Page 69: In the mechanic's custom rig ability, in the first paragraph, in the seventh sentence, change “Mk 1 comm unit” to “personal comm unit” and change the parenthetical reference afterward to “see page 218”.

Page 78: In the mechanic's Drone Mods section, in Advanced Mods, replace the second sentence of Echolocators with the following.

Page 94: In the ghost operative specialization, in the Associated Skills entry, in the second sentence, change “+4” to “+1”.

Page 112: In the first sentence of the arcane assailant soldier's secret of the magi style technique, the word "ethereal" should be deleted and "ghost killer" should be added to the list of weapon fusions.

Pages 319–325: Change the following DCs related to starship combat. If an action isn't listed, the stated DC remains the same.

Stunts

For the back off stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.

For the barrel roll stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.

For the evade stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.

For the flip and burn stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.

For the flyby stunt, the DC of the Piloting check equals 15 + 1-1/2 times the tier of the enemy starship.

For the slide stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.

Restoring Shields and Repairing Damage

The DC of the Engineering check to double the recharge rate for your shields equals 15 + 1-1/2 times your starship's tier.

The DC of the Engineering check to halve the cost or time for repairing damage your starship's hull equals 15 + 1-1/2 times your starship's tier.

Captain Actions

For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier.

For the encourage action, the DC of the Diplomacy check is 15; the DC for checks using other skills remains 10.

For the taunt action, the DC of the Bluff or Intimidate check equals 15 + 1-1/2 times the enemy starship's tier.

For the orders action, the DC of the check equals 15 + 1-1/2 times your starship's tier.

For the moving speech action, the DC of the Diplomacy check equals 20 + 1-1/2 times your starship's tier.

Engineer Actions

For the divert action, the DC of the Engineering check equals 10 + 1-1/2 times your starship's tier.

For the hold it together action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.

For the patch action, the DCs of the Engineering check equal 10 + 1-1/2 times your starship's tier to patch the glitching critical damage condition, 15 + 1-1/2 times your starship's tier to patch the malfunctioning critical damage condition, and 20 + 1-1/2 times your starship's tier to patch the wrecked critical damage condition.

For the overpower action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.

For the quick fix action, the DC of the Engineering check equals 20 + 1-1/2 times your starship's tier.

Pilot Actions

For the maneuver action, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.

For the audacious gambit action, the DC of the Piloting check equals 20 + 1-1/2 times your starship's tier.

Science Officer Actions

For the balance action, the DC of the Computers check equals 10 + 1-1/2 times your starship's tier.

For the scan action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures.

For the target system action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.

For the lock on action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.

For the improve countermeasures action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.