Star Wars: Edge of the Empire Rule Book

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RELATIVE POSITIONING

pecause of the narrative, abstract way in which
Ddistance is measured, both the players and
Game Master must be aware of how positioning
relative to two or more targets is measured. Once
combat begins, the Game Master will tell each play-
er where he is relative to the opponents—it is then
up to the player to track his range relative to those
opponents as the battle progresses.
For example, during a battle within a huge hangar
bay. the characters are ambushed by four storm-
troopers—two approach from one side and two on
the other—considered at the medium range band
to the characters. During their turns, the characters
split up to attack. Two of the players move towards
one group of stormtroopers, getting within short

range, and the other group moves to the opposite
set of stormtroopers. Both groups of characters are
now within short range to their specific targets, but
medium range to the other group of targets.
The difference between personal and planetary
ranges of scale should be considered separately. At
a planetary scale, two starships attacking each oth-
er at short range does not translate to being short
at a personal range—the distance is considered
far past extreme for a personal range, even with
Ranged (Heavy) weapons. Similarly, two docked
ships are considered engaged at a planetary scale,
but a gun battle on the surface of either ship utilizes
the personal range bands where characters may be
at long or even extreme range from each other.

range can talk comfortably without raising their voices.
Moving to another spot within short range is usually
easy to do and generally only requires one maneuver.


MEDIUM RANGE

Medium range can be up to several dozen meters away.
More reliable pistols can reach to medium range. Few
thrown weapons can reach this far. Two people in medi-
um range of each other need to talk loudly to hear each
other. Moving from short range to medium range takes
little exertion, and generally requires one maneuver.


LONG RANGE

Long range is further than a few dozen meters. Blaster
rifles, mounted weapons, and weapons that use the
Gunnery skill can reliably reach this far without too much
trouble. Two people in long range of each other need
to yell loudly to hear each other. Moving from medium
range to long range requires two maneuvers, as it is more
time consuming than moving between medium range
and short range. This means that in most cases, a char-
acter cannot close the distance between short and long
range in a single round, as it would take three maneuvers
(one for short to medium, two for medium to long).

EXTREME RANGE

Extreme range is the farthest range at which two targets
can interact. High-tech sniper weaponry and some ve-
hicle-mounted armaments may reach out to this range.
Two people at extreme range may not be able to hear
each other even if they shout. Moving between long
range and extreme range can be time-consuming and
exerting, and requires two maneuvers. This means that
in most cases, a character can move the entire distance
between long and extreme range in a single round, but
will suffer strain or give up his action to do so.

PLANETARY SCALE
RANGES

The distances and range bands presented here are
based on the personal scale for characters. Starships
and vehicles may use these range bands, or much larger
range bands, based on the needs of the story. On a plan-
et's surface, these range bands may suffice, while in the
depths of outer space in the midst of a heated starship
battle, the range bands represent much larger distances
and positions. See the starship section for more details
on planetary and starship-based ranges and distances.

A good guideline is that the close range on planetary
scale picks up where the extreme range of personal scale
ends—it's the next step in ranged bands. However, the
scale is so much bigger that a single person could never
use maneuvers to move next to a target that's "close"
to him on a planetary scale—the distance may be up
to several kilometers and take hours of walking. Further
range bands on a planetary scale would be even more
extreme. Planetary scale ranges are explained further
on page 238 in Chapter VII: Starships and Vehicles

CUSTOM SKILLS IN COMBAT

S


ome players may have characters that use cus-
tom combat skills. This is acceptable within the
game (as long as the GM is fine with it). However,
many of the rules in this chapter are written with
the five basic combat skills in mind, and do not
mention custom combat skills specifically. Thus,
players need to determine beforehand whether
these skills are used to make ranged attacks or
close combat attacks. Ideally, they should deter-
mine what existing skill their new, custom skill is
most similar to, and apply the same modifiers to
their new skill that apply to the original skill.
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