +0 for all movement at normal speed (1-6 squares with one move action, or 2-12 squares with two move actions);
  • -10 for Run/Sprint (13+ squares in a round).



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


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

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


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

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

Perception: Character's normal Perception modifier.

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

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

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

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

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

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


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

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


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


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

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

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

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

Also, for those of you who are dyslexic (or just lazy), I have created AN EASY TO READ SAGA ERRATA DOCUMENT for download. It inserts the errata's text into the appropriate areas so you can seamlessly read the rules as they were meant to be.

 

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*bookmarked*

Thank you for doing this.
Wizo_Hutt announced he had a fix for Surge. He didn't tell us what it was exactly but the posts he eluded to said two changes.

1) When using Surge, do not double the DC of jump checks for not running.

2) Added to text: Special: May spend a Force point to add +10 to jump checks and 2sq to speed. May spend a Destiny point to use your total speed for the round as jumping distance. (No check required)

S.O.T.G. ERRATA
[SIZE="5"]Now with source confirmation![/SIZE]



This section of the errata thread is dedicated to changes and clarifications made to the new Starships of the Galaxy book. It follows the same formatting as post #1.

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



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


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


Jedi Starfighter Consumables (Errata)
A few starfighters are listed with "Consumables None." The text shouls read "Consumables 1 week."
[SOURCE]


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



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


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

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

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

Perception: Character's normal Perception modifier.

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

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

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

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

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

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

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.

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Astrogation Check Errata
Making an Astrogation check should be an untrained use of the Use Computer skill, not a trained one.

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

Technically, these two aren't errata. I only noticed the Astrogation one last night when I saw a thread about it, and it probably will be errata now that I've brought it to Rodney's attention, but he's in charge of that and may decide to handle it differently. Also, the "maiming foes" thing is really just an optional rule (read: "official" house rule if and when it makes it into Jedi Counseling), not errata.

The rest look correct, though.
Therefore, after spending a Destiny point, most medium characters could "jump" 6 squares (or 9 meters) in any direction automatically.

Actually, while using Surge, the distance of jumps with Destiny points will be 8-12 squares (12-18m).

Very nit-picky though. I think you just forgot to add the bonus to speed from the Surge use.
Accurate and Inaccurate Weapons
Certain weapons are accurate (they take no penalties at Short Range) and some weapons are inaccurate (unable to attack targets at Long Range). Blaster Carbines fall into the latter category.

NOW I know why Rifles cost more than Carbines.

Thanks, that one in particular will help my group.
Here are 2 that I saved from previous posts (not mine). I had them in a personal document so I don't know who posted them originally (my apologies):

Whirlwind Attack
Whirlwind Attack is a feat that lets you make an area attack with a melee weapon. Although it isn't specified, it is intended that this attack can be Blocked. If the WWA dealt full damage, and you Block the attack, you take half. If the WWA dealt half damage, and you Block the attack, you take no damage.

Force Training Feat
I think that's a typo in the feat, honestly. You should get 1+Wis mod for every time you take the feat, or low-Wis characters would never be able to get more than one power.
Noted.

Lot less than 2nd Edition Exalted.

Autofire Misses
When making an autofire attack, your attack roll must be 10 or higher in order to hit anything at all. Therefore, it is possible for autofire weapons to miss completely.

That goes also for grenades. For all area attacks. For example tossing a grenade far away from the targets etc.
Not so much an Errata, but a rule clarification to be sure.
Actually, Block can still stop a natural 20 -- your Use the Force check just has to beat the attack roll. (Not an easy task, given the natural 20.)

What thread/page is that from, Valheru?
What thread/page is that from, Valheru?

In Quotes, when it has the little blue IMAGE(http://boards1.wizards.com/images/buttons/starwars/viewpost.gif) next to the OP's name, you can click on it, and it will take you to the post it was quoted from. Give it a try.
Ah, thanks... I found that out before but I always forget to use it. *shakes fist at the sky*
but I always forget

"Okay brain, I don't like you, and you don't like me. But if you get me through this, I'll go back to killing you with beer.":P
Updated.

If the Devs would check this thread every once in a while to ensure its accuracy, I would really appreciate it. I would sure hate to mislead the roleplaying masses by mistake.
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This is regarding the telepathy DCs of UtF.

One roll, has to fit both criteria. Minimum based on your distance, or Will Defense of resisting target, whichever is greater.

If the Devs would check this thread every once in a while to ensure its accuracy, I would really appreciate it. I would sure hate to mislead the roleplaying masses by mistake.

I second that.
*marks*

Thanks!
Can we get an official ruling on which weapons are accurate and which are innacurate?
If anyone is aware of any known mistakes in the SAGA book's stat blocks, please post them here as well.
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If anyone is aware of any known mistakes in the SAGA book's stat blocks, please post them here as well.

Obi wan has one skill too few.
If anyone is aware of any known mistakes in the SAGA book's stat blocks, please post them here as well.

p171. Last paragraph of 'Attack with vehicle weapons' section says that if you are trained in the pilot skill, a character gets a +2 bonus on attacks with vehicle weapons identified as being crewed by pilot.

None of the starship stats seem to include this bonus. For example the X-wing pilot has a Base atk of +2, the ship has Int 16 (+3 bonus) for a total of +5. No bonus included.
If the Devs would check this thread every once in a while to ensure its accuracy, I would really appreciate it. I would sure hate to mislead the roleplaying masses by mistake.

I noticed a certain Hutt doing just that a few posts up.

Ah, where do I begin. The Force Training feat has a typo, should read that players get 1+Wis for each application, not Wis.

Noble's progression block has numbers inserted as typos around the higher levels.

Sith don't get to use lightsaber forms. I feel it should be addressed, since it is rumored that a Sith created Juyo and they are established as using verified lightsaber forms.

Nearly every iconic character needs to be redone.

A table in the combat section about actions is replaced with another table for item toughness.

That is from memory. I need to look back a bit and find some more.
The Scout Talent "Hidden Movement" is at the very least confusing when compared to the Stealth Skill, although I could not say if there is an actual error or what a "correct" ruling would be.
The Scout Talent "Hidden Movement" is at the very least confusing when compared to the Stealth Skill, although I could not say if there is an actual error or what a "correct" ruling would be.

Speaking of that, how does the Zabrak Heightened Awareness interact with Acute Senses (scout talent)?
*check*

when you update the page, be sure to let us know so we get notified...and thanks a bunch.

-
Speaking of that, how does the Zabrak Heightened Awareness interact with Acute Senses (scout talent)?

The book actually addresses this (see page 59). A zabrak with that talent will have the option of making three Perception checks, taking the third roll even if it is worse than the first two. It can be very hard to sneak up on a zabrak scout! :D

Most of the new information coming in needs to be confirmed by a Dev before I'll add it to the top post (I can't just give Obi-Wan a new skill for example, the Dev needs to tell me which one to add). I'd give him Mechanics if it were even possible to do so. *sighs* I'll do what I can though.
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The Scout Talent "Hidden Movement" is at the very least confusing when compared to the Stealth Skill, although I could not say if there is an actual error or what a "correct" ruling would be.

It can be confusing, but there is no error.

Look at your speed score. Moving "normal speed" means moving up to twice that amount in any given round (i.e., taking two move actions to move). For a character with Speed 6, this means up to 12 squares.

You take a penalty on Stealth checks any time you move more than your speed in any given round. For a character with Speed 6, this means you take a penalty to your Stealth skill in any round in which you move 7, 8, 9, 10, 11, or 12 squares.

The Scout talent Hidden Movement allows you to move your normal speed without taking a penalty to your Stealth skill. Accordingly, a Scout can move 12 squares at no penalty, whereas a non-Scout is limited to 6 squares at no penalty.
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It can be confusing, but there is no error.

Look at your speed score. Moving "normal speed" means moving up to twice that amount in any given round (i.e., taking two move actions to move). For a character with Speed 6, this means up to 12 squares.

You take a penalty on Stealth checks any time you move more than your speed in any given round. For a character with Speed 6, this means you take a penalty to your Stealth skill in any round in which you move 7, 8, 9, 10, 11, or 12 squares.

The Scout talent Hidden Movement allows you to move your normal speed without taking a penalty to your Stealth skill. Accordingly, a Scout can move 12 squares at no penalty, whereas a non-Scout is limited to 6 squares at no penalty.

Although I understand it, I still think the wording is needlessly confusing and is in bad need of a rewrite. Most people think of a normal speed as being "a single move action to move up to your speed." It has been this way in all previous editions of Star Wars and in D&D too. Since the game designers are redefining the term "normal speed" without informing anyone, I'm not at all surprised to see that it is causing a lot of confusion.
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At the bottom of the Acrobatics skill it says that a character trained in Acrobatics gains a +2 bonus to reflex defense when fighting defensively. The combat section says that the bonus is +2 for people untrained in acrobatics, and +5 if trained.
Thanks for compiling the list RavingDork
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Oops. Double Post.
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Sith don't get to use lightsaber forms. I feel it should be addressed, since it is rumored that a Sith created Juyo and they are established as using verified lightsaber forms.

There is a difference between using a lightsaber form and having the talent that represents its mastery. This was a conscious decision on my part: I wanted the lightsaber form talents to represent discipline, study, and meditation while the Sith talents represent passion, rage, and hatred. (Note that Sith do get access to the duelist talent tree, though -- I obviously still wanted to them to have access to the leet lightsaber skillz even if I consciously reserved the form talents for Jedi Knights.)

Still, many Sith also have levels in Jedi Knight PrC, so some of them know one or more form talents, anyway. (BTW, a Sith could theoretically be credited with "creating" a particular style and still not have the talent associated with it -- the talent represents the refined teachings and dedicated practice of generations of Jedi.)
Dreadful Rage feat: The feat specifies that the attack and damage bonuses increase to +5. The table in the beginning of the chapter says +4. Which is correct?
Dreadful Rage feat: The feat specifies that the attack and damage bonuses increase to +5. The table in the beginning of the chapter says +4. Which is correct?

Willing to bet it's +5, because the game has a focus on the numbers 1,2,5, and 10, rather than 2,4,8, etc. as D&D does. I'm also willing to bet that that's the same answer to the defensive acrobatics question above, i.e. that it's +5 total instead of +4.
Maybe someone could sticky this thread, as it seems to be very helpfull?
Maybe someone could sticky this thread, as it seems to be very helpfull?

That would be great, no?
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Hey, RD, thanks for collecting all this stuff. Great job!

If you want to keep everything "up front" in the first thread, you might want to try color-coding (eg, everything that's official and approved as errata is black, whereas everything that's speculation and waiting for official word is red, or something like that).
Hey, RD, thanks for collecting all this stuff. Great job!

If you want to keep everything "up front" in the first thread, you might want to try color-coding (eg, everything that's official and approved as errata is black, whereas everything that's speculation and waiting for official word is red, or something like that).

What? And do more work? What if I die of exhaustion? What if the bright colors make everyone go blind? What then? :P

Everything in the top post IS official. If it isn't errata, it is noted as such. If it isn't official (yet) it is not in the top post.

I don't think colors are neccessary. Thanks for the advice though. :D
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