Star Wars: Edge of the Empire Rule Book

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  • Opening or closing a door. Whether an elec
    tronic blast door or a primitive door with latches
    and hinges, opening or closing it takes a maneuver.

  • Taking cover. Ducking behind a door jam, crouch-
    ing behind a crate, or peeking around a tree trunk;
    all of these allow the character to gain ranged de-
    fense 1 (and some cover can grant a ranged de-
    fense higher than 1 if particularly sturdy). It takes
    a maneuver to take cover, but once in cover, the
    character keeps the bonus unless the circumstanc-
    es around him change so that he would no longer
    benefit from cover, or he moves out of cover.


MANAGE GEAR

Managing items and equipment is accomplished by
this maneuver, which can cover the following options.



  • Draw, holster, ready, or load a weapon. This
    maneuver covers the basic manipulations of most
    weapons, such as drawing a vibroknife from its
    sheath, recharging a blaster rifle's energy cells
    (provided the character has additional ammo at
    hand—see page 181), or drawing and prepping
    a thermal detonator for use.

  • Draw something from storage, or put it away.
    A character can perform a maneuver to retrieve
    an item from a pouch, backpack, satchel, bando-
    lier, or some other accessible container. This can
    also be used to stow items in a similar fashion.


MOUNT OR DISMOUNT

Mounting and dismounting a domesticated animal such
as a trained dewback or a tauntaun requires a maneu-
ver. (Successfully mounting an untrained animal, how-
ever, requires a Medium (4) 4r) Survival check, which
may be harder depending on how ornery the CM feels
the animal is.) Similarly, mounting a vehicle, sliding into
a cockpit, or otherwise engaging a vehicle for piloting or
a gunnery station for use requires a maneuver as well.

MOVE

This maneuver allows the character to move within
his environment. The game defines several different
broad types of movement. When characters move,
they do one of the following:


  • Change range increment. Performing this maneu-
    ver allows a character to move between short and
    medium range relative to another person or object.
    This also allows characters to move between me-
    dium and long range by performing two maneuvers,
    or between long and extreme range by performing
    two maneuvers. When covering long distances, mul-
    tiple maneuvers do not have to be performed on the
    same turn, but the character is not considered to
    be in the new range increment until all required ma-
    neuvers have been performed. For more detail on
    determining range, see Range Bands, page 208.

  • Engage or Disengage from an opponent. If a tar-
    get is already within short range of a character, the
    character can perform a maneuver to engage that


FLYING

F


light in EDGE OF THE EMPIRE is handled in two dif-
ferent ways. Vehicles and starships that fly use
the rules found in Chapter VII to handle their
flight. Some pieces of equipment allow individuals
to mimic their flight and use these rules as well.
However, some creatures or individuals can fly, but
not at the same speeds as vehicles or mechanical
devices such as jump packs. In these cases, these
creatures or individuals simply move from one
place to the other by flying, but still use the rules
presented in this chapter for situations such as
combat. Their flight is handled mostly narratively,
with a common-sense approach. For example, a
flying creature could easily fly over difficult or im-
passable terrain, or fly over water without having
to swim through it. It could cover vertical distances
in the same way that individuals in this game cover
horizontal ones. However, there are some points
to keep in mind concerning flying creatures.

Creatures that can hover (such as insects orToy-
darians, for example) rely on swiftly moving wings,

bags of lighter-than-air gas, or other systems to
move while staying above the ground. These sim-
ply move in the same manner as other creatures,
with the following exceptions. Hovering creatures
ignore difficult or impassable terrain as long as
they can reasonably stay above it, and ignore the
penalties for moving through water. They gener-
ally have to stay relatively close to the ground
(within Medium range), unless noted otherwise.
Creatures that can fly (such as most birds or
mynocks) use aerodynamic principles such as
lift to stay aloft. These follow all the same rules
about terrain as creatures that hover. However,
they have to maintain at least some speed to
stay aloft, and thus while flying must spend one
maneuver every turn to move (they can actually
change position, or just circle or wheel in place
and effectively remain where they are). Most
flying creatures can move faster than hovering
or ground creatures, and could move from long
range to short range using a single maneuver.
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