Star Wars: Edge of the Empire Rule Book

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Maneuvers

Maneuvers are activities that are not complex enough
to warrant a skill check, but do involve time and effort
on the part of a character. Characters are allowed one
maneuver during their turn, and certain circumstances
may allow them a second maneuver as well (see be-
low). The following are some examples of maneuvers:


  • Aiming a weapon.

  • Moving one range band closer or farther away
    from an enemy (for more on range bands, see
    page 208).

  • Opening a door.

  • Diving behind cover.

  • Standing up.


ACTIONS

Actions are important activities that are vital to a
character accomplishing goals. Each character may
normally only perform one action during his turn, and

it will likely be the most important activity he under-
takes during his turn. Actions almost always involve
performing a skill check, although certain character
abilities may require using an action to activate them.
The following are some examples of actions:


  • Slicing a computer.

  • Opening a locked door.

  • Firing a weapon.

  • Punching or grappling an opponent.

  • Instructing allies with a series of orders.

  • Performing first aid on an ally.

  • Sneaking up on a vigilant foe.

  • Climbing a cliff.
    Out of all of these options, the most common dur-
    ing combat is likely attacking an opponent. Attacking
    an opponent requires a combat skill check, some-
    times referred to in shorthand as a combat check or
    simply an attack.


MANEUVERS


B


ecause EDGE OF THE EMPIRE utilizes an abstract
method of describing combat, movement is simi-
larly described in broad strokes. Characters often do
far more than shoot their blasters in combat, includ-
ing pulling out stimpacks to heal a wounded comrade,
slicing through a computer to open a blast door, or
scaling a wall to get an advantage on their opponents.
Not all undertakings require a check. These mi-
nor activities are known as maneuvers and cover a
wide range of activities that any character can per-
form. They require an investment of time and effort
on the character's part, but are simple enough that
there is no chance of failure when doing them. Techni-
cally, characters perform maneuvers during narrative
gameplay as well as encounters. However, maneuvers
are tracked and defined during encounters because
characters are more limited in their time and efforts
by the frantic pace of conflict.

MANEUVER LIMITATIONS


A character may perform one free maneuver on his
turn. He may also perform a second maneuver by vol-
untarily suffering two points of strain. (Characters may
also perform a second maneuver through a particularly
successful skill check, or by other means listed else-
where.) However, regardless of the source, a single
character may not perform more than two maneu-
vers during his turn

MANEUVERS OUTSIDE A
CHARACTER'S TURN

In some cases, a character may even be able to per-
form a maneuver when it is not his turn. A storm-
trooper rolling horribly on a Stealth check to ambush
a character may generate a number of failures on his
check. The CM may decide that the blunder allows his
would-be victim the opportunity to perform a maneu-
ver, even though it is the stormtroopers turn.
Any bonus maneuvers gained outside of a charac-

PERSONAL MANEUVERS VERSUS
STARSHIP MANEUVERS

T


his section deals primarily with maneuvers
performed on the personal level—individual
characters moving about and performing tasks.
Starships also perform maneuvers to represent
their mobility, evasion, and special moves. To
distinguish the two types of maneuvers, the
default use of the term applies to personal
level maneuvers. Starship maneuvers are spe-
cifically prefaced with the word "starship" for
easy reference. More information about star-
ship maneuvers can be found in Chapter VII:
Starships and Vehicles

CONFLICT AND COMBAT
EDCE OF THE EMPIRE
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