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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

The Star Wars D20 Errata and Clarifications Thread

Discussion in 'Archive: Games: RPG & Miniatures' started by Reverend_Tegoth, Sep 26, 2005.

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  1. Reverend_Tegoth

    Reverend_Tegoth Jedi Youngling star 2

    Registered:
    Jan 22, 2005
    This is all the errata I have been able to compile that is not directly from the books, conversion web enhancements, or the online errata for the 2nd printing of the revised core rulebook.

    Please feel free to point out any errors, and if anyone reading this knows of some errata or clarifications that are not on this list or in any of the sources listed above, please post it here.


    REVISED CORE RULEBOOK

    AAT-1
    According to the listing for the weapons on the Baktoid Armor Workshop AAT-1 in the revised core rulebook, the AAT only comes with one weapon, the Heavy Laser Cannon. This is incorrect; the rest of the entry should look like this:

    Weapon: Light repeating laser cannons (4 front-mounted, 1 to either side of the laser cannon, and 2 below the cockpit); Fire Arc: Front; Attack Bonus: +2 (-2 size, +2 crew, +2 fire control); Damage: 1d10x4; Range: 100m.
    Weapon: Shell launchers (6 front-mounted); Fire Arc: Front; Attack Bonus: +0 (-2 size, +2 crew, +0 fire control); Damage: 3d10x6; Range: 100m.


    Affect Mind Skill
    A Force-user must be able to see (or otherwise sense) their target to use this skill.

    Airspeeders
    The revised core rulebook is missing a chart for atmospheric speed using the "one square = 50 meters" scale of atmospheric combat that applies both to airspeeders and to starships in atmosphere:

    Speed Category: Stationary
    Squares per Move Action: 0
    Defense Modifier: ?4
    Roll/Check Modifier: +0*

    Speed Category: Docking
    Squares per Move Action: 1-3
    Defense Modifier: ?2
    Roll/Check Modifier: +0

    Speed Category: Cruising
    Squares per Move Action: 4-8
    Defense Modifier: +0
    Roll/Check Modifier: ?1

    Speed Category: Attack
    Squares per Move Action: 9-15
    Defense Modifier: +2
    Roll/Check Modifier: +4

    Speed Category: Ramming
    Squares per Move Action: 16+
    Defense Modifier: +4
    Roll/Check Modifier: -4

    * A stationary vehicle cannot make Pilot checks to perform stunts.


    Armor
    If you need to determine a suit of armor's wounds, you can use a simple formula: The armor's wound points equal (1 + DR) × 2.

    Armor stops providing DR once it's taken all its original wound points in damage. Repairing the armor requires a DC 10 Repair check, at a cost of 1/5th the total cost of the armor. This restores all the armor's wound points.


    Astrogation
    Astrogate check calculations can be pre-calculated on the surface of a planet, though the Gamemaster should probably require that the jump then be made from a specific point in the solar system, rather than anywhere outside the gravity well.
    A hyperdrive will not function inside a docking bay on another starship or within a planet?s atmosphere. There is simply too much mass too close to the starship to allow the jump to hyperspace, even if the safety features on the hyperdrive were somehow bypassed.

    Hyperspace Travel Time: When using Table 11-3: Hyperspace Travel Time, divide the base travel time by three. For example, going from one Core World planet to another would have a base time of 2 hours, and going from the Core to the Outer Rim would have a base time of 32 hours.


    Attacking
    You are allowed to forego bonuses on attacks (or saves, grapple checks, skill checks, and so on). There is an all-or-nothing restriction per bonus: You can forego all of your base attack bonus, for example (not just part of it), but you can keep your bonus due to Strength or Dexterity, if that's what you want to do.


    Attacks of Opportunity
    In the core rules, "Activating an Item" is a free action that provokes an attack of opportunity. Activating a lightsaber, however, does not provoke an attack of opportunity, for the same reason that you don't provoke an attack of opportunity from switching the fire mode on a blaster or
     
  2. NJOfan215

    NJOfan215 Jedi Grand Master star 5

    Registered:
    May 17, 2003
    wow, it's nice to have this here.
     
  3. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    As of Jedi counselling 73 or so... all lightsabers apart from double bladed lightsabers (a lá darth maul) are covered by the same exotic weap proficiency, though weapon focus/imp. crit/etc are still seperated i believe, check Jedi Counselling 75
     
  4. Reverend_Tegoth

    Reverend_Tegoth Jedi Youngling star 2

    Registered:
    Jan 22, 2005
    This thread has been made a sticky over at the Wizards of the Coast forums. You can read it here:

    http://boards1.wizards.com/showthread.php?t=508829

    All future revisions and updates will occur there :).

     
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