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This document is an attempt to collect and itemize all rules

relating purely to movement (i.e. getting from point A to point


B). This includes personal movement, overcoming difficult
terrain, flying, and getting around in a vehicle. House-ruled
items are marked with an (HR) tag. (by JonTheBold,
2013.08.28, borrowing liberally from the Star Wars: Edge of
the Empire Core Rulebook by Fantasy Flight Games)

Movement in Star Wars:


Edge of the Empire
Personal
Range Bands (distance)
Engaged: Within reach of fists and melee weapons. Melee
weapons can only be used at this range. (HR)
Short: Up to several meters. Can talk comfortably without
raising voice at this range. Across the room in an average
house (HR example).
Medium: Up to several dozen meters away. Need to talk
loudly to be heard. Up to the length of a basketball court (HR
example).
Long: Farther than a few dozen meters, but less than Extreme
range. Must yell loudly to be heard. A hundred meters /
football field / city block (HR example).
Extreme: Farthest range at which characters can interact. A
kilometer or so (HR example).

Maneuvers (page 200-203)


One Maneuver: With one maneuver, you can

Engage or disengage with someone.

Move to another location within short range.

Move between short and medium ranges.


Two Maneuvers: With two maneuvers, you can

Move between medium and long ranges.

Move between long and extreme ranges.


Pushing It: Add 2 points of strain to gain a second maneuver
(max 2 maneuvers/turn).
Lucky Opening: Spend aa to gain an extra maneuver (max
2 maneuvers/turn).
Focused Movement: Convert an action into a maneuver (max
2 maneuvers/turn).
Unforced Error: Can be granted free out-of-turn maneuver by
opponent spending tt (unlimited).

Pulled Muscle: t could impose strain or wounds.


Bad Landing: y could result in a critical injury.

Flying (page 202)


Natural: Some creatures can fly or hover without mechanical
aid.
Passable: Can bypass difficult or impassible terrain in many
cases.
Vertical: Can cover vertical distances, just like normal
creatures cover horizontal.
Hover: Hovering creatures must generally stay within Medium
range of the ground, unless otherwise noted.
Fliers: Normal fliers must spend a maneuver to move each
turn in order to stay aloft (even if just circling).
Fast Fliers: Most flying creatures can move faster than
hovering creatures, and can move from long range to short
range using a single maneuver.

Difficult and Impassible Terrain (page 213)


Difficult Terrain types: Tight passageways, slippery ice, thick
undergrowth, loose rubble, shifting sand, waist-deep water, etc.
Difficult Move: Moving through difficult terrain takes twice as
many maneuvers as normal.
Impassible Terrain types: Sheer cliffs, walls higher than a
character can reach through jumping, deep pits, etc.
Impassible: It is not possible to move through impassible
terrain via normal maneuvers.
Skilled Passage: Can spend an action to circumvent using
skill (Athletics or Coordination, probably). This movement may
require one or more maneuvers as well.

Zero Gravity (page 213)


Space: Can move in three dimensions.
Uncontrolled Movement: Treat all movement as through
difficult terrain (i.e. twice normal maneuver cost).

Water and Swimming (page 213)


Difficult Water: Unless otherwise noted, treat body of water as
difficult terrain.
Dangerous Water: Some water may require an Athletics
check to swim, if dangerous. In this case, swimming takes at
least one action and any number of maneuvers.
Holding Breath: If completely submerged, character can hold
breath for a number of rounds equal to Brawn characteristic.
Once this number is reached, character starts to drown and is
treated as suffocating on each successive round.

Falling (page 215)


Athletics (page 105)
Types: Used for climbing, swimming, jumping, running, etc.
Difficulty: Determine difficulty and add conditional b.
Extreme conditions may merit c.
Great Success: Additional s can reduce time or increase
distance travelled.
Lucky Move: Spend aa to grant the character an extra
maneuver which can only be used to move or perform physical
activity. (HR to assume that this is limited by the normal 2
maneuvers/turn rule)
Motivational: Spend a to grant b to an ally to perform a
physical activity, or to later check by the player.
Stuck The Landing: x can grant truly impressive results.

Impact Absorption: Fall damage is reduced by soak, but


strain is not.
Lucky Catch: Can reduce fall damage by making an Average
(dd) Athletics or Coordination check. Each s reduces
damage suffered by one, while each a reduces the strain
suffered by one. A x could, at GMs discretion, reduce overall
distance fallen by one range band. A y might result in a
critical injury (HR).
Pain by Range: Falling damage by range

Short: 10 wounds, 10 strain

Medium: 30 wounds, 20 strain

Long: Incapacitated, Critical Injury at +50, 30 strain

Extreme: Incapacitated, Critical Injury at +75 (or


death, GM discretion), 40 strain.

Vehicles
General
Track Speed: Vehicles should always track their current
speed. At speed 0, the vehicle is not moving. A normal sixsided die can be useful for this purpose (HR).

Range bands (distance) (page 238)


Close: Slightly farther than extreme range in personal scale
(more than 1km).
Short: Up to several dozen kilometers away. On a planet, this
is far enough that vehicles no longer engage each other with
line-of-sight weapons. In space, this is just out of dogfighting
range.
Medium: On a planet, this is roughly 50 kilometers, and only
the most powerful artillery could reach this far. In space, this
can be up to a few hundred kilometers.
Long: On a planet, this can be up to 200 kilometers away,
barely visible on scanners. In space, this could be several
thousand kilometers away, and only the largest capital ship
weapons are able to reach these distances.
Extreme: On a planet, this is the far edge of a vehicles
scanners, and weapons do not reach this far. In space, its
likewise beyond the range of almost all starship weapons (even
capital ships).

Maneuvers (page 232-233)


Personally Effective: Many personal maneuvers work during
starship combat (e.g. Aim).
One Maneuver: Movement ranges are based on current
vehicle speed

Speed 1+: move to another location within close


range.

Speed 2+: move between close and short range.

Speed 5+: move between close and medium range.


Two Maneuvers: Movement ranges are based on current
vehicle speed

Speed 1+: move between close and short range.

Speed 2+: move between close and medium range.

Speed 5+: move between close and long range.


Pedal to the Metal: During structured gameplay (e.g. combat),
can spend 2 system strain and 2 pilot strain to gain a second
maneuver (max 2 maneuvers/turn). If ship has multiple pilots
(rare, silhouette 5+), they can ignore the 2 strain, but ship still
takes system strain.
Accelerate/decelerate: [Pilot only, Silhouette: any, Speed:
any] Increase or decrease ship or vehicles current speed by
one.
Fly/drive: [Pilot only, Silhouette: any, Speed: any] Fly between
ranges, as denoted above.
Punch it: [Pilot only, Silhouette: 1-4, Speed: any] Go
immediately to maximum speed. Suffer one point of system
strain for every point of speed between the ships current
speed and its maximum speed.
Zones: (HR) As suggested by user fjw70 on the forum, think of
range bands in terms of zones.
Close: Same zone.
Short: Up to 2 zones away.
Medium: 3 to 4 zones away.
Long: 5 to 6 zones away.
Zones by Speed: (HR) Again, as suggested by user fjw70 on
the forum, to determine zone movement by speed.
Speed 1: Move one zone with one maneuver.
Speed 2-4: Move two zones per maneuver.
Speed 5-6: Move three zones per maneuver.

Travel Time
Sublight travel duration:

Fly from planets orbit to safe hyperspace jump


distance: 5-15 minutes.

Fly from planets surface to one of its moons: 30-90


minutes.

Fly between planets in a star system (varies widely):


6-12 hours.

Fly from center of star system to its farthest limits


(varies widely): 12-72 hours.
Hyperspace travel duration (multiply time by hyperdrive
class):

Within a sector: 10 to 24 hours.

Within a region: 10 to 72 hours.

Between regions: 3 days to 1 week.

Across the galaxy: 1 to 3 weeks.

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