EDGE//ARCHIVE Search the archive /

Maneuvers and Actions

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.

Combat Flow

Aim

Lost if you move, take another maneuver, take an action first, or take damage past soak.

SpentBonusOr called shot (specific item / body part)
1Add Add
2Add 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 attacksNo 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.

TypeNote
Exchange action for a maneuverStill capped at 2 maneuvers
Activate ability / talentUses the action even with no roll
Activate a Force powerMost require an action
Skill checkSlicing, first aid, climbing, etc.
Combat checkSee 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)