Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1

ter's turn do not count towards the aforementioned
limit of two maneuvers a character may perform dur-
ing his turn—specifically because it happens outside
of the character's turn. These additional maneuvers
are generally awarded at the providence of the GM,
and thus there is no hard and fast limit to the num-
ber of maneuvers that can be awarded in this manner.
However, the GM would be wise to limit the number of
out-of-turn maneuvers each character performs each
round to one or two at most.


TYPES OF MANEUVERS


The following is a list of the maneuvers a character
can perform during combat. Please note that this
list is not exhaustive. The entire point of maneuvers
is that they can cover any activity relatively easy to
perform that still requires some amount of time and
effort. While these maneuvers are deliberately gen-
eral to cover as many options as possible, if a player
comes up with something he wants his character to do
that is not covered by this list, he should not dismiss
the idea out of hand. Instead, he should explain what
he'd like to accomplish to his GM, who can decide if
it can realistically be performed in a single maneuver.


Some activities may also require multiple maneu-
vers to perform. Generally, these maneuvers must be
performed sequentially, without being interrupted by
the character performing other maneuvers or actions,
for the task to be successful.

AIM

During combat, a character can use the Aim maneuver
to steady a weapon or line up a hit before attacking,
granting a bonus to his next combat check. A charac-
ter only gains the benefit of aiming if he remains in his
current position and does not perform any additional
maneuvers or actions before his next combat check.
Any damage that exceeds the character's soak also
negates the benefit of aiming.
Aiming provides the character with one of the two
following bonuses:


  • Gain • on the next combat check. If the
    character spends two consecutive ma-
    neuvers aiming, he gains • • on the
    next combat check.

  • Target a specific item carried by
    the target, or a specific part of
    the target. This could allow the
    character to attempt to strike
    or shoot a weapon from his
    opponent's hand, for ex-
    ample, or target an op-
    ponent's limb to cripple
    him. If the character


spends one maneuver aiming to do this, his next
combat check suffers • • If he spends two con-
secutive maneuvers aiming, the combat check
suffers • instead.

ASSIST

Performing the assist maneuver allows an engaged
ally to add • to his next check. Several characters
can use the assist maneuver to add more bonus •
to the engaged ally's next check. All awarded bonus
dice must be used on the assisted character's next
turn, otherwise they are discarded. The Game Master
should use his own discretion when allowing Players
to assist one another. Some actions simply do not
benefit from assistance.

GUARDED STANCE

A character can take a maneuver to assume a guard-
ed stance, helping him defend against melee attacks.
A character who performs this maneuver adds • to
any combat checks he makes until the end of his next
turn. However, he also gains melee defense 1 until the
end of his next turn.

INTERACT WITH THE ENVIRONMENT

Often a single maneuver is enough to interact with
the environment around a character. This is a broad
category of possible interactions, such as opening a
blast door, ducking behind a wall, pressing a specific
button on a control panel, or grabbing a blaster off
of the ground. The following are some more specifi-
cally designed examples of interacting with the
environment:


  • Moving a large item. Flipping over
    a table, shoving a barrel into a pursu-
    er's path, hefting a crate; all of these
    would take a maneuver to perform.jj

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