Double Guarded Stance / Aim?

By arunwe2012, in Star Wars: Edge of the Empire RPG

Looking at corebook I've noticed is possible to take two maneuvers suffering 2 strain for aiming, adding 2 blue dice to the check. Is there anything that prevents doing the same with Guarded Stance? So you'll get Defense +2 and two setback dice to your own checks?

Well concerning aiming, you can't do it twice in the same turn.
You need to do two maneuvers on two different turns.

So it goes like this, you use your free maneuver for whatever you want, then your action, then spend two strains to get an additionnal maneuver to start aiming.
Then at the beginning of your next turn, use your free maneuver to aim again and then shoot with both boost die.

Of course you can use you free maneuver after your action and not spend any strain.

So for Gurded Stance, i'd use the same kind of thing.

You can't do in the same turn because of the part of aiming that says: "and does not perform any additional maneuvers and actions before his next combat check"?

I ask, because i've been watching related posts and there was some confusion on this. Some believed it could be done, some don't.

When i first read the rule, I thought as you did, that consecutive maneuvers should be done on different rounds. For example, shoot, then aim, next round, aim again and gain two boost dice to check.

Edited by arunwe2012

What is this of not being able to double aim in the same round? I'm pretty certain that's possible, I see no reason for it not to be.

Taking voluntary strain is not considered "damage" as such, so it will not cancel the aim manoeuvre. I'm pretty sure the developers has clarified this somewhere.

Also, since the aim manoeuvre itself lists the possibility of using two consecutive manoeuvres on aiming to gain 2 boost dice, aim cannot reasonably be considered "any additional maneuvers" in this case, it makes no sense.

Jegergryte is correct here. You can double-dip Aim, even in one turn and take strain, which is not = to suffering damage if you take it on yourself.

You can use most maneuvers, if not all, double, though some might give some weird and non useful effects.

Oups you are right, I got confused for a second.
" if the character spends two consecutive maneuvers aiming, he gains [2 boost dice] on the next combat check. "
My apologies, I forgot the part where if the PC takes any other action (other than an combat check) he loses the bonus.

But yeah it's definitly allowed to take two maneuvers(by spending 2 strains) straight ahead and then shoot in the same turn.

So the real question is whether or not you have to take the consecutive maneuvers on the same turn, and if not, can you stack more than two aims? That could get ridiculous fast, if, for instance, you do nothing but aim twice for 5 rounds and expect to get 10 boosts to your next attack :)

So the real question is whether or not you have to take the consecutive maneuvers on the same turn, and if not, can you stack more than two aims? That could get ridiculous fast, if, for instance, you do nothing but aim twice for 5 rounds and expect to get 10 boosts to your next attack :)

That would definitely star to go on the other side of ridiculous very fast. Millenium Falcon in Hyperspace fast.

And I as a GM would smack any player, who would think of this, in the head with news magazine and say "No, bad boy/girl!"

Looking at corebook I've noticed is possible to take two maneuvers suffering 2 strain for aiming, adding 2 blue dice to the check. Is there anything that prevents doing the same with Guarded Stance? So you'll get Defense +2 and two setback dice to your own checks?

Yes you can perform Guarded Stance twice with 2 maneuvers.

It would be quite weird to aim for more than two maneuvers and a bit gamebreaking imho. If the GM allows it, sure, but i don't think that you can do it by RAW. Away from book so can't check though.

If my players came up with that idea, I've would ask for how many maneuvers they are aiming and on the second to last turn i would hit them by a surprise attack from a bird that does 1 strain just so they loose it and then say, no you can't to that.

(Nah of course i wouldn't, i would tell them from the start they couldn't aim for more then 2 maneuvers.)


You can perform 2 maneuvers in a turn, I think that covers it.

I'm AFB but it does specifically say in the CRB that aim can only be stacked once for a total of 2 boost dice for aiming.

Edit : For clarity.

Edited by kaosoe

You can perform 2 maneuvers in a turn, I think that covers it.

but you can aim across turns.

For example:

turn 1, maneuver_1: ready your blaster. maneuver_2: Aim

turn 2, maneuver_1: Aim and then shoot, or keep aiming

You can perform 2 maneuvers in a turn, I think that covers it.

but you can aim across turns.

For example:

turn 1, maneuver_1: ready your blaster. maneuver_2: Aim

turn 2, maneuver_1: Aim and then shoot, or keep aiming

When maneuvers or Talents or Skills carry over from one turn to the next it is specifically stated they do this. Aim does not state this. No you can't.

Edited by 2P51

So the real question is whether or not you have to take the consecutive maneuvers on the same turn, and if not, can you stack more than two aims? That could get ridiculous fast, if, for instance, you do nothing but aim twice for 5 rounds and expect to get 10 boosts to your next attack :)

If the rest of the party is even still alive and fighting after five rounds of BFG guy sitting there doing nothing. Also, he might find himself being hit for damage and blowing all those rounds of aiming... :P

I'm AFB but it does specifically say in the CRB that you cannot aim only be stacked once for a total of 2 boost dice for aiming.

Yes and based on questions I have asked and had answered, that very literal read of the rules is likely the response you would get from an official question. The basic determinations I have seen when submitting questions is simple, does the RAW say you can do this? Answer no, then you can't.

Aiming you can do twice and get double benefit. Guarded I would think you couldn't stack. Guarded stance is a defence bonus and those do not stack, ever.

I'm AFB but it does specifically say in the CRB that you cannot aim only be stacked once for a total of 2 boost dice for aiming.

Yes and based on questions I have asked and had answered, that very literal read of the rules is likely the response you would get from an official question. The basic determinations I have seen when submitting questions is simple, does the RAW say you can do this? Answer no, then you can't.

I should really learn to proofread my posts before submitting. I edited my original post for clarity.

Aiming you can do twice and get double benefit. Guarded I would think you couldn't stack. Guarded stance is a defence bonus and those do not stack, ever.

Yes they do, Guarded Stance is +1 Defense. There are Talents that increase Defense and stack. The only situation where they don't stack is armor and cover.

2p51; i am not sure about not being allowed to carry over aim in consecutive rounds. I have recently asked about changing range bands in space combat and the answer was that if it takes two maneuvers to accomplish, you can do that in consecutive rounds. I think that this situation is similar.

That involves movement, and it's not a modifier to an Action. Plus what you described isn't about saving maneuvers from one round to the next. 2 maneuvers in 2 rounds is allowed. You move some in one round. Then you move more in the next round.

Edited by 2P51

You can aim twice, it's specifically called out in the book. You can't aim more than twice, it's not even hinted at. If they meant to allow more than two aim maneuvers they'd have explained it that way. They wouldn't have talked about "twice", they'd have talked about multiples.

You can do guarded stance only once. If they had meant to allow multiples they'd have explained that like they did for aim. And it's not +1 defence, you "gain melee defence 1", so it doesn't stack with other sources like armour.

You can aim twice, it's specifically called out in the book. You can't aim more than twice, it's not even hinted at. If they meant to allow more than two aim maneuvers they'd have explained it that way. They wouldn't have talked about "twice", they'd have talked about multiples.

You can do guarded stance only once. If they had meant to allow multiples they'd have explained that like they did for aim. And it's not +1 defence, you "gain melee defence 1", so it doesn't stack with other sources like armour.

Except Sam said in one of the podcasts you can do GS twice. It's gain melee defense 1 in EoE, it's +1 to melee defense in AoR. This was asked and answered and now amended in AoR.

Mmm. I see what you mean. But I don't think you are saving anything. You perform one maneuver in one round, another one in the following round. Happens to be consecutive, so you get the double dice. From my point of view is very similar to the movement maneuvers described above. If the rule about aiming was "you need two maneuvers to aim" then yes, in that case it gets more complicated, but since aiming is just one maneuver you can perform it at the end of the first round, then aim again at the beginning of the second round. Since both are consecutive you get the double dice, but essentially they are separate maneuvers performed in each round.

Except for the fact in cases where effects from maneuvers and such carry over into other rounds it is specified and with Aim it isn't. Read Guarded Stance, in AoR, then read Aim. No mention of carry over with Aim which means you can't. Plus, why would you even want to. Two shots with a single Aim are vastly more productive than one shot with 2 Aims.

Edited by 2P51