Quick reference guide for using Maneuvers and Actions in combat. Turn limits are in Combat Flow.
Maneuvers
No check, no chance of failure. 1 free, 2 max per turn. List is not exhaustive — GM may allow anything comparable.
Aim
Lost if you move, take another maneuver, take an action first, or take damage past soak.
| Spent | Bonus | Or called shot (specific item / body part) |
|---|---|---|
| 1 | Add | Add |
| 2 | Add | Add |
Assist
Add to an engaged ally's next check. Stacks from multiple helpers. Must be used on their next turn or lost.
Guarded Stance
Until end of your next turn: to your own combat checks, melee defense 1.
Interact with the Environment
- Move a large item — flip a table, shove a barrel, heft a crate.
- Open / close a door.
- Take cover — ranged defense 1 (more if sturdy). Holds until you move or circumstances change.
- Press a control, grab a dropped blaster, etc.
Manage Gear
- Draw, holster, ready, or load a weapon (reload needs ammo at hand).
- Draw from / stow in storage — pouch, pack, bandolier.
Mount or Dismount
Trained animal, cockpit, or gunnery station: 1 maneuver. Untrained animal: Average ( ) Survival check.
Move
See movement table in Combat Flow.
- Change range increment.
- Engage / disengage. Must disengage before moving elsewhere. Not needed to leave an all-friendly engagement.
- Move within short range (unengaged only).
Drop Prone / Stand
1 maneuver each. While prone:
| Effect | |
|---|---|
| Ranged attacks against you | |
| Melee attacks against you | |
| Your Melee/Brawl checks | |
| Your ranged attacks | No penalty |
Preparation
Required by certain talents and abilities; effect defined by that ability. Listed as "prepare."
Actions
1 per turn. Anything complex enough to need a skill check.
| Type | Note |
|---|---|
| Exchange action for a maneuver | Still capped at 2 maneuvers |
| Activate ability / talent | Uses the action even with no roll |
| Activate a Force power | Most require an action |
| Skill check | Slicing, first aid, climbing, etc. |
| Combat check | See Attacks and Damage |
An ability that lets you perform an action as a maneuver doesn't break the one-action limit — it now counts as a maneuver.
Source Edge of the Empire Core Rulebook, Chapter VI - Conflict and Combat (p. 200-204)