Official F.A.Q. Compilation Thread
This is a place for you to ask your questions with a reasonable expectation of them being answered either by myself, or the game designers (often both). I implore you to first check out the stickied Errata Compilation thread before posting here as it has many clarifications and official changes to the rules which may answer your questions. I will be posting all official responses in red for easy reference by other forum-goers. Any responses written in smurf blood has yet to be confirmed by a game developer and is little more than my semi-official interpretation (which typically sticks as closely to the rules as written as possible).
If you find rules clarifications made by game designers Rodney Thompson of Gary Sarli, or if you come across errors and broken links in this thread, please do not hesitate to bring them to my attention. Maintaining this thread is a community effort. I don't want it falling into disuse like the Official Errata Thread did.
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.
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.
Q: Can a non-Force sensitive character multiclass to take levels in Jedi?
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.
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?
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 abilitiess 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 effected 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]
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.
Q: If I have a talent or similar ability that states "you are considered trained in the X skill for purposes of this talent" does that mean I can qualify for feats, talents, and prestige classes as if I had been trained in that skill?
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.
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?
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]
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?
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?
A: Force Shield is meant to be in reaction to an incoming attack, though as written it can be in reaction to anybody else's action (whether or not it is an attack). Force shield does protect against the incoming attack. The errata isn't wrong, but the Force shield text could be more clear. [SOURCE #1] [SOURCE #2]
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.
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: Yes. The bonuses from those abilities are added to the armor bonus before 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 exlcusive. [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 are effect weapons and only effect a single target. They effect all manner of targets and cannot be used in conjunction with grenade launchers (since they are not grenades). [SOURCE]
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 wiegh 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]
This FAQ is continued on post #5.
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