Star Wars_ Edge of the Empire Rule Book

(Jeff_L) #1

various disciplines of unarmed combat. Many beasts
and several of the more savage races fight with talons
or claws, and their attacks are covered by Brawl as well.


An attacker must be engaged with his target to at-
tempt a Brawl attack.


GUNNERY


Larger weaponry that generally requires a mount, tur-
ret, or placement to use effectively is covered by the
Gunnery skill. It covers vehicle-mounted guns and most
starship weapon systems, as well as stationary platforms
for devices such as e-web repeating blasters, assault
blasters, ion cannons, missile banks, laser turrets, pro-
ton torpedoes, and other armaments and ordnance.
Gunnery weapons cannot be used against targets
engaged with the weapon and its user.

RANGED (LIGHT)


Light ranged weapons are those that can generally be
wielded in one hand, such as a blaster pistol or other
handgun. Light ranged weapons also include one-hand-
ed thrown items, such as bolas, knives, or grenades.
Using a light ranged weapon while engaged with an
enemy increases the difficulty of the check by one.

MELEE


Melee weapons can be either one- or two-handed, and
are generally larger than one foot in length. They vary
greatly, from gaffi sticks and halberds to cortosis staves
and vibroknives.
An attacker must be engaged with his target to at-
tempt a melee attack.

RANGED (HEAVY)


Heavy ranged weapons are those that generally must
be wielded in or directed with two hands, such as a
bowcaster, heavy blaster, or flame projector. Heavy
ranged weapons also include larger thrown items,
such as spears or throwing axes.
Using a heavy ranged weapon while engaged with
an enemy increases the difficulty of the check by two.

ITEM QUALITIES


Some equipment features special qualities that add
variety and depth to the vast array of armaments in
the Star Wars universe. Some special qualities are
inherent to certain items, while others are general
qualities that can be applied by the Game Master to
specifically tailor a item to the story.
Special qualities are generally either passive or ac-
tive. Passive qualities are always on and require no ac-
tivation on the part of the user. Active qualities must
be triggered by the user, often by spending one or
more O to activate the effect.
Item qualities often have a number associated with
them. This is their rating. Ratings affect qualities in dif-
ferent ways, depending on the quality in question.
Active qualities require O O to activate unless
otherwise stated in their description.

ACCURATE (PASSIVE)

Accurate weapons are easier to aim or wield, whether
through design or technology. For each level of this
trait, the attacker adds • to his attack dice pools
while using this weapon.
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