EotE Core Rulebook Errata

By player266669, in Star Wars: Edge of the Empire RPG

As you find errors in the book, please post them here with page number and location of the text.
NOTE: Fantasy Flight Games has published an official FAQ document for Edge of the Empire , and you can find it on the product support page at the below link.
Also, Lead Developer Sam Stewart has stated the following in response to the question of whether subsequent printings of the game's Core Rulebook will include errata:

"We endeavor to include the most up to date errata in all subsequent printings of books, although obviously there is some lag time between beginning the publishing process and release. As long as the errata was released before we began reprinting, it should be included."

TYPOS & OTHER ERRORS
Pg. 29, under "Obligation in play"
"Before each session, the GM rolls a d00..."
d00 should be d100.

Page 34, second sentence misspelling:
"Does he want to play a roguish pilot, quick to wdraw..."
Sould be "quick to draw"
Pg. 82, Pilot Talent Tree row 3 col. 2 "Improved Dead to Rights"

"...additional damage equal to Agility (rounded up)..."

The inclusion of "(rounded up)" is unnecessary since full Agility score is not a fraction.

Pg 109, Coordination Skill description
"A character may attempt to reducing damage suffered when falling, diminishing the impact..."
Should read: "A character may attempt to reduce damage suffered..."

Pg. 113, second paragraph of the Negotiation skill description:
"Negotiate is opposed by the subject's Presence and Cool."
This information conflicts with Table 3-3: Social Skill Interactions on this same page, which indicates that when Negotiation is the Acting Skill, Negotiation or Cool is the Opposing Skill.

Pg. 134, Defensive Stance talent
"One per round on the character's turn..."
Should be "Once per round..."
Pg. 136, Hard Headed (Improved) talent description
The Tree lists only Bodyguard as having the talent, but the Mechanic has it as well

Pg. 143, Stim Application (Advanced) talent

" As an incidental , when performing the Stim Application action, the character may increase the difficulty of the Medicine check to Hard [3 Difficulty Dice] as an incidental ."
Unnecessary second use of "as an incidental."
Pg. 144, in the entry for the 'Targeted Blow' talent:
The 'Trees' entry for this talent lists Mercenary Soldier as one of the specialisations that has access to the talent.
This is incorrect; the Mercenary Soldier specialisation tree on page 79 does not contain the Targeted Blow talent.
Pg. 157, in the entry for Stun Damage (Passive)
"As a free action, the wielder can choose to switch the setting of his weapon to 'Stun.'"
Should be "As an incidental..."

Pg. 174, in the description for the Cybernetic Brain Implant:
"...provides +1 Intelligence..."
Should be "...provides +1 Intellect..."

Pg. 194, in the entry for the Enhanced Optics Suite
"Removes difficulty to all...surveillance checks."

There is no Surveillance skill (it was removed during beta).

Pg. 205, in the "Ranged Attacks and Melee Attacks" text box in the upper left corner, opening sentence:

"Ranged attacks or a melee attacks are two different types of attacks."
The underlined text is erroneous. I'm not sure what it intended here, but a logical assumption would be "Ranged attacks and melee attacks are two different types of attacks."

PG. 227, in the entry for sensors.
"Using sensors in passive mode requires an Easy [1 difficulty die] Surveillance check..."
There is no Surveillance skill (it was removed during beta).
Pg. 244, in Table 7-9, the "Navicomputer Failure" result lists:
"...in the case of a ship without a navicomputer, its R2 Unit..."
Perhaps a nitpick, but this should probably read "its astromech droid..," since R2 units are only one possible model of astromech a ship could have.

Pg. 251, Digger Crawler (Sandcrawler) Description
This vehicle has no pilots listed as crew.

Pg. 261, under the "Weapons" entry for the ILH-KK Citadel-class light freighter
"Port and Starboard Turret Mounted Twin Light Ion Cannons (2) (Fire Arc Forward)"
The fire arc for the twin light ion cannons would seem to be in error: if they are turret-mounted the fire arc should be "all" as is consistent with other turret-mounted starship weapons.

Pg. 264, in the stat block for the Wayfarer-class transport

There is no sensor range listed for this ship

Pg. 271, section heading "Retrofitted Hanger Bay"
This should be spelled "Retrofitted Hangar Bay."

Pg. 276, the Aurebesh spelling of "Force Sensitive Exile"

Under the title "Force Sensitive Exile," the Aurebesh beneath the header translates to "Force Shensitive Exile." The character used is "Shen," which makes an "Sh" sound instead of "Senth," which is "S."

Pg. 338, in the entry for Yag'Dhul

"The planet's three moons and complex orbit results in extreme tidal forces that expose portions of the plant to hard vacuum"

Underlined plant should be planet

Pg. 402, in the stat block for Emperor's Hand, gear section

The frag grenade lists "Melee" as its skill. This should be "Ranged (Light)."

Pg. 406, in the stat block for Black Sun Vigo, talent section

The description of Crippling Blow reads "...increase damage by 1..." instead of "...increase difficulty by 1..."

SEEKING CLARIFICATION

These might or might not be errors, but do represent areas where something is either unclear or diverges form the final beta update. Refer to the link below for some dev answers to rules questions; you might find what you're looking for there.
Lead Developer Sam Stewart answers some player rules questions:

Pg. 172, in the entry for neurolytic poison:

The poison Stuns the target for 3 Rounds if the target fails the check.
Clarification needed on the meaning of "...Stuns the target for 3 rounds..." in this context.

Pg. 111, in the entry for the Leadership skill:
"If a character's allies have become subject to the effects of fear, they may be rallied through a Leadership check."
No specific rules are given for how this application of works. Was this intended to be a mechanic? Or just a suggested use for the skill generally?.
Pg. 233-234 "Damage Control" action description
The description for this action states that a skilled mechanic can use the action to repair damage to a vehicle's hull. However, it is never explicitly stated how much hull trauma can be repaired by doing so. The logical assumption is 1, which is the amount of system strain that this action can repair. However, to ensure clarity, it would be helpful if this information could be added to the text.
I was able to get this question answered by speaking to Sam Stewart at GenCon. The answer is that it works the same way as the manual repairs action, repairing one point of hull trauma per success rolled on the Mechanics check.
NPC ODDITIES

Because the devs have stated that the game's NPCs were not created using the same method as that used to generate player characters, these seeming errors might be intended. I am including them as a precaution.

Pg. 396, Sullustan Pilot-For-Hire

Either equipment should include heavy clothing or adverse environment gear, or soak should be 1.

Page 398: Spaceport Security Officer

Soak should be 5 or armor should not be padded. Melee Defense is listed at 1, but no reason is shown for this.

Page 406: Planetary Governor

Soak should be 5 or armor should not be padded. Melee Defense is listed at 1, but no reason is shown for this.

Edited by Venthrac

On page 172, for the neuroparalytic poison:

The entry states: "The poison Stuns the target for 3 Rounds if the target fails the check." This phrasing, along with the capital letter, makes it sound like 'Stun' is a sort of status effect, but no such status exists elsewhere in the book.

The poison doesn't have any listed damage, Wounds or Strain or otherwise, so how is 'Stun' meant to be interpreted here? Should it be 'Staggered'? 'Immobilized'? Something else?

Rikoshi, Stun can be found in the weapon qualities section. I'm AFB, so I can't quote what it does, sorry.

-EF

The Stun quality incurs strain damage. "Being stunned" for 3 rounds has an unclear meaning, since there is no Stun state to be in, like staggered, disoriented or immobilised. Unless it means being incapacitated as per loosing all strain, but only temporarily for 3 rounds. I'd think either Staggered or immobilised, or both combined if that makes any sense. I can't remember if this came up in the beta-days, but it was discussed briefly on the d20radio forums .

On page 172, for the neuroparalytic poison:

The entry states: "The poison Stuns the target for 3 Rounds if the target fails the check." This phrasing, along with the capital letter, makes it sound like 'Stun' is a sort of status effect, but no such status exists elsewhere in the book.

The poison doesn't have any listed damage, Wounds or Strain or otherwise, so how is 'Stun' meant to be interpreted here? Should it be 'Staggered'? 'Immobilized'? Something else?

There is a Stunned entry on the Critical Hit chart. Perhaps it refers to that effect lasting three rounds?

Most likely it is. Hah! I've never connected the two before. :ph34r: Of course.

EDIT: And this - after looking at the table just now - suggests that being Stunned = Staggered.

Edited by Jegergryte

Great topic Venthrac

This thread could benefit from more work from you. I would encourage you to update the first post on a regular basis as new issues are discovered.

You could list page number from the book, very brief description of the problem, and post a link to the forum post were the problem was first discussed. Sort everything to follow the core book structure.

It's just a request so no pressure.

Great topic Venthrac

This thread could benefit from more work from you. I would encourage you to update the first post on a regular basis as new issues are discovered.

You could list page number from the book, very brief description of the problem, and post a link to the forum post were the problem was first discussed. Sort everything to follow the core book structure.

It's just a request so no pressure.

Good idea. I'll keep an eye on things, thanks for the suggestion!

Wait... things changed in the beta are still in the core rulebook? What the heck?

What do you expect, they are after all, merely human.

If we could please keep this topic just to errata notes, that will make my job of sorting and adding them to the first post a lot easier.

Thanks guys! :)

P. 174

Under the section Cybernetic Brain Implant:

Models include: BioTech Borg Construct Aj^6 Cybernetic Implant

A typo?

Never mind, my mistake, it's correct.

Edited by aljovin

P. 174

Under the section Cybernetic Brain Implant:

Models include: BioTech Borg Construct Aj^6 Cybernetic Implant

A typo?

Not that I can see. That's the rig that Lobot had wrapped around his skull.

I see, "Aj^6" seemed weird, I thought it was a typo.

Page 52 - Twi'lek starting Wound Threshold

It's listed as "10+Brawn" rather than the "11+Brawn" that it got changed to in the Beta.

Also noticed some changes to the skill list, but I figure those are intentional changes on FFG's part.

Page 34, second sentence misspelling:

"Does he want to play a roguish pilot, quick to wdraw..."

Typo on page 34, first paragraph, line 4, first word: "wdraw"

Edit: Ahh, digitalclover just beat me to the punch on this one. Nice work :)

Edited by themensch

Forsaken Jedi adversary entry on page: 412 does not have the updated Lightsaber stats, it has kept the beta-version.

The control upgrade in the Move Power tree, 3 columns from the left, 4 row down. Pulling objects out of secure mountings or opponent's grasp. Seems a little cheap for 5 xp. Should it be 15 xp considering where it is?

the force powers have always been cheap like that, even in the beta - I'm pretty sure of that at least.

the force powers have always been cheap like that, even in the beta - I'm pretty sure of that at least.

I think mouthymerc's got a point, as the Range Upgrade that's on the right of that Control Upgrade has a 15 XP cost. The Beta had it priced at 20 XP (covered two columns in the 10 XP row), so a sudden discount of 15 XP on what's a pretty darn useful ability seems a bit suspect.

I see now what you mean. Uhm. Forget I said anything. :ph34r:

Edited by Jegergryte

the force powers have always been cheap like that, even in the beta - I'm pretty sure of that at least.

Well that particular one cost 10 xp in the Beta, and the other power beside it now costs 15. So something has changed.

Looking at the sense power, left side column, all cost 10 from top to bottom, which is differs from earlier pricing method. Right side column on Sense seems to follow the old idea though.

Edit: furthermore, influence right-most column, second row: the strength upgrade, also breaks with pricing method of beta. So does the rest of the two right most columns and bottom rows.

My conclusion: pricing has changed the old notion is thrown out the window, as fas I can see its no longer explained either like it was in the beta, as every upgrade has price tagged onto it.

Edited by Jegergryte

I think I'll leave the Force stuff being discussed here out of my list. If you want to verify those prices, I recommend sending a PM directly to either Sam or Jay. My assumption is that what seeing is intended.

Also

Pg. 134, Defensive Stance talent

"One per round on the character's turn..."

Should be "Once per round..."