Maneuvers and Drawing Weapons

By crazytom, in Star Wars: Edge of the Empire RPG

Regarding two weapons, I'd usually require 2 maneuvers to draw. The fact that Quick Draw specifies it can only be used once per round can't have too many other meanings, besides maybe someone trying to use a vibrosword one round and then a pistol the next, while on the move. Two weapon fighting can be a very powerful thing and is easily optimized, so requiring a second maneuver to draw is hardly unreasonable.

Yah but ask yourself is that very gunslinger cool? Plus practicing your draw is as important as marksmanship. I think someone who is adept a dual wielding would be very adept at the draw.

That's all well and good. And if they've invested a significant amount of XP into fighting with those two weapons, I might change my ruling for them. But as a general rule, 2 maneuvers for 2 weapons. If you wanna call yourself a gunslinger, show me the money (wherein "money" is a euphemism for talents and skills).

If I may play the sinister-guy's advocate for a moment:

So the guy readying the auto-fire rifle (which has very similar yet less strict mechanics for getting off multiple hits, better range, better damage, vastly more/better upgrade options, etc.) can do so with just a single maneuver. But the guy going for style over substance (sporting a couple hip holstered pistols) gets the ding...

What major investment in talents and skill would you consider "money"? And why the distinction at all? Doesn't the added difficulty of using two pistols inherently imply someone is going to need to invest some points into it just so as not to suck at it? So isn't there a degree of self-fulfilling prophecy here? Or are you asking for the moon before you cut them a little slack?

I allow two one-handed weapons to be drawn with one maneuver if they are properly holstered/sheathed.

Regarding two weapons, I'd usually require 2 maneuvers to draw. The fact that Quick Draw specifies it can only be used once per round can't have too many other meanings, besides maybe someone trying to use a vibrosword one round and then a pistol the next, while on the move. Two weapon fighting can be a very powerful thing and is easily optimized, so requiring a second maneuver to draw is hardly unreasonable.

Yah but ask yourself is that very gunslinger cool? Plus practicing your draw is as important as marksmanship. I think someone who is adept a dual wielding would be very adept at the draw.

That's all well and good. And if they've invested a significant amount of XP into fighting with those two weapons, I might change my ruling for them. But as a general rule, 2 maneuvers for 2 weapons. If you wanna call yourself a gunslinger, show me the money (wherein "money" is a euphemism for talents and skills).

If I may play the sinister-guy's advocate for a moment:

So the guy readying the auto-fire rifle (which has very similar yet less strict mechanics for getting off multiple hits, better range, better damage, vastly more/better upgrade options, etc.) can do so with just a single maneuver. But the guy going for style over substance (sporting a couple hip holstered pistols) gets the ding...

What major investment in talents and skill would you consider "money"? And why the distinction at all? Doesn't the added difficulty of using two pistols inherently imply someone is going to need to invest some points into it just so as not to suck at it? So isn't there a degree of self-fulfilling prophecy here? Or are you asking for the moon before you cut them a little slack?

I have to agree with this, who would bother trying to dual wield (pistols) that didn't have a good Agility and good skill? Add in Quickdraw and we're talking Joe Gun talent tree anyway. Seems to me Quickdraw alone implies someone who likes to "skin that smokewagon" which is proof enough to me....

My ruling is just something I have instituted at my table as a safeguard against munchkinism. Heavy-weapon wielders have their own problems that are outside the scope of this discussion, and are also properly kept in balance at my table. I don't "ding" my players for playing their characters well. I also don't have any specific guidelines as to what are "significant," but I definitely didn't say (or imply) that I require a "major" investment. So I can't point to X talent or X number of skill ranks...at any rate, I find stacking extra rules and rigid guidelines on top of the core rules to be largely cumbersome, and against the spirit of the game. So I try to just be even-handed and fairly generous as a GM.

If my player is playing a two-pistol gunslinger, I'll make sure that he's able to get ready for combat lickety-split (or, at least, that he's on track to become that way). But if a PC is lacking what I deem to be meaningful training, he's going to have a harder time with those same two pistols, because (surprise!) it takes more skillfulness to be good at manipulating two small objects (like pistols) than manipulating one big object (like a rifle). This is my reason for interpreting the rules in this way.

Since this is only my interpretation of the rules, you are free to do with it whatever you like :) It has worked for me, and I have lifted the two-maneuver restriction when I feel that it's appropriate.

"Hello XXXXXX,

Quick Draw may only be used to draw a single weapon or item. If one is duel wielding weapons, you may draw one as an incidental, and then draw one as a maneuver.
Hope this helps!
Sam Stewart
Senior RPG Producer
Fantasy Flight Games "
Hahaha, can't say I agree with the official answer but it is what it is............... ;)
Edited by 2P51

"Hello XXXXXX,

Quick Draw may only be used to draw a single weapon or item. If one is duel wielding weapons, you may draw one as an incidental, and then draw one as a maneuver.
Hope this helps!
Sam Stewart
Senior RPG Producer
Fantasy Flight Games "
Hahaha, can't say I agree with the official answer but it is what it is............... ;)

I wouldn't be surprised if we see a Dualist specialization at some point that has an improved quick draw specifically for 2 weapons.

"Hello XXXXXX,

Quick Draw may only be used to draw a single weapon or item. If one is duel wielding weapons, you may draw one as an incidental, and then draw one as a maneuver.
Hope this helps!
Sam Stewart
Senior RPG Producer
Fantasy Flight Games"
Hahaha, can't say I agree with the official answer but it is what it is............... ;)

I wouldn't be surprised if we see a Dualist specialization at some point that has an improved quick draw specifically for 2 weapons.

My thoughts exactly. Keeping it at two maneuvers for two weapons leaves lots of room for growth.

"Hello XXXXXX,

Quick Draw may only be used to draw a single weapon or item. If one is duel wielding weapons, you may draw one as an incidental, and then draw one as a maneuver.
Hope this helps!
Sam Stewart
Senior RPG Producer
Fantasy Flight Games"
Hahaha, can't say I agree with the official answer but it is what it is............... ;)

I wouldn't be surprised if we see a Dualist specialization at some point that has an improved quick draw specifically for 2 weapons.

It does create more space for them to create a gunslinger spec for sure. Here's hoping for the Smuggler book.

It does create more space for them to create a gunslinger spec for sure. Here's hoping for the Smuggler book.

I like the idea, but why Smuggler?

I'm not sure where I'd put Gunslinger, to be honest.

Jango was a Bounty Hunter... but something about that doesn't sit right either*. Too late for Hired Gun. Doesn't fit alongside the specialisations for Colonist, or anything else really.

* On the other hand, wandering law man archetype fits the theme.

Edited by Col. Orange

It does create more space for them to create a gunslinger spec for sure. Here's hoping for the Smuggler book.

I like the idea, but I why Smuggler?

I'm not sure where I'd put Gunslinger, to be honest.

Jango was a Bounty Hunter... but something about that doesn't sit right either*. Too late for Hired Gun. Doesn't fit alongside the specialisations for Colonist, or anything else really.

* On the other hand, wandering law man archetype fits the theme.

Probably fits best in Hired Gun, but that bus is full. Really, Scoundrel is getting pretty close to Gunslinger it just lacks some pepper for dual wielding. Just seems like there is no where else to put it, at least in EoE.

Edited by 2P51

Scoundrel is one of only three specs that get the Quick Draw talent. And they get it for only 5 points. Assassin and FSE are the other two, and they both have to pay 10...

Agree that Scoundrel is already pretty close to being a gunslinger, particularly given the right side of the talent tree, though it's more of the Old West fast-draw "showdown at High Noon" category of gunslinger than the two-gun shooter variety. In fact, most gunfighters that used two pistols simply held the second revolver in their off-hand so that they didn't have to waste precious time reloading their primary revolver once they'd spent their six shots.

Of course, if you want to be able to fast-draw two pistols, you can just use the Filed Front Sight modification to give one (or both) weapons the Innate Talent (Quick Draw) ability, at which point you could just spend two Incidental actions to draw them both in one turn while still having your Maneuver free. Downside is that you'll have to suffer a setback die on any attacks made against targets at Medium range.

As for some kind of gunfighter spec, I agree the best fit would have been Hired Gun. Bounty Hunter is a "combat career" and could work, particularly given Jango Fett being both a bounty hunter and a two-gun shooter himself. There's already a talent to negate the difficultly increase for using Autofire in Dangerous Covenants, so some kind of talent to negate the two-weapon penalty isn't far-fetched, nor would a talent (likely connected to Quick Draw) to fast-draw two weapons at once.

It does create more space for them to create a gunslinger spec for sure. Here's hoping for the Smuggler book.

I like the idea, but why Smuggler?

I'm not sure where I'd put Gunslinger, to be honest.

Jango was a Bounty Hunter... but something about that doesn't sit right either*. Too late for Hired Gun. Doesn't fit alongside the specialisations for Colonist, or anything else really.

* On the other hand, wandering law man archetype fits the theme.

There may be other specializations released in non-career books. If they want a Hired Gun specialization of Gunslinger and they give us a book that focuses on a location where gunslinging is big, they can put it in there. Dispersing the mechanical gems (species, starships, possibly specializations) across various products helps them to sell.

Scoundrel is one of only three specs that get the Quick Draw talent. And they get it for only 5 points. Assassin and FSE are the other two, and they both have to pay 10...

It's in one spec in AoR and the universal Recruit spec, more pricey in both though.

It does create more space for them to create a gunslinger spec for sure. Here's hoping for the Smuggler book.

I like the idea, but why Smuggler?

I'm not sure where I'd put Gunslinger, to be honest.

Jango was a Bounty Hunter... but something about that doesn't sit right either*. Too late for Hired Gun. Doesn't fit alongside the specialisations for Colonist, or anything else really.

* On the other hand, wandering law man archetype fits the theme.

Upon further thought it occurred to me possibly Pirate in the Smuggler expansion. Give them a dual wielding buff but not just 'gunslinger'. A pirate might want 2 pistols, a pistol and a sword, 2 swords. So a focus on that, and then I'm not sure what....social skills geared toward coercion? Some kind of ship command talents like Commodore?

Yeah, a Pirate spec would be a good fit for Smuggler and include possible talents relating to two-weapon fighting, both in drawing multiple weapons in a hurry and hitting people with them. It could probably borrow a couple talents from Enforcer for intimidation effects and perhaps a few starship-related talents. Whether there'd be any command-type talents would depend on if the author wants the Pirate to be more of akin to a marine (focusing on combat and boarding actions) or not. Command-based talents could be left to Mercenary Soldier or the Age of Rebellion's Commander career & specs.

There may be other specializations released in non-career books. If they want a Hired Gun specialization of Gunslinger and they give us a book that focuses on a location where gunslinging is big, they can put it in there.

I like the idea, but surely space-Texas would have been the ideal candidate?

Going further off into the tumbleweeds...

Was doing some SW-related research, and came across an interesting tidbit courtesy of SWTOR. Apparently the Smuggler class in that game has a Gunslinger "advanced class" with the main focus being on fighting with two pistols.

So it's possible that FFG could use that as a basis to make a potential Gunslinger spec be part of the Smuggler career. Wouldn't be the first time that specializations with a career had skill overlap (in this case, probably Cool and Ranged [Light]), and could cover both the "fast draw" and "two gun kid" models of gunslingers.

Just a thought.

There may be other specializations released in non-career books. If they want a Hired Gun specialization of Gunslinger and they give us a book that focuses on a location where gunslinging is big, they can put it in there.

I like the idea, but surely space-Texas would have been the ideal candidate?

Galactic frontier territories?.............Outer Rim frontier?............Mos Gravestone, Tatooine, population 1,987 .....1,983......

By Space Texas, I'm pretty sure he's referring to Corellia (based more on the ideas of independence than on desert imagery).

By Space Texas, I'm pretty sure he's referring to Corellia (based more on the ideas of independence than on desert imagery).

I was. :D

Independent people. Honourable rogues. Great stuff.