Scum & Villainy Errata

Scum & Villainy Errata

p. 17 – Swift Strider
Remove the phrase “as a standard action” from the end of the first paragraph.

p. 21 – Misplaced Loyalty
Add the following sentence before the last sentence of the talent’s description: “You may not gain the benefit this talent if another character within 6 squares of you has used this talent since the end of your last turn.”

p. 21 – Collateral Damage
Add the phrase “once per turn on your turn” before the phrase “you can make a second attack…”

p. 23 – Knife Trick
Add the following sentence to the beginning of the Benefit paragraph: “If you have a concealed weapon, you threaten squares as though armed with a melee weapon.”

Add the following sentence to the end of the Benefit paragraph: “If you choose not to draw your concealed weapon and attack with it, you cannot make the attack of opportunity unless you would otherwise normally be able to do so.”

p. 24 – Superior Tech
Change the Superior Protective Armor trait benefit to say, “Increases the armor’s armor bonus to Reflex defense by 2.”

p. 25 – Wicked Strike
Add the phrase “once per turn on your turn” before the phrase “you can immediately make a second attack…”

p. 27 – Shelter
Change the text of the talent to say, “Whenever you are adjacent to a minion, you increase any cover bonus to your Reflex Defense by +2.”

p. 31 – Damaging Deception
Change the last sentence of the talent to say, “If successful, the next attack made before the start of your next by one of your allies turn that hits your target deals an additional +2 dice of damage.”

p. 35 – Uncanny Instincts
Change “once per encounter” to “once per round.”

p. 37 – Upgrade Slots
In the second paragraph, replace the second sentence with “Unlike most armor, powered armor has two free upgrade slots. Armor is defined as powered armor if it is specifically described as such, of the word power (or some variant thereof) appears in the armor’s name.”

p. 56 – Table 2-11: Cost Modifiers
Change the cost modifier for Colossal (station) to x5,000; change Colossal (cruiser) to x500; change Colossal (frigate) to x50.

Scum & Villainy Clarifications

p. 21 – Bonus Feats
Some of the feats in this chapter may be selected as bonus feats by certain classes. Each class may add the following feats to their relevant bonus feat list.

Class Bonus Feats Jedi Burst of Speed, Close Combat Escape, Impetuous Move, Impulsive Flight, Lightning Draw, Opportunistic Retreat, Resurgence, Slippery Maneuver, Stay Up, Tactical Advantage, Wicked Strike Noble Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic Retreat, Signature Device, Superior Tech, Tactical Advantage, Wicked Strike Scoundrel Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deceptive Drop, Desperate Gambit, Duck and Cover, Fleet Footed, Friends in Low Places, Hasty Modification, Impulsive Flight, Knife Trick, Lightning Draw, Signature Device, Superior Tech Scout Burst of Speed, Cornered, Deadly Sniper, Duck and Cover, Fleet Footed, Resurgence, Slippery Maneuver, Stay Up Soldier Burst of Speed, Collateral Damage, Deadly Sniper, Impetuous Move, Lightning Draw, Resurgence, Slippery Maneuver, Stay Up

p. 41 – Dual Gear
Add the following sentence to the end of the description of Dual Gear: “If either piece of equipment requires a power pack or other energy source, it must have its own (items combined with this modification cannot share power packs or other energy sources).”

p. 42 – Silverplate and Spring Loaded
Move the last sentence from the Silverplate description to the end of the Spring Loaded description.

Star Wars Roleplaying Game: Scum & Villainy Errata and Official Clarifications

Force Unleased Errata

Errata

p. 86 – Corruption
Under the DC 15 entry, change the second sentence to say “If your Use the Force check exceeds the target’s Fortitude Defense by 5 or more…”

p. 118 – HWK-290 Transport
Change Cargo to 75 tons.

p. 120 – Maka-Eekai L4000 Transport
Change Cargo to 140 tons.

p. 270 – Sentinel-class Landing Shuttle
Replace Sentinel-class landing shuttle with the following statistics:

Sentinel-class Landing Shuttle CL 10

Colossal space transport
Init +5; Senses Perception +6

[rule]
Defense Ref 17 (flat-footed 12), Fort 26; +12 armor
hp 120; DR 15; SR 50; Threshold 76

[rule]
Speed fly 16 squares (max. velocity 1,000 km/h), fly 5 squares (starship scale)
Ranged 4 laser cannons +4 (see below) and
ion cannons +4 (see below) or
Ranged 2 medium concussion missiles +6 (see below) and
ion cannons +4 (see below) or
Ranged 2 repeating blaster cannons +6 (see below) and
Ion cannons +4 (see below)
Fighting Space 12[ts]12 or 1 square (starship scale); Cover total (crew)
Base Atk +2; Grp +38
Atk Options autofire (laser cannons, repeating blaster cannons)

[rule]
Abilities Str 42, Dex 20, Con —, Int 14
Skills Initiative +1, Mechanics +6, Perception +6, Pilot +1, Use Computer +6

[rule]
Crew 6; Passengers 54 (troops)
Cargo 80 tons; Consumables 1 month; Carried Craft 12 speeder bikes
Payload 8 concussion missiles
Hyperdrive [ts]1 (backup [ts]10)
Availability Military; Cost 240,000
Ion cannon (copilot)
Atk +4, Dmg 4d10[ts]2 ion

[rule]
Laser cannon (gunner)
Atk +4 (–1 autofire), Dmg 6d10[ts]2

[rule]
Medium concussion missile (2 gunners)
Atk +6, Dmg 8d10[ts]2, 2-square splash

[rule]
Repeating blaster cannon (2 gunners)
Atk +6 (+1 autofire), Dmg 3d8[ts]2 

Official Clarifications

p. 17 – Togorian Species Traits
Change the section under Large Size to say: “Togorians take a –1 size penalty to Reflex Defense, a –5 penalty to their Stealth checks, and a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters.”

p. 18 – Whiphid Species Traits
Change the section under Large Size to say: “Whiphids take a –1 size penalty to Reflex Defense, a –5 penalty to their Stealth checks, and a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters.”

p. 27 – Hidden Weapons
Change the first sentence of the talent’s description to, “If you draw a concealed weapon and, before the end of the same round, make an attack against a target that failed to notice the item, the target is considered flat-footed against you.”

p. 33 – Informer Feat
Remove the phrase “for the purpose of using this feat” from the Benefit of the feat.

p. 34 – Natural Leader
Add the phrase, “and continues to grow in scale as you gain levels” to the end of the second sentence of the feat’s Benefit section.

p. 48 – Independent Spirit
Add the phrase ”against a single skill check or attack roll” after the phrase “(your choice)”

p. 48 – Device Jammer Talent
Change the second sentence of the talent’s description to say, “…you select a particular piece of personal, portable electronic equipment (any item listed as equipment, excluding droids, vehicles, and weapons, that has an electronic component)…”

p. 86 – Telekinetic Prodigy
Add the following sentence to the end of the talent’s description: “If you increase your Wisdom score at a later time and select the move object power, you only gain an additional power if you did not take the move object power when you first chose that feat. Otherwise, you gain an additional Force power as normal.”

Star Wars Roleplaying Game: The Force Unleashed - Errata and Official Clarifications

KOTOR Errata

p. 26 – Demoralizing Defense
Add the following sentence to the end of this talent’s description: “A single target may only be affected by this talent once per round.”

p. 32 – Table 2-1: Feats Implant Training
Change the table description for Implant Training’s benefit to “Do not move extra steps down the condition track.”

p. 39 – Taint of the Dark Side
Add the following sentence to the end of the talent’s description: “If you spend a Force Point or Destiny Point to modify this power in any way, you increase your Dark Side Score as normal.”

p. 47 – Melee Duelist Requirements
Change the Feats section to say, “Melee Defense, Rapid Strike, Weapon Focus with any melee weapon.”

p. 47 – Dual Weapon Flourish II
Add the phrase “once per turn on your turn” before the phrase “you can make a full attack…”

p. 47 – Single Weapon Flourish II
Add the phrase “once per turn on your turn” before the phrase “you can make a full attack…”

p. 67 – Adhesive Grenade
Add the following sentence to the end of the weapon’s description: “Adhesive grenades have a 2-square burst radius.”

p. 69 – CryoBan Grenade
Add the following sentence to the end of the weapon’s description: “CryoBan grenades have a 2-square burst radius.”

p. 69 – Lanvarok
Change the last sentence of the second paragraph to say, “Massassi and Kissai treat the Massassi lanvarok as a simple weapon instead of as an exotic weapon.”

p. 75 – Table 5-6: Weapon and Armor Accessories
Change the Upgrade Slot Cost of the Improved Energy Cell to 1.

Knights of the Old Republic Clarifications

p. 31 – Weapon Focus + Weapon Finesse Combined Feats
Remove the phrase “for the purpose of Weapon Finesse” from the end of the paragraph.

p. 35 – Sniper Shot
The bonus to attacks applies to all attack rolls made until the beginning of your next turn.

p. 39 – Improved Riposte
Remove the phrase “once per turn” from the beginning of the talent’s first sentence.

p. 44 – Brutal Attack
You determine damage (including doubling damage from a critical hit) and compare it to your target’s damage threshold first, then add the extra die of damage when applicable.

p. 47 – Exotic Weapon Master
Add the phrase “or talents” after the word “feats” in the second sentence of this talent’s description.

p. 52 – Wound Force Power
Change the first sentence of the Special section to say, “If the target moves 1 or more steps down the condition track as a result of being damaged by this power, the condition becomes…”

Star Wars Roleplaying Game: Knights of the Old Republic - Errata and Official Clarifications

Actual Armor Upgrade Slots Errata

Close, but not quite:

  • Normal (non-powered) armor - 1 upgrade slot
  • Powered armor - 2 upgrade slots
  • Beskar’Gam - 2 upgrade slots
  • Mandalorian Neo-Crusader light armors - 2 upgrade slots + Integrated Equipment upgrade (2 pieces of equipment)
  • Mandalorian Neo-Crusader medium/heavy armors - 2 upgrade slots + Integrated Equipment upgrade (5 pieces of equipment)

Help Me Out 3: Scum & Villainy Hangups - Page 2 - Wizards Community

Armor and Upgrade Slots Errata

The armor thing is a result of KOTOR and S&V being in the works at the same time, with KOTOR using an earlier draft of S&V’s modification rules.

Things were further complicated when I noticed that the original definition — “1 slot for normal armor, 2 slots for powered armor” — depended on something that doesn’t exist in Saga: “Powered armor” is no longer a separate category, and it is never defined in the rules. (Also, it is conceptually problematic: If you consider Stormtrooper armor to be “powered,” as the earlier editions did, could you make any armor “powered” by adding a helmet package?)

I proposed an alternative — “1 light, 2 medium, 3 heavy” — and put that in my edited copy of Chapter 2. At the time, I didn’t know that KOTOR was already using the “powered armor” wording, and it appears that by the time this inconsistency was noticed, it was too late to change KOTOR to match. So, some time after it left my hands, they went back to the original version (note how the armors in Chapter 2 specifically point out “this is powered armor” on everything that is), but they apparently missed the reference on page 37.

So, here’s how it should work:

  • Scum & Villainy page 37: In the second paragraph under Upgrade Slots, replace the second sentence with the following: “Unlike most armor, powered armor has two free upgrade slots.”
  • Definition: Armor counts as “powered armor” if it is specifically described as such, or if some variation of the word “power” appears in its name (such as a Corellian powersuit).


As of right now, I think this is a complete list of powered armor:

  • Saga Edition core rulebook: Corellian powersuit
  • Scum & Villainy: GTU-1C Combat Armor; GTU-1S Scout Armor; Krail 210 Personal Armor.
  • Knights of the Old Republic Campaign Guide: Battle Armor, Light Powered; Battle Armor, Powered; Battle Armor, Heavy Powered. (Mandalorian Armor is not powered armor, but it gains extra upgrade slots due to its design.)


Speaking of Mandalorian Armor, the number of upgrade slots will almost certainly be reduced a bit because this was probably meant to make it possible for Mandos to carry a lot of cool gear built into their armor (as the Fetts do). However, the original version of the S&V customization rules were not quite so “gadget friendly,” in that the Integrated Equipment modification took 1 slot and only added 1 piece of gear. Since the rewritten version allows up to 10 pieces of integrated equipment but only takes up 1 or 2 upgrade slots, all those extra slots are unnecessary (and just a tad unbalancing, given all the other possibilities in S&V).

I think the most likely change is where all Mandalorian armor provides two upgrade slots, like the Beskar’gam in S&V. In addition, all Mandalorian armor in KOTOR has built-in integrated equipment slots: 2 for the light armors (Neo-Crusader Light Armor and Mandalorian Combat Suit), 5 for the medium and heavy armors (Mandalorian Battle Armor and Neo-Crusader Assault Armor). This fits the spirit and intent of the original version.

Help Me Out 3: Scum & Villainy Hangups - Page 2 - Wizards Community

No Automated Weapons in Armor

There is a paragraph about autonomous weapon mounts in Scum And Villainy, but Rodney has since clarified that it was left in by mistake. They were going to have a mechanic for weapons that fire by themselves at some point, then removed it, but one paragraph referring to it got left in by mistake.

Weapon Mounts

BONUS FEATS
Certain feats from Scum and Villainy, Threats of the Galaxy(*),
and Starships of the Galaxy(@) can be selected as bonus feats
by members of certain classes. Each class mentioned below adds
the following feats to its list of available bonus feats.

Class Bonus Feats
Jedi Close Combat Escape, Cornered, Deceptive Drop,
Lightning Draw, Opportunistic Retreat,
Staggering Attack, Tactical Advantage,
Wicked Strike

Noble Friends In Low Places, Hasty Modifications,
Impulsive Flight, Signature Device,
Starship Designer@, Superior Tech

Scoundrel A Few Maneuvers*, Collateral Damage, Cornered,
Friends In Low Places, Hasty Modifications,
Knife Trick, Lightning Draw, Momentum Strike*,
Mounted Defense*, Signature Device,
Slippery Maneuver, Staggering Attack,
Starship Designer@, Superior Tech

Scout Burst of Speed, Collateral Damage, Deadly Sniper,
Duck And Cover, Fleet-Footed, Impetuous Move,
Impulsive Flight, Momentum Strike*,
Mounted Defense*, Resurgence, Stay Up

Soldier Collateral Damage, Cornered, Deceptive Drop,
Lightning Draw, Opportunistic Retreat,
Staggering Attack, Stay Up, Suppression Fire*,
Tactical Advantage, Wicked Strike

Bonus Feat Sidebar for S&V/TotG/(SotG)/(WE) - Wizards Community

Powered Armor

This won’t be exact, but we can determine roughly what makes armor powered rules-wise. From the description of the powered armor in the KotOR CG, all powered armor comes with a free helmet package and has two free upgrade slots. They also have their armor bonus to Reflex defense reduced by one, cost a few thousand credits more and weigh about 1-2 kg more. For example, a normal set of medium battle armor costs 7,000 credits and has +8 armor, +2 equipment, weighs 16 kg and, as medium armor, has 2 upgrade slots. Reduce the armor bonus to +7, increase the weight to 17 kg, add two upgrade slots and a helmet package and then increase the cost by 4,000 credits and you now have powered medium battle armor. Heavy powered armor follows the same rough formula, as does light powered armor (though it only costs 3,000 credits extra). If you wanted a powered version of any armor, first reduce its armor bonus by 1. Then add 1-2 kgs of weight, include a helmet package and 2 upgrade slots. Finally, increase the cost by 3,000-4,000 credits (maybe 3k for light armors, 4k for medium and heavy armors). While this isn’t a perfect method at all, it does give you a guideline to follow.

Rough idea of the two major warring forces and the areas they control.

Rough idea of the two major warring forces and the areas they control.

Desperate Gambit Houserule

Prerequisite: +6 BAB

Once per turn you may reroll a missed attack. Drop one step down the condition track after rerolling the attack.