Saga Edition Core Rulebook

Errata

p. 38 – Base Attack Bonus
Should read, “Base Attack Bonus: The character’s base attack bonus. Apply this bonus to the character’s attack rolls.” Base attack bonus does not apply to damage rolls.

p. 38 – Jedi class skills
Add Jump and Mechanics to the list of skills on the Jedi Class Skills list, below Table 3-2: The Jedi.

p. 40 – Resilience Talent
Should read “You can spend a full-round action to move +2 steps up the condition track (see Conditions, page 148)”

p. 41 – Block Talent
Add the following sentences before the last sentence of the Block talent:
“You may use the Block talent to negate melee area attacks, such as those made by the Whirlwind Attack feat. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses. You may spend a Force point to use this talent to negate an attack against an adjacent character.”

p. 41 – Deflect Talent
Before the last sentence of the first paragraph, add the following sentence: “You may spend a Force Point to use this talent to negate an attack against an adjacent character.”
Replace the second paragraph with the following:
“You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, or the Force lightning Force power. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses.”

p. 44 – Wealth Talent
Change reference to “your noble level” to “your class level”

p. 46 – Fool’s Luck Talent
Change reference to “luck bonus” to “competence bonus”

p. 47 – Hyperdriven Talent
Remove the word “scoundrel” before the phrase “class level.”

p. 51 – Soldier Defense Bonuses
Should read, “At 1st level you gain a +1 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense.”

p. 52 – Stunning Strike Talent
Change the phrase “if your attack roll” to “if your damage roll”

p. 59 – Table 4-1: Trained Skills by Class table
Add Jump and Mechanics to the class skills for the Jedi.

p. 62 – Table 4-2: Skills
Change the – in the Jedi column to a C for the Jump and Mechanics skills.

p. 62 – Acrobatics Skill
In the last sentence of the second paragraph, change, “a DC 15 Reflex save” to “a DC 15 Acrobatics check” The first sentence of the second paragraph under the Escape Bonds header refers to “an attack action.” This should be “a standard action.”
Under the Special section, replace the last sentence with the following: “If you are trained in Acrobatics, you gain a +5 bonus to your Reflex Defense when fighting defensively (see Fighting Defensively, page 152).

p. 68 – Jump Skill
Add the following before the last sentence under the “Jump Down” use of the Jump skill: For every 10 points by which you beat the DC, you can subtract an additional 3 meters from the fall when determining damage.

p. 69-70 – Mechanics Skill
First full sentence of second paragraph should read “On a result…” instead of “One a result…”
Under the Jury-Rig header, replace the 4th sentence with the following: “A jury-rigged device or vehicle gains +2 steps on the condition track and 1d8 hit points.”
Under the Special header, add the following sentence: “Characters who are untrained in the Mechanics skill can still use the aid another action to assist on Mechanics checks.”

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

p. 82 – Acrobatic Strike Feat
Reduce the bonus provided by this feat from +5 to a +2 competence bonus.

p. 82 – Burst Fire Feat
Change the Prerequisites for the feat to: Proficient with heavy weapons, proficient with weapon.
At the end of the Special paragraph, add the following text: “If you do not have a Strength of 13 or higher, increase the penalty on attacks to –10 when using this feat with non-vehicle weapons.”

p. 85 – Force Training Feat
Under the Special section, the feat should say, “Each time you take this feat, you add to your Force suite a number of new Force powers equal to 1 + your Wisdom modifier.”

p. 88 – Rapid Shot Feat
Remove the Strength prerequisite from the feat.
Add the following sentence to the Special section of the feat: “If you do not have a Strength of 13 or higher, increase the penalty to attacks to -5 when using this feat with non-vehicle weapons.”

p. 88 – Rapid Strike Feat
Remove the Dexterity prerequisite from the feat.
Add the following sentence to the Special section of the feat: “If you do not have a Dexterity of 13 or higher, increase the penalty to attacks to –5 when using this feat with non-light weapons.”

p. 89 – Whirlwind Attack Feat
In the first sentence under Benefit, change the word “opponent” to “target.”

p. 93 – Using Force Points
Spending a Force Point to return a power to your Force suite is a reaction, not a swift action.

p. 96 – Using Force Powers
Change the second method under Regaining Force Powers to say the following “If you roll a natural 20 on a Use the Force check to activate a Force power, you regain all spent Force powers at the end of your turn.”

p. 96 – Force Power Descriptors
Add the following entry after the Mind-Affecting paragraph:
Telekinetic: A Force power with the [telekinetic] descriptor uses telekinesis to accomplish its ends. Many telekinetic powers interact with the world physically in similar ways, and are covered as a group by some talents. If a target of a [telekinetic] Force power has cover, it gains a cover bonus to its relevant Defense score or on its opposed check to resist the power. If the target of a [telekinetic] Force power has concealment, you take a penalty on your Use the Force check to activate the power unless you have used the Sense Surroundings application of the Use the Force skill this turn. Use the standard bonuses and penalties for cover and concealment provided on pages 156-157.
Add the telekinetic descriptor to the following Force powers: Force disarm, Force grip, Force slam, Force thrust, move object.

p. 96 – Battle Strike
Change the DC 15 text to: “Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 1d6 points of damage if the attack hits.”

p. 97 – Force Grip
Change the Target text to “One target within 12 squares and within line of sight.”
Replace the DC 15 text with the following:
DC 15: If your Use the Force check equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.
Replace the second sentence under Special with the following: “Maintaining the Force grip power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.”

p. 97 – Force Disarm
Change the Target text to “One target within 12 squares and within line of sight.”

p. 97 – Force Slam
Add the following sentence before the “This is an area effect” sentence: “Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.”

p. 98 – Force Stun
The Use the Force check should be compared to the target’s Fortitude Defense instead of Will Defense. Add the following sentence to the end of the Make a Use the Force Check paragraph: “Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.”

p. 98 – Force Thrust
In the second paragraph under Make a Use the Force Check, change the first sentence to say, “The target adds its base attack bonus and its size modifier to its…”

p. 98 – Move Object
Change the Target text to “One target within 12 squares and within line of sight.” Replace the second sentence under Special with the following: “Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining move object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object power, you cease to be able to maintain it.”

p. 100 – Surge
The surge power should be a free action, not a swift action. Add the following sentences under Special: “Using the surge power counts as a running start for determining a Jump DC. You may spend a Destiny Point to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).”

p. 100 – Disciplined Strike Talent
Change the phrase “has a cone effect” to “has an area effect” instead.

p. 100 – Telekinetic Power Talent
Change the text of the first sentence of the talent to say, “Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that power again immediately as a free action.”

p. 100 – Telekinetic Savant Talent
Change the text of this talent to say: “Once per encounter as a swift action, you may return one Force power with the [telekinetic] descriptor to your suite without spending a Force Point.”

p. 102 – Force Point Recovery
Remove the second paragraph.

p. 113 – Spending Destiny Points
Change the third bullet point to say, “Act out of turn (thus changing your position in the initiative order) once per encounter.”

p. 120 – Weapon Qualities
The entry for Stun Damage should read as follows:
“If the weapon has a stun setting, it is listed here. A weapon set to stun does stun damage equal to its normal damage (see Stunning, page 162, for more information). Ranged weapons set to stun have a maximum range of 6 squares unless noted otherwise.”

p. 122-123 – Table 8-3: Melee Weapons
All damage entries in the “Stun” column of the table should be replaced with the word “Yes” except the stun baton, which should say “Yes (2d6).”

p. 126-127 – Table 8-4: Ranged Weapons
All damage entries in the “Stun” column of the table should be replaced with the word “Yes” except for the stun grenade, which should say, “Yes (4d6).”
The listings for the sporting blaster pistol, the sporting blaster rifle, and the bowcaster should be given a superscript of 4, denoting accurate weapons.
The listings for the hold-out blaster, heavy blaster pistol, blaster carbine, blaster cannon, heavy blaster rifle, thermal detonator, net, and grenade launcher should be given a superscript of 5, denoting inaccurate weapons.
Add the following footnotes at the bottom of the table:
4 Accurate weapon: This weapon takes no penalty when firing targets at short range.
5 Inaccurate weapon: This weapon cannot fire at targets at long range.

p. 128 – Blaster Rifle, Sporting
In the last paragraph, change the number “50” to “100”.

p. 152 – Charge
Replace the text of the Charge action with the following:
“As a standard action you can move your speed (minimum 2 squares) in a straight line and then make a melee attack at the end of your movement. You gain a +2 competence bonus on your attack roll and take a –2 penalty to your Reflex Defense until the start of your next turn. You cannot charge through low objects or squares occupied by enemies (allies do not hinder your charge), and charging through Difficult Terrain costs twice as much per square as normal. You cannot tumble (as per the application of the Acrobatics skill) during your movement as a part of a charge. After you resolve a charge attack you can take no further actions this turn.”

p. 154 – Aim
Add the following sentence to the second paragraph of the description of the Aim action:
“Aiming provides no benefit when making an area attack.”

p. 155 – Area Attacks
Replace the first sentence of the second paragraph with the following:
“When you make an area attack, you make a single attack roll; if your modified attack roll is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area.”
Add the following sentence to the end of the second paragraph:
“A natural 20 on an area attack roll automatically hits all targets within the affected area, but area attacks do not deal double damage on a critical hit.”

p. 157 – Cover
Add the following sentence to the end of the description of Cover:
“A target with cover or improved cover takes no damage from area attacks if the attack roll is less than the target’s Reflex Defense. For a burst or splash weapon, determine cover relative to the center of the weapon’s area of effect. For an autofire weapon, determine cover relative to the attacker.”

p. 167 – Critical Hits
Add the following sentence to the end of this entry: “When using a vehicle weapon, you cannot apply any effect that causes an automatic natural 20 or automatic critical hit (such as spending a Destiny Point or using the Jedi Master’s serenity class feature), unless a rule specifies that it can be used with vehicle weapons.”

p. 169 – Vehicle Damage Threshold
Replace the last sentence in this section with the following:
“In addition, all the vehicle’s occupants take damage equal to one-half the amount that exceeded the vehicle’s damage threshold.”

p. 172 – Increase Vehicle Speed
Add the following sentence to the end of the entry:
“You may attempt to increase vehicle speed once per round as a free action when using the all-out movement action.”

p. 173 – Collisions
Add the following sentence to the end of the first paragraph: “Unless the vehicle provides no cover to those on board, any damage dealt to passengers and crew in a collision is reduced by an amount equal to the vehicle’s damage threshold.”

p. 186 – Droid Cost Factor
Add the following sentence to the end of the section on Cost Factor:
“Droids that are Small size or smaller treat their cost factor as being equal to 2/their cost factor for the purposes of determining accessory weight.”

p. 191 – Synchronized Fire Circuits
Change the end of the last sentence to say, “a droid with synchronized fire circuits grants a +5 bonus instead of a +2 bonus on the other droid’s check or roll.”

p. 198 – 3PO Series Protocol Droid
Change Intelligence score to 13 and Charisma to 14.

p. 199 – B1 Series Battle Droid
Under Systems replace the remote processor with a remote receiver.

p. 200 – B2 Series Super Battle Droid
Under Atk Options change “aid another (+4)” to “aid another (+5)”.

p. 200 – Droideka Stat Block
Replace the droideka stat block with the following statistics:

DROIDEKA SERIES DESTOYER DROID (CL 4)

Large droid (4th-degree) nonheroic 12
Init +8; Senses Perception +13
Languages Basic, Binary [rule]


Defenses Ref 16 (flat-footed 14), Fort 13, Will 12
hp 40; SR 20; Threshold 18
Immune droid traits


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


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

p. 201 – IG-100 Series Bodyguard Droid
Replace Defenses line with “Ref 18 (flat-footed 17), Fort 19, Will 18.”

p. 206-235 – Prestige Class Requirements
All requirements that state “Minimum Heroic Level” should instead say “Minimum Level” throughout the chapter.

p. 207 – Juke Talent
Replace the text of the Juke talent with the following:
Juke: When you fight defensively as the pilot of a vehicle (see page 171), you may negate a weapon hit on your vehicle using the Vehicular Combat feat one additional time per round.
Prerequisites: Vehicular Evasion

p. 208 – Hunter’s Mark Talent
Replace the text with the following:
“If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack deals damage (see Conditions, page 148).”

p. 216 – Gunslinger Talent Tree
Add the following sentence to the end of the introduction: “The following talents may only be used with pistols and rifles.”
Change the text of the Debilitating Shot to the following:
“If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack deals damage (see Conditions, page 148).”

p. 220 – Serenity Class Feature
Replace the second sentence of the class feature with the following:
“You may remain in this trance as long as you wish, and you are still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.”

p. 228 – Bespin
Swap the Major Export and Major Imports.

p. 234 – Rodia
Change the Moons entry from 2 to 4.

p. 255 – Falling Damage
Change the second paragraph to read as follows:
Acrobatics and Jump: If you are trained in the Acrobatics or Jump skills, you can reduce the damage you take from a fall with a successful skill check (see skill descriptions). If the check succeeds and you take no damage from the fall, you land on your feet. If you fall from a height of greater than 60 meters, treat the fall as being only 60 meters for the purposes of reducing falling distance.

p. 261-262 – Anakin Skywalker (Darth Vader) Stat Block
In Senses line, Perception should be +18.
Defenses should be Reflex 40 (37 flat-footed), Fort 37, Will 34.

Replace the attack lines with the following:

Melee lightsaber +23 (2d8 +17) or
Melee lightsaber +21 (3d8 +17) with Rapid Strike or
Melee lightsaber +18 (2d8 +17)
and lightsaber +18 (2d8 +17) with Double Attack or
Melee lightsaber +16 (3d8 +17) and
lightsaber +16 (3d8 +17) with Double Attack and Rapid Strike
Ranged by weapon +21
Base Atk +18; Grp +21

Replace Vader’s skills with the following:

Initiative +17, Jump +17, Mechanics +16, Perception +18, Use the Force +17 (can reroll when using [dark side] powers, can substitute for Pilot checks)

p. 263 – Padme Stat Block
Replace “Wanted Alive” talent with “Inspire Confidence.”

p. 264 – Luke Skywalker Stat Block
Reflex Defense should be 28 (25 flat-footed).

Replace the attack lines with the following:

Melee lightsaber +14 (2d8 +11)
Melee lightsaber +9 (2d8 +11) and
lightsaber +9 (2d8 +11) with Double Attack
Ranged blaster +12 (3d6 +5)

Add the following line between the Abilities and Talents lines:

Special Qualities Vehicle dodge +1

Add the Elusive Dogfighter talent to Luke’s talent list.

p. 265 – Han Solo Stat Block
Attack bonus with heavy blaster pistol should be +12 instead of +14.

p. 266 – Chewbacca Stat Block
Replace Chewbacca’s skills with the following:
Climb +10 (can take 10 when distracted), Endurance +15, Initiative +11, Mechanics +11 (can reroll when making jury-rigged repair), Perception +10 (can reroll), Persuasion +5 (can reroll attempts to intimidate), Pilot +11, Use Computer +11.
Remove the Extra Rage feat and add Shake It Off.

p. 267 – R2-D2 Stat Block
Attack bonus with electroshock probe should be +9 instead of +10. Ranged attack should be +8, not +14.

p. 268 – C-3PO Stat Block
C-3PO should have Intelligence 13, Wisdom 13, and Charisma 15. Reduce Deception skill bonus to +10 and Persuasion skill bonus to +15.

p. 268 – Yoda Stat Block
Replace the Languages line with:

Languages Basic, Cerean, Shyriiwook (understand only)

Replace the third line of melee attacks with:

Melee lightsaber +19 (2d8 +16) and
lightsaber +19 (2d8 +16)
and lightsaber +19 (2d8 +16) with Triple Attack

p. 270 – Boba Fett Stat Block
Reflex Defense should be 36 (33 flat-footed).

p. 271 – General Grievous Stat Block
Reflex Defense should be 35 (31 flat-footed). Attack bonuses on final Melee line should be +9, not +11.

p. 278 – Nonheroic Class Skills
Add the Ride skill to the list of Class Skills for the nonheroic character, below Table 3-3.

p. 281 – Clone Trooper
Perception skill bonus should be +9 and should have the Coordinated Attack feat.

p. 282 – ARC Trooper
On the Defenses line, the text after Ref should be “23 (21 flat-footed).”
Replace the line that starts with “hp” with the following:
hp 57; DR 1; Threshold 24; delay damage”
Add the following line below the Abilities line:
Special Qualities delay damage.

p. 283 – Bounty Hunter
Replace the bounty hunter’s skills with the following: Perception +14, Survival +12. Add the “H” superscript after Perception.

p. 284 – Dark Side Marauder
Remove “Tough as Nails” from the Special Actions line.

Errata and Official Clarifications

Official Clarifications


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

p. 27 – Gungan Weapon Familiarity
Change the text of Weapon Familiarity to the following: “Gungans treat the atlatl and the cesta as simple weapons instead of exotic weapons.”

p. 32 – Wookiee Weapon Familiarity
Change the text of Weapon Familiarity to the following: “Wookiees treat bowcasters as rifles instead of exotic weapons.”

p. 36 – Class Level vs. Character Level Sidebar
Add the following sentence to the end of the sidebar: “If a talent refers to your class level but does not specify a class, it means the combined number of levels in all classes that grant access to that talent.”

p. 40 – Force Persuasion Talent
Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 40 – Force Intuition Talent
Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 41 – New Sidebar
Use the following sidebar to explain talents and abilities that rely on the target’s Dark Side Score:

SENSING THE DARK SIDE

You must be aware that your target has a Dark Side Score of 1+ to use talents, feats, or other abilities that depend on your target having a Dark Side Score. Witnessing a target performing an action that would earn an increase to one’s Dark Side Score (such as using a Force power with the [dark side] descriptor) satisfies this requirement. Gamemasters may also waive this requirement when you encounter an opponent that you know to have a Dark Side Score due to previous encounters (such as having past experience with stormtroopers or Sith Lords) or for opponents taking no particular precautions to conceal the presence of a Dark Side Score (such as thugs, bounty hunters, crime lords, etc.).

p. 41 – Lightsaber Throw Talent
Change the first sentence of the talent to say: “You can throw a lightsaber as a standard action, treating it as a thrown weapon (without this talent, a thrown lightsaber is considered an improvised thrown weapon).”

p. 52 – Harm’s Way Talent
Change the phrase “affects you instead” to “targets you instead”

p. 60 – Taking 10
Replace the last sentence with the following: “Rorworr needs to make a Climb check to reach the bounty hunter, and this time he can take 10 only because of his Wookiee ability to take 10 on Climb checks while under pressure.”

p. 72-73 – Ride Skill
After the phrase “Armor Check Penalty” add “(see text)” Add the following to the Special paragraph: “The armor check penalty applies only when attempting to fast mount or fast dismount.”
Under the Use Mount as Cover section, change the first sentence to say, “As a reaction to an attack against you, you can drop down and hang alongside your mount…”

p. 73 – Stealth Skill
Change the first sentence under the Pick Pocket header to say, “With a successful Stealth check as a standard action…”
Change the first sentence under the Sleight of Hand header to say, “As a standard action, you can palm hand-sized objects…”

p. 77 – Use the Force Skill
Add the following sentence to the end of the second paragraph under the Sense Force application of the skill:
“You can also specify that you are attempting to sense only Force-users with a Dark Side Score of 1 or higher; success reveals only those Force-users with dark side scores, and not any other Force-users.”
Under the Sense Surrounding application of the skill, add the phrase “until the start of your next turn” to the end of the first sentence.
Under the Telepathy application of the skill, change the first part of the last sentence to say, “Against an unwilling target, you must make a Use the Force check against the target’s Will Defense or the base skill DC, whichever is higher;”
Under the Move Light Object application of the skill, add the following sentence to the end of the paragraph: “Using an object as a projectile weapon is otherwise treated as a ranged attack for the purposes of talents and feats that interact with ranged attacks.”

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

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

p. 95 – Selecting Force Powers
Remove the following sentence from the second paragraph: “For example, Force stun requires a DC 20 (or higher) Use the Force check to activate, which means that a low-level character attempting to use the power will fail more often than he succeeds.”

p. 97 – Force Disarm
Add the [telekinetic] descriptor to the end of the Force Disarm header. Change the phrase “If your disarm attack succeeds…” to “If your disarm attempt succeeds…”
Remove the first sentence under the Special section. Change the phrase “before making your disarm attack” to “before making your disarm attempt.”

p. 97 – Force Lightning
Change the phrase “If the attack hits…” to “If the skill check equals or exceeds the target’s Reflex Defense…” and change the phrase “If the attack misses…” to “Otherwise…”

p. 100 – Rebuke
Change the end of the second paragraph to say, “…who suffers the effect based on the creator’s original Use the Force check.”
Under the Special section, change the end of the first sentence to say, “..may attempt to rebuke the power as well, expending a use of the rebuke power and using your rebuke Use the Force check result as its target DC.”

p. 100 – Sever Force
The DC 35 line should begin with “As DC 25” instead of “As DC 35.”

p. 100 – Vital Transfer
Add the following text to the end of the last line before the Special paragraph: “You may choose to heal less than the result of your Use the Force check allows. You may not heal yourself with this power.”

p. 101 – Force Perception Talent
Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 101 – Force Pilot Talent
Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 119 – Weapon Groups
Add the following sentences after the sentence that ends with “…considered skilled with all of the weapons in that group”:
“If you are proficient with at least one weapon in a group, you qualify to take Weapon Focus (or any other weapon-specific ability) for that group. The benefits of such abilities apply only to weapons in which you are proficient. For example, a scoundrel with the Spacehound talent (see page 47) is proficient with all starship weapons (all of which are heavy weapons), so he qualifies to take Weapon Focus (heavy weapons). This grants him a +1 bonus on attacks with starship weapons, but he wouldn’t get that benefit with a grenade launcher or any other heavy weapons until becoming proficient with them. “

p. 120 – Simple Weapons
Add the following sentence to the end of the simple weapons description:
“Unarmed attacks and natural weapons are considered light simple weapons in which all characters are proficient.”

p. 120 – Weapon Qualities
Under Rate of Fire add the following sentence to the end of the paragraph: “A weapon can only be on one alternate setting other than its default setting (such as autofire or stun) at a time. Autofire-only weapons with stun settings can deal stun damage in autofire mode, but still have a maximum range of 6 squares unless noted otherwise.”

p. 128 – Bowcasters
Replace the sentence that begins with “Although the Bowcaster is an exotic weapon,” with the following sentences: “Wookiees treat bowcasters as rifles, not exotic weapons. Bowcasters are treated as rifles for the purposes of determining weapon range.”

p. 129 – Grenade, Ion
Replace the reference to taking “full damage” in the second sentence of the second paragraph with taking “normal damage.”

p. 129 – Ion Pistol
Replace the reference to taking “full damage” in the second sentence with taking “normal damage.”

p. 137 – Cybernetic Prosthesis
In the third paragraph, replace reference to page 144 to page 141.

p. 144 – Critical Hits
Add the following sentence to the end of the Critical Hits paragraph: “Effects that negate an attack (such as Block, Deflect, or Vehicular Combat) or cause an attack to automatically miss (such as a Destiny Point) can also negate a critical hit.”

p. 144 – Free Actions and Reactions
Add the following sentence to the end of the Reaction paragraph: “You may only take a single reaction to any one action or effect. A reaction is always resolved after the action that triggered it, though some reactions (such as the negate energy Force power, or the Block and Deflect talents) can affect the outcomes of the action that triggers a reaction.”

p. 153 – Draw or Holster a Weapon
Add the following sentence to the end of the first sentence under this header: “If you are proficient in a weapon’s use, drawing the weapon always includes any action necessary to activate the weapon (thus, a lightsaber can be drawn and activated as a single move action if you are proficient in the weapon).”

p. 156 – Provoking an Attack of Opportunity
Add the following sentence to the end of the Moving Out of a Threatened Square description: “Involuntary movement, such as being the target of a Bantha Rush or the move object Force power, never provokes an attack of opportunity.”

p. 162 – Ready
Replace the first paragraph under Ready with the following text: “Readying lets you prepare to take an action later, after your turn is over but before your next turn has begun. You can ready as a standard action. To do so, specify the standard, swift, or move action you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action as a reaction in response to those circumstances (assuming they occur).”

p. 168 – Vehicle Weapon Damage
Replace the vehicle weapon damage formula with the following:
(Weapon Damage + ½ heroic level + miscellaneous modifiers) x multiplier

p. 186 – Systems and Accessories
Add the following sentence before the last sentence of the second paragraph: “As with standard droid models, your starting locomotion, appendages, and accessories do not count against your carrying capacity.”

p. 188 – Droid Traits
Add the following sentence to the end of the first paragraph under Nonliving:
“Droids do not gain an ability bonus to Constitution-based skill checks and may not take feats or talents with a Constitution prerequisite.”

p. 192 – Reprogramming
Add the following sentence before the last sentence of the second paragraph: “A droid can only have talents he is eligible for based on his classes; thus, a droid with 5 levels in the soldier class could only be reprogrammed with 3 talents that can be taken by soldiers (soldier levels 1, 3, and 5). A droid with 5 levels of soldier and 3 levels of scoundrel could be reprogrammed with 3 soldier talents and 2 scoundrel talents.”

p. 214 – Force Treatment Talent
Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 223-224 – Force Deception Talent
Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 247 – Building an Encounter
In the second paragraph, remove everything following the first sentence. Under Combining Different CLs, add the following sentence at the end of the first sentence: “The combined CL for the encounter is either this result or the highest single CL + 2, whichever is more.” Add the following sentence to the end of the paragraph: “Most encounters should not include a single enemy whose CL is more than 3 levels higher than the average party level.”

p. 285 – Yuuzhan Vong Species Traits
Change the Weapon Familiarity line to say the following:
Weapon Familiarity: Yuuzhan Vong treat the amphistaff as a simple weapon instead of an exotic weapon.

Errata and Official Clarifications

Saga Edition Core Rulebook

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