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Combat Flow

Quick reference guide to running combat in Edge of the Empire. See also Maneuvers and Actions, Attacks and Damage, Conditions and Recovery.

Round Structure

  1. Initiative — everyone rolls once, at the start of the encounter only.
  2. Assign slots — PC results become PC slots, NPC results become NPC slots.
  3. Take turns — on a PC slot the players pick who goes; on an NPC slot the GM picks.
  4. Round ends — "end of round" effects expire. Repeat step 3, same order.
  5. Encounter ends — per-encounter abilities reset, strain recovery.

Initiative

Simple (–) check, no difficulty dice.

  • Cool — aware and ready for combat.
  • Vigilance — combat is unexpected. Also the default if unsure.
  • Ties: more wins. PC beats NPC.

The cheat sheet's " *= +1 maneuver / * = -1 maneuver in round one" is not in Chapter VI. Treat as house rule.

The Turn

Limit
IncidentalsUnlimited (GM may veto)
Maneuvers1 free, 2 max
Actions1

2nd maneuver costs: 2 strain, or the action, or . Never a 3rd. Maneuvers granted outside your turn don't count against the cap. ^77d19b

Incidentals: speaking, dropping an item, releasing someone, shifting position, peeking around a corner.

Range Bands

BandDistance
EngagedMelee reach; close enough to touch/use an object
ShortSeveral meters — normal speaking voice
MediumSeveral dozen meters — must talk loudly
LongFarther — must shout
ExtremeFarthest two targets can interact

Movement

MoveManeuvers
Within short range1
Engage / disengage1
Short ↔ Medium1
Medium ↔ Long2
Long ↔ Extreme2
Difficult terrainDouble
  • Short → Long is 3 maneuvers, so not possible in one round.
  • Multi-maneuver moves can span turns; you're not in the new band until fully paid.
  • Range is measured per target, not from a map point.
  • Personal and planetary scale don't convert.

Source Edge of the Empire Core Rulebook, Chapter VI - Conflict and Combat (p. 196-209)