Star Wars: Edge of the Empire Rule Book

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Likewise, a skilled mechanic can even repair some of
the damage dealt to a vehicle during an ongoing fight,
although this is much trickier. In general, PCs can only
attempt one Damage Control check to reduce hull trau-
ma per encounter (there are only so many repairs that
can be accomplished without the facilities of a proper
shipyard). In addition, the GM is the final arbitrator as
to whether a Player Character can attempt repairs of
hull trauma at all (a snubfighter pilot could not climb
out of his cockpit during a dogfight to patch his wing,
nor could a speeder biker re-attach one of his control
surfaces while driving through a forest).
Characters can also use this action to repair Critical
Hits the ship is suffering from. The difficulty of repair-
ing a Critical Hit is listed on Table 7-9: Critical Hit
Result. Checks to repair Critical Hits can be attempt-
ed multiple times, until the Critical Hit is repaired.


GAIN THE ADVANTAGE
Pilot Only: Yes
Silhouette: 1 -4
Speed: 4 +
This action reflects the constant, frantic give-and-take
of a dogfight between small craft like starfighters and
patrol boats or high-speed vehicles such as airspeeders.
It allows a pilot to gain the upper hand on a single op-
ponent so that he positions himself for a better attack
during the following round. To execute this starship ac-
tion, the pilot makes a Piloting check, the difficulty of
which is determined by the relative speeds of the ships
or vehicles involved in the attack. These difficulties are
outlined in Table 7-3: Speed Advantage Difficulty
If the check succeeds, the pilot ignores all penalties im-
posed by his own and his opponent's use of the Evasive
Maneuvers starship maneuver until the end of the fol-
lowing round. In addition, the pilot also chooses which
defense zone he hits with his attack. If he fails his check,
he fails to gain the advantage from the attempt and still
suffers the effects of any Evasive Maneuvers.
Once the advantage has been gained, on the following
turn, the opponent may attempt to cancel out the ad-
vantage by using Gain the Advantage as well. This works
as described earlier, but his check is one step more dif-
ficult for each time he or his opponent has successfully
Gained the Advantage against the other.

ADDITIONAL SHIP AND VEHICLE ACTIONS
Pilot Only: No
Silhouette: Any
Speed: Any
When aboard a vehicle in combat, those who are not pi-
loting or firing weapons may still want to contribute to
the encounter. Although the number of options open to
them is limited only by a player's creativity, Table 7-7:
Additional Starship and Vehicle Actions on page
237 has a list of actions passengers can attempt dur-
ing encounters. The table lists the actions by name, the

TABLE 7-3: SPEED ADVANTAGE DIFFICULTY
Difference in Speed Difficulty
Initiating ship is traveling at the same
speed as the target ship. Average (44)
Initiating ship's speed is one or more
higher than target ship. Easy (+)
Initiating ship's speed is one lower than
target ship. Hard (444)
Initiating ship's speed is two or more
lower than target ship. Daunting (4444)
skill required and the check's attendant difficulty, and the
results of a success (GMs should modify the difficulty of
the check if they see fit, and can also keep players from
using certain skills that may not make sense in a certain
situation). These actions are all covered by the "Perform
a Skill Check" action, and are by no means an exhaustive
list. However, they do serve to provide a range of ideas.

PERFORM A COMBAT CHECK
WITH VEHICLE WEAPONS
Pilot Only: No
Silhouette: Any
Speed: Any
This is similar to the Perform a Combat Check action
on page 204, with some minor differences as to how
it is implemented because of the differences between
vehicles and individuals. For this reason, the steps to
perform a combat check are repeated, with the differ-
ences written in each step; instead of the differences
being listed without context.
Each weapon on a starship or vehicle may only be
fired a maximum of once per round unless a rule spe-
cifically allows otherwise.


  1. DECLARE AN ATTACK AND SELECT TARGETS


The character chooses to make an attack. He se-
lects what skill he will use to make the attack (usually
the Gunnery skill, although some vehicles may have
weapons on them requiring the Ranged (Heavy) skill
instead). Most combat checks aboard a starship or
vehicle are made using the starship or vehicle's weap-
ons. Remember, a particular starship or vehicle
weapon can only be used once per round, no mat-
ter how many characters there are aboard the ship.


  1. ASSEMBLE THE DICE POOL


The character then assembles his dice pool based on
the skill, its characteristic, and any applicable talents
and other abilities. Certain conditions, such as the ef-
fect of a Critical Injury, a Critical Hit inflicted on the
ship or vehicle, or an environmental effect, may also
contribute dice to the dice pool. See page 18 for
more information on building a dice pool.

The difficulty of combat checks when firing from ve-
hicles or starships is based on comparing silhouettes of
the firing ship and the targeted ship (even if the target
of the attack is not a vehicle or starship), and is outlined

STARSHIPS AND VEHICLES
EDGE OF THE EMPIRE
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