Voluntary strain and minion groups.

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

There are things that refer to voluntary strain. Obviously, this is referring to various talents that allow you to suffer strain and activate some effect.

Would this also include doing two maneuvers in a single turn? I assume yes. Maybe I am wrong though.

The chapter of the core rulebook that has various adversaries clearly says that minion groups cannot voluntarily take strain. Conversely, rivals can, however they apply it to their wound threshold since they have no strain threshold.

If performing two maneuvers is considered voluntary strain, and minions cannot voluntarily take strain, are minions unable to move from long to medium range?

I'm sure this or similar questions have been asked before, but the search feature here isn't great.

Minions can't take an extra maneuver by taking strain. Neither can they in any other way voluntary take strain.

If they for example are shot by a stun weapon, they take "woundstrain", they take wounds but narrative it is more strain.

Minions can't take an extra maneuver by taking strain. Neither can they in any other way voluntary take strain.

If they for example are shot by a stun weapon, they take "woundstrain", they take wounds but narrative it is more strain.

So minions without blaster rifles, PCs could just move to long range and ignore them? I'm not saying any GM should allow this, but its possible with RAW (assuming you are correct).

If the PCs are running from the NPCs, then it's a chase. Use the Chase rules. No need to allow players to game the system.

Edited by awayputurwpn

If the PCs are running from the NPCs, then it's a chase. Use the Chase rules. No need to allow players to game the system.

I'm not talking about a specific game situation, I'm more trying to make sure I understand the rules. Pretend I didn't say ignore, pretend in my previous example the PCs want to move to long range and stay there, shooting their rifles at the minions who cannot retaliate. Again, no GM is honestly going to let something like this happen (either he allows the minions to approach or something else happens). However, going by the rules as they are written, is this correct? Minion groups have no way to move from long range to medium range within the rules?

While they can't take the strain for a 2nd manoeuvre, they can convert their action into one. So they can keep up, just can't shoot back.

Plus their would be nothing wrong with taking the 2 manoeuvres over two rounds to move that range band.

If the PCs wish to, as you say it, "move to long range and stay there" while the minions try to catch up, then it's a chase. As soon as one party wants to open the distance between them and the other wants to close it, it's a chase. Immediately and automatically. And then everyone makes Athletics checks (I'm assuming they're all on foot) to see what the distance is while none of them can make manoeuvres to increase or decrease the distance.

Pfft. If the players game the system by constantly moving to Long range, have another group appear behind them. Or ignore the rules bit of it altogether and have the minions advance closer "narratively". Or have them retreat, getting to a point where they can use their shorter-range weapons. Or have a sergeant or officer make a Leadership check to spur them on.

Just because minions die more easily doesn't mean enemies have to be stupid.

Pfft. If the players game the system by constantly moving to Long range, have another group appear behind them. Or ignore the rules bit of it altogether and have the minions advance closer "narratively". Or have them retreat, getting to a point where they can use their shorter-range weapons. Or have a sergeant or officer make a Leadership check to spur them on.

Just because minions die more easily doesn't mean enemies have to be stupid.

"Sir, we can't close in on these rebels! They're too fast!"

"Call in the TIE bombers. And a janitorial crew. We'll need someone to pick up what's left of them."

While they can't take the strain for a 2nd manoeuvre, they can convert their action into one. So they can keep up, just can't shoot back.

Plus their would be nothing wrong with taking the 2 manoeuvres over two rounds to move that range band.

I thought about over multiple turns, but wasn't sure how feasible that was.

I had forgotten about giving up your action to take a maneuver. That solves the problem. Thank you.

Pfft. If the players game the system by constantly moving to Long range, have another group appear behind them. Or ignore the rules bit of it altogether and have the minions advance closer "narratively". Or have them retreat, getting to a point where they can use their shorter-range weapons. Or have a sergeant or officer make a Leadership check to spur them on.

Just because minions die more easily doesn't mean enemies have to be stupid.

Please re-read my posts. I am not talking about the practical aspect of actually playing this out. I'm asking a rules question. Of course its possible for the GM to do whatever he likes.

If the PCs are running from the NPCs, then it's a chase. Use the Chase rules. No need to allow players to game the system.

I'm not talking about a specific game situation, I'm more trying to make sure I understand the rules. Pretend I didn't say ignore, pretend in my previous example the PCs want to move to long range and stay there, shooting their rifles at the minions who cannot retaliate. Again, no GM is honestly going to let something like this happen (either he allows the minions to approach or something else happens). However, going by the rules as they are written, is this correct?

Also, 2) how many encounter spaces consist of flat tracts of land that span hundreds of meters in all directions with no obstructions, with PCs and NPCs all on foot?

3) By RAW, when your players are actively running away from the pursuing bad guys, you should go to a chase scene.

Lastly, 4) what's the encounter objective? How many encounters are solved by running away and taking pot shots? If the objective is to *get away*, then it's a chase. Otherwise, the NPCs would not be chasing the heroes and would stay away at extreme range, preferably behind some nice solid cover, while they guarded the objective.

So, hypothetically, what you suggest could technically happen, but I doubt you'd ever see it in a game. It's a matter of being realistic, and correctly interpreting the rules of when to go to a chase scene.

In the face of all that, minions are supposed to be cannon fodder, so really it's all good either way IMO.

Minion groups have no way to move from long range to medium range within the rules?

Edited by awayputurwpn

If the PCs are running from the NPCs, then it's a chase. Use the Chase rules. No need to allow players to game the system.

I'm not talking about a specific game situation, I'm more trying to make sure I understand the rules. Pretend I didn't say ignore, pretend in my previous example the PCs want to move to long range and stay there, shooting their rifles at the minions who cannot retaliate. Again, no GM is honestly going to let something like this happen (either he allows the minions to approach or something else happens). However, going by the rules as they are written, is this correct?

Yeah, problem is 1) the PCs are gonna take strain for that second maneuver if they want to shoot, which is a limited resource.

Also, 2) how many encounter spaces consist of flat tracts of land that span hundreds of meters in all directions with no obstructions, with PCs and NPCs all on foot?

3) By RAW, when your players are actively running away from the pursuing bad guys, you should go to a chase scene.

Lastly, 4) what's the encounter objective? How many encounters are solved by running away and taking pot shots? If the objective is to *get away*, then it's a chase. Otherwise, the NPCs would not be chasing the heroes and would stay away at extreme range, preferably behind some nice solid cover, while they guarded the objective.

So, hypothetically, what you suggest could technically happen, but I doubt you'd ever see it in a game. It's a matter of being realistic, and correctly interpreting the rules of when to go to a chase scene.

In the face of all that, minions are supposed to be cannon fodder, so really it's all good either way IMO.

Minion groups have no way to move from long range to medium range within the rules?

The others have mentioned exchanging actions and spanning two rounds, so I'll just throw out there that there's also the ability to spend 2 Advantage for an extra maneuver.

OK... PCs initiate combat against minions at long range. They don't move up because reasons. Trying to say a chase scene should start is irrelevant.

Again, THE ENCOUNTER DOESN'T MATTER. I'm not asking about chase scenes. I was asking about minions being able (or not able) to move from long range to medium range.