EotE Core Rulebook Errata

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

Then I'd go further and rule that Proton Torpedoes themselves weren't ®.

Then I'd go further and rule that Proton Torpedoes themselves weren't ®.

Really? You don't think that an attack starfighter (Y-Wing) and a gunboat (Skipray) along with a high-yield explosive weapon (Proton Torpedo) might be as controlled as a light repeating blaster?

I'd say that by your standard any of the concussion missile-armed craft should be ® but that the Empire is... inconsistent about enforcing that.

I'd say that by your standard any of the concussion missile-armed craft should be ® but that the Empire is... inconsistent about enforcing that.

True enough. There's a galactic civil war going on and they worry more about weaponry like light repeating blasters than they do about starfighters in the hands of civilians. Of course, they do seem to have no end of problems resulting from habitually ignoring snubfighters...

I'd say that by your standard any of the concussion missile-armed craft should be ® but that the Empire is... inconsistent about enforcing that.

True enough. There's a galactic civil war going on and they worry more about weaponry like light repeating blasters than they do about starfighters in the hands of civilians. Of course, they do seem to have no end of problems resulting from habitually ignoring snubfighters...

Actually, they did eventually get around to doing something about snubfighters as AoR "confirms" with the Lancer -class frigate (WEG's 2nd edition Imperial Sourcebook has it being advocated for by one Admiral Drez)... too bad that if the lore in The Force Unleashed Campaign Guide (Saga Edition) for the Tartan -class is correct, apparently whoever approved the Lancer -class' production forgot that one of the first starships commissioned for the Empire was even better at the role than the Lancer -class was! :P

Oh, and I just checked the EotE CRB some more... it turns out that the Citadel -class is a pre-Imperial (pre-Episode I) transport with concussion missiles, a tractor beam emitter and "military-grade shields" (only Defense Fore 2 and Aft 1 like a Skipray, but Armor 4 like one and HT Threshold 30 just behind the Wayfarer -class' 32) yet it's perfectly legal, just at high cost (200,000 credits) and Rarity (6).

Then again, Koensayr also is the manufacturer of the Y-wing which they've gotten away with selling to non-Imperial clients, while Sienar Fleet Systems (basically the Imperial starship manufacturer besides Kuat Drive Yards) was allowed to sell the Skiprays on the open market (150,000 credits and Rarity 6)...

I am not sure if this has been posted yet but "Vigilance" does not show up in the index on p443.

Page 240, Table 7-8 Column 2 Row 2. "Somewhat tricker terrain" should be "Somewhat trickier terrain"

Poison isn't in the index, yet it has a big heading on pg 172.

(Neither is toxins, as he term is used interchangeably in the resilience skill description.)

Considering that several concussion missile-armed ships can be found for cheap or in non-military hands, I'd dare suggest that the concussion missiles themselves shouldn't be ®.

You can't fire the launchers without the missile, and it wouldn't be entirely out of the realm of possibility that only the ammo is restricted - certain countries in the real world restrict ammo more than they do guns themselves.

Exactly what I thought when I first read about the issue on this forum...

Considering that several concussion missile-armed ships can be found for cheap or in non-military hands, I'd dare suggest that the concussion missiles themselves shouldn't be ®.

You can't fire the launchers without the missile, and it wouldn't be entirely out of the realm of possibility that only the ammo is restricted - certain countries in the real world restrict ammo more than they do guns themselves.

Page 265: The Star Galleon Armed Transport lists Medium Turbolasers with Damage 9 and Breach 4. Medium Turbolasers should have Damage 10 and Breach 3 per Table 7-1, page 230 (and supported by the listings on the CR90 Corvette and Nebulon-B). The Star Galleon's Concussion Missile Launcher likewise lacks a Limited Ammo listing or value.

Page 267: The DP20 Gunship's Light Turbolasers list Breach 4. Light Turbolasers should have Breach 2 per Table 7-1, page 230 (and supported by the listings on the CR90 Corvette).

Page 268: The Nebulon-B Escort Frigate lists its Heavy Tractor Beams as Range [Medium]. Heavy Tractor Beams should have Range [short] per Table 7-1, page 230.

Dammit...reading threads like this one make me hesitant to buy the book until a reprint is out...

I can understand some errors and other missing stuff, they're human after all but that much? And some even don't apply since some elements were removed in the Beta...

I wanted to go grab the book after work but i'm not sure now...

EDIT: Well I bought it anyways, with the Beginner Game, the Game Master's stuff, an extra pack of dice and all the PODs lol...now I just hope to find the group to play this...

Edited by SolennelBern

Carbines come in two basic flavors - those that are small rifles using pistol cartridges, and those that are pistols with long barrels and stocks. Pistol actions differ somewhat from rifle actions, and that makes a difference.

Respectfully, I believe this is factually inaccurate. Carbines are generally just shorter rifles, not stocked pistols. An M-4 is a carbine, but it fires the same rifle round (.223/5.56 NATO) that an M-16 (rifle) does. Now, some carbines do fire pistol cartriges, but it's not what defines something as a carbine.

On topic, I believe I've found a typo.

In chapter XI, on page 366, under the heading "Planetary Governors," the first paragraph reads:

Although the vast majority of planets and systems within the Empire are allowed to continue running their affairs in mostly the same fashion as they did under the Republic . T he implementation of...

The first sentence is a fragment, and makes no sense by itself. The paragraph should read:

Although the vast majority of planets and systems within the Empire are allowed to continue running their affairs in mostly the same fashion as they did under the Republic, the implementation of...

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.

Wait, but the Manual Repairs action repairs an additional point of hull trauma per two successes rolled on the check. Is that how this is meant to work, too?

Edited by Rikoshi

I'll have to find the page numbers later, but in a couple of points mentioning locations in Hutt Space (Chapter X), Boonta is described as a region deep inside Hutt Space kept away from outsiders. This fits the description of the Bootana Hutta (see the Wookiepedia or the SW Atlas); Boonta is a planet just outside of northern Hutt Space where speeder races are popular (and open out outsiders. I think it was featured on the old Droids cartoon.

[deleted by user]

Edited by aramis

P299

Effects of fear. In the suggested minimum failure effects under "Threat", it uses the word "failures" when "threats" would be more appropriate.

Quote:

Failure: The character adds (a setback die) to each action he takes during the encounter.

Threat: the character suffers a number of strain equal to the number of failures. If the check generates (3 threats) or more, the character can be staggered for his turn, instead.

You may want to update the entry on Damage Control in light of the updated information, that it does work on a "each extra success = one extra recovered Strain or Hull Trauma."

Command Talent pg 133

As I'm reading the Talent to get a better idea on it, the last sentence is a little....confusing...

"Gain {Boost} when making Leadership checks (or other checks to inspire, lead, or rally an audience) per rank of Command. Inspired targets also add {Boost} per rank to any subsequent Discipline checks they make over the next twenty-four hours. This does not increase with additional ranks of Command."

Up until the last sentence, I believe I understand how the skill works:

For each rank in Command, add a boost die. Ok, gotcha.

Are they talking about the length of time it works? Twenty-Four hours, Forty-Eight hours etc? Or are they talking about ranks in Command?

The former makes more sense than the latter, but, it's not clear.

Edited by Talley Darkstar

Talley,

My read would be that the added Boost dice to inspired targets is simply 24 hours, and doesn't increase with additional ranks in Command, much like Expert Tracker, Galaxy Mapper, and Utinni!, all of which reduce the time taken for a particular type of check, but multiple ranks specifically don't reduce the time on those checks any further. So if your PC has 2 ranks in Command, then any inspired targets would get 2 Boost dice on their Discipline checks, but only for the next 24 hours.

That's what I finally interpreted it to as well, but figured I might as well post it here since it could use clarification.

That's what I finally interpreted it to as well, but figured I might as well post it here since it could use clarification.

Yeah, it seems that there's quite a few instances (Pierce and "ignore", the Retrofitted Hanger Bay attachment and just how much extra hanger space the modifications provide) where the wording could have been better.

I'm sure it was crystal clear and made perfect sense to the members of the FFG design team... it's just that we don't have that same insight as to what the intent was and only have the wording to go by.

The description for the YT-1300 indicates that it only comes standard with a dorsal turret-mounted medium laser but the stats indicate that it has one dorsal turret-mounted medium laser and one ventral turret-mounted medium laser. Which is correct for the basic version of the ship that PCs can start with?

Based of WEG (and Saga) sourcebooks, the default / fabric configuration of the YT-1300 light freighter only has 1 turret. Yet, given the importance of this ship, an official answer is in need.

Curiously, the Krayt Fang from the Beginners box is listed with two turrets, one ventral and one dorsal. Nevertheless, its name give us a clue "Krayt Fang - Customised YT-1300 light freighter", possibly hinting that the modification is the extra turret. A pity though, that later on, in Long Arm of the Hutt, it is also stated that the Kray Fang has a smuggling compartment, which is another customisation.

It will be easier if in any of the books it would have been specified how many hard points the Krayt Fang has left.

Edited by Yepesnopes

The Krayt Fang is also Speed 4 and has a SST of 14 both of which indicate a High-Output Ion Turbine.