Star Wars: Edge of the Empire Rule Book

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incoming fire, collision, or other calamity. Executing
Evasive Maneuvers upgrades the difficulty of the dice
pool once for all attacks made against the ship until
the end of the pilot's next turn. While this makes the
ship executing the starship maneuver harder to hit, it
also makes it harder for the ship executing the star-
ship maneuver to hit anything else. Executing Evasive
Maneuvers likewise upgrades the difficulty of the dice
pool once for all attacks made by the ship until the
end of the pilot's next turn. Evasive Maneuvers can
only be undertaken by ships or vehicles of silhouette
4 or lower. Anything larger is typically too slow or
awkward to perform Evasive Maneuvers.


STAY ON TARGET

Pilot Only: Yes
Silhouette: 1-4
Speed: 3 +
This reflects a pilot's concentration and his ability to
shut out combat-related stresses and distractions to
make sure a target is hit or an adversary destroyed.
Until the end of the pilot's next turn, all combat checks
from the vehicle or vessel executing this maneuver up-
grade the Ability dice in their pool once. Unfortunately,
while he is concentrating so hard on his target, the pilot
blocks out all other threats and is an easier target for op-
ponents. Any combat checks made targeting a ship ex-
ecuting this starship maneuver upgrades the Ability dice
in their pool once until the end of the pilot's next round.
This starship maneuver is restricted to small vessels like
starfighters and patrol boats, and only ships or vehicles
of silhouette 4 or lower can Stay on Target.


PUNCH IT
Pilot Only: Yes
Silhouette: 1-4
Speed: Any
This maneuver allows a ship or vehicle to go immediate-
ly to its maximum speed rating from any other speed,
mostly by throwing the throttles to maximum and over-
loading the ship or vehicle's drives. While expeditious, it
also puts undue strain on a ship or vehicle. When exe-
cuting this starship maneuver, the ship or vehicle suffers
one point of system strain for every point of speed be-
tween the ship's current speed and its maximum speed.
For example, the pilot of a YT-1 300 light freighter is
hiding from an Imperial navy patrol at speed 0 in the
lee of a large asteroid. Suddenly he is set upon by a
pair of TIE Fighters, decides that discretion is the better
part of valor, and Punches It. He immediately throws his
throttles to their maximum setting and the ship jumps
to life. While he escapes unharmed and is able to jump
to hyperspace, the sudden acceleration causes three
points of strain to his ship.
This starship maneuver is restricted to ships of silhou-
ette 4 or lower, as larger vessels have too much mass to
accelerate so quickly.


ANGLE DEFLECTOR SHIELDS
Pilot Only: No
Silhouette: Any
Speed: Any
Using this maneuver, a crewmember with access to
the shield controls can reassign up to one point of De-
fense from one defense zone to another. For example,
a player could shore up a vessel's forward defense
zone with a point from its aft defense zone. This ma-
neuver only works if the ship or vehicle has defense
that can be reassigned, as with deflector shields.

ACTIONS


In combat involving starships or vehicles, there are
some additional actions characters may perform that
specifically apply to the ship or vehicle they are oper-
ating. Some of these actions are labeled as Pilot Only
actions. A starship or vehicle may benefit from only
one Pilot Only action per round, no matter how many
crew-members are aboard her. (Pilot Only actions are
actions that affect the movement of the ship itself,
and ships may only move so fast and so far.)

Remember, any of the actions listed starting on
page 203 of combat can also be performed in com-
bats involving ships or vehicles, within the bounds of
common sense.

DAMAGE CONTROL
Pilot Only: No
Silhouette: Any
Speed: Any
This action is an attempt to mitigate some of the
stress caused to a vehicle's systems through combat
or accident. Using this action, any Player Character
who makes a successful Mechanics check recovers
one point of system strain. The difficulty of the Me-
chanics check is determined by the strain the ship is
currently suffering. Damage Control can be attempt-
ed as many times as needed to reduce a ship's system
strain to zero (with the caveat that a single character
can still only perform one action per turn, of course).

TABLE 7-Z: DAMAGE CONTROL DIFFICULTY
Total Strain Total Hull Trauma Difficulty
System strain
less than half
system strain
threshold.

Hull trauma less than
half vehicle's hull
trauma threshold.

Easy(4)

System strain
equal to or
more than half
vehicle's system
strain threshold.

Hull trauma equal to or
more than half vehicle's
hull trauma threshold.

Average (44)

System strain
exceeds
vehicle's system
strain threshold.

Hull trauma exceeds
vehicle's hull trauma
threshold.

Hard (444)

STARSHIPS AND VEHICLES
EDGE OF THE EMPIRE
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