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.

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.