TEXT: Star Trek Decipher RPG - Errata
  Errata & Typos   
  Page 183, chart 10.4 phaser settings 9 through 16 have an
  incorrect notation of ‘Kill*’ referring to the Appendix on “Stun.”
  Remove the asterisk.
  Page 251, under the heading “Stun, Kill, and Disintegration Effects”
  there is mention of making reaction tests for each of these but only
  rules and TNs given for shrugging off Stun results. The text is in
  error; there are no reaction tests to avoid damage once you’ve been
  hit. Use the Dodge action to avoid being disintegrated!
  Page 102, Table 6.5, TN modifiers for academic tests under
  memory loss. The modifiers should be positive values (a penalty),
  raising the TN of any academic tests.
  Page 96, under the Emergency Medic and Ship's Doctor Professional
  Development packages, late layout changes accidentally removed
  portions of the descriptive text. The packages, however, are
  complete. (This text may be made available at a later date for those
  interested.)
  Page 146, descriptive text under Assigning Reactions. As per the
  Psionic edge, Lovek’s starting Psi should be 4, not 2. (Typo)
  Page 71, Table 3.10, Operations Officer Skills. The table
  erroneously refers to the “engineer officer’s” professional skills. The
  table is otherwise correct.
  Page 24, Command Officer Archetype. “Command 1” should actually
  be “Promotion 1.”
  Page 153, Advancing Skills and Reactions. The descriptive text is
  misleading in stating that you may only spend a certain number of
  picks per advancement. The limitations are per advancement, not
  pick. Thus, a character may increase a maximum of two
  professional skills, one non-professional skill, two favored
  reactions, or one non-favored reaction per advancement (provided
  
  they have enough picks).
  Page 91, Rogue: Scoundrel package. Drop the "Fast On Your Feet"
  trait.
  Page 181, Table 10.3, Ranged Weapons: Archaic Weapons. The
  crossbow is listed twice. Remove the duplicate entry.
  Page 66, Starship Officer: Capable professional ability. Last
  sentence should read "When performing actions in excess of their
  action allowance, starship officers suffer only a -3 to professional
  skill tests, rather than the -5 test penalty that normally applies."
  (Note: This crops up in other places as well, such as the Staff
  description on page 185. Anything that notes the multiple action
  penalty is lowered from 10 to 5 should instead read that the penalty
  is lowered from 5 to 3.)
  Page 135, Innovative edge: Under effects, the following should be
  added: "The Starship Duty ability may not be selected in this
  manner."
  Page 66, Command Officer, Prerequisites: Should read "Starship
  Duty or..." The same applies to the prerequisites listed for all
  Starship Officer elite professions.
  Rules Clarifications (Q/A)   
  Q: When I Dodge (page 248) and roll less than my Defense, is the
  TN to hit me lowered as well?
  A: No. The TN to hit you is always the better of the two results: your
  Defense or the Dodge result. You can not ‘zag’ into a punch, for
  example.
  Q: On page 249 a mention is made of multiple Dodge actions. How
  does that work?
  A: Every time you take a Dodge action and make a quickness
  reaction test, the result (if higher) becomes the TN to hit you.
  Always use the highest result if better than your Defense.
  Q: Do skills under skill groups have specialties?
  
  A: Yes, but you do not get them for free. You must purchase them
  through advancements or have a specialty granted to you through a
  package.
  Q: On page 109 the sample skills under Armed Combat tell me to
  choose a specialty. Do I have to take one?
  A: Those are sample specialties that may be purchased. You do not
  get a specialty for free.
  Q: Why are there no sample specialties under the Unarmed Combat
  skill group?
  A: While the Narrator may allow characters to specialize in different
  unarmed styles (skills), the exact type is up to the Narrator. It is
  presumed that most, if not all, unarmed combat skills do not have
  specialties.
  Q: Can I spend a few of my picks during an advancement and hold
  onto the rest for later?
  A: No. All advancement picks must be spent prior to resuming play
  (the next adventure).
  Q: Can Flaws be ‘bought off?’
  A: Yes, although the chart on page 153 does not implicitly show
  this. The cost of lowering a flaw (Addiction 2 to Addiction 1 or
  Addiction 1 to nothing) is the same as purchasing an Edge.
  Q: How much damage does an unarmed combat strike do?
  A: 1d3+Str, +2 for a complete success, +4 for an extraordinary
  success (pg 250).
  Q: On page 250, under Inflicting Damage, it says on an
  extraordinary success to use maximum damage. Does this include
  unarmed attacks?
  A: No. This text refers to close (armed) combat attacks (i.e. with
  weapons) only.
  Q: What is the process of creating a character?
  A: The entire character creation process is listed in order and
  illustrated on pages 20 and 21.
  
  Q: Does the Starship Duty professional ability waive both the
  prerequisites for Starship Officer elite professions and the five
  advancement picks required to take an elite profession?
  A: The first time Starship Duty is taken it waives both the
  prerequisites and the five advancement picks. Subsequent
  selections waive either the prerequisites or the picks, but never
  both.
  Q: Can someone from a basic profession other than Starship Officer
  use Innovative to get Starship Duty?
  A: No. Starship Duty cannot be gained through the use of the
  Innovative edge.
  Q: Can a character ever select/purchase a second base profession?
  A: No. A character only has one base profession. Characters may
  purchase as many Elite Professions as they qualify for, as per the
  rules.
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Errata and Conversions/Star Trek Rpg - Decipher - Erratas.pdf