Aim Maneuvre

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

There is nothing to ask the devs. It is made clear in the book. Now what people to house rule on, they can, but according to RAW you can spend to consecutive rounds in aiming. ECRB p 209: "Gain Boost on the next combat check. If the character spends two consecutive maneuvers aiming, he gains Boost Boost on the next combat check." If the devs wanted it to be in one round, they would say that. If you spend two maneuvers in a round aiming... But they don't. Not all characters can spend strain, and minions can't take two maneuvers in a round, so they can not use this feature then, unless another NPC gave them a free maneuver to use? (Remember, minions cannot voluntarily suffer strain).

I think it was talked about on a Order 66 podcast, but since I never listen, I'm not sure, or even which episode.

Also if it is my turn, and I aim aim attack, there is no way for me to take damage between the two maneuvers of aiming and the attack, so why even put that part in the book.

There is nothing to ask the devs. It is made clear in the book. Now what people to house rule on, they can, but according to RAW you can spend to consecutive rounds in aiming. ECRB p 209: "Gain Boost on the next combat check. If the character spends two consecutive maneuvers aiming, he gains Boost Boost on the next combat check." If the devs wanted it to be in one round, they would say that. If you spend two maneuvers in a round aiming... But they don't. Not all characters can spend strain, and minions can't take two maneuvers in a round, so they can not use this feature then, unless another NPC gave them a free maneuver to use? (Remember, minions cannot voluntarily suffer strain).

I think it was talked about on a Order 66 podcast, but since I never listen, I'm not sure, or even which episode.

Also if it is my turn, and I aim aim attack, there is no way for me to take damage between the two maneuvers of aiming and the attack, so why even put that part in the book.

The absence of information is not confirmation of the opposite.

The game doesn't say I cannot declare myself immune to damage, so I must be able to. Obviously I am taking this to an extreme, but I don't think it is as clear cut as you are making it. I think it could be argued that the intent of "two consecutive maneuvers" to mean that they happen in a single turn. I think it could be argued it doesn't mean that, also.

I think the part that if you take damage between aiming and firing you lose the aim makes it obvious you do not have to do them in the same turn, as long as both maneuvers are consecutive.

If you had to use it in the same turn as the action, you could not take damage between doing them anyway, so there would be no reason for it.

I think the part that if you take damage between aiming and firing you lose the aim makes it obvious you do not have to do them in the same turn, as long as both maneuvers are consecutive.

If you had to use it in the same turn as the action, you could not take damage between doing them anyway, so there would be no reason for it.

This is a great point. Would have to be a pretty crazy corner case for something to damage you on your turn between a maneuver and action!

There is nothing to ask the devs. It is made clear in the book. Now what people to house rule on, they can, but according to RAW you can spend to consecutive rounds in aiming. ECRB p 209: "Gain Boost on the next combat check. If the character spends two consecutive maneuvers aiming, he gains Boost Boost on the next combat check." If the devs wanted it to be in one round, they would say that. If you spend two maneuvers in a round aiming... But they don't. Not all characters can spend strain, and minions can't take two maneuvers in a round, so they can not use this feature then, unless another NPC gave them a free maneuver to use? (Remember, minions cannot voluntarily suffer strain).

I think it was talked about on a Order 66 podcast, but since I never listen, I'm not sure, or even which episode.

Also if it is my turn, and I aim aim attack, there is no way for me to take damage between the two maneuvers of aiming and the attack, so why even put that part in the book.

You're not reading the rules correctly. A round of combat is made up of everyone's individual turns, PCs and NPCs. You don't take two consecutive rounds aiming, you use two maneuvers for Strain to Aim twice in your turn in a round. Also the rules do tell you on p. 200 the various aspects of turns and maneuvers. There is no single sentence offering the clarity people are looking for. P. 200 explains characters are allowed the two maneuvers during their turn, with strain for maneuver #2.

Final paragraph, first column, p. 200. "A character may perform one free maneuver on his turn. He may also suffer a second maneuver by voluntarily suffering two points of Strain." Top paragraph, same page, "Characters are allowed one maneuver during their turn, and certain circumstances may allow them a second maneuver as well,"

That's pretty clear to me that maneuvers a character takes are taken on their turn during the round. The devs have said actions can't be held. There isn't a whisper in the rules about it or about holding maneuvers between rounds, and there are several mentions I have posted where maneuvers a PC takes are taken during their turn in a given round.

Again, I submitted the question.

You're not reading the rules correctly. A round of combat is made up of everyone's individual turns, PCs and NPCs. You don't take two consecutive rounds aiming, you use two maneuvers for Strain to Aim twice in your turn in a round. Also the rules do tell you on p. 200 the various aspects of turns and maneuvers. There is no single sentence offering the clarity people are looking for. P. 200 explains characters are allowed the two maneuvers during their turn, with strain for maneuver #2.

Final paragraph, first column, p. 200. "A character may perform one free maneuver on his turn. He may also suffer a second maneuver by voluntarily suffering two points of Strain." Top paragraph, same page, "Characters are allowed one maneuver during their turn, and certain circumstances may allow them a second maneuver as well,"

That's pretty clear to me that maneuvers a character takes are taken on their turn during the round. The devs have said actions can't be held. There isn't a whisper in the rules about it or about holding maneuvers between rounds, and there are several mentions I have posted where maneuvers a PC takes are taken during their turn in a given round.

Again, I submitted the question.

Everything you've said here is true, except for the very first sentence, and the part where you say that you must perform both maneuvers in the same turn.

I don't believe anyone is suggesting that a character is holding their actions (or in this case maneuvers) from one round to perform in the next. There is nothing in the Aim maneuver description that says the consecutive maneuvers must be performed in the same round.

Unless there's an errata, all three of my books say the same thing.

...During combat, a character can use the aim maneuver...before attacking, granting a bonus to his next combat check. A character only gains the benefit of aiming if he remains in his current position and does not perform any additional maneuvers or actions before his next combat check. Any damage taken that exceeds the character's soak value also negates the benefit of aiming.

...

If the character spends two consecutive maneuvers aiming...

So, unless a character does something other than the Aim maneuver, or takes any damage, he can sit there all day performing the Aim maneuver, then suddenly attack with two boost dice (or only one setback if aiming for a particular part). As long as their most recent two actions were Aim. If they were to Aim then move then next turn Aim again, those two aren't consecutive, but if they were instead to move then Aim then next turn Aim again, those would be.

As mentioned above, as a GM, however, I would put a limit on how long the character could conceivably Aim based on the current situation - I might even have them make a Discipline check that doesn't count against aiming to see how long they can stay focused - but the rules make no such restrictions.

They don't repeat it in the Aim maneuver description on p. 201 because they just got done telling you on p. 200 the maneuvers a PC takes are taken on their turn in a round of combat. The entire section on how maneuvers work for a character in their turn, during a given round of combat, have to be considered in regards to the Aim maneuver.

So the devs explain the basics of maneuvers by PCs on p. 200. The next section, p. 201, goes on to explain some specific maneuvers the PCs can take, but they are taken using the rules of how maneuvers are used which is explained prior. Everyone seems to think because the book doesn't repeat in a single maneuver description on p. 201, what it just told you on p. 200, that somehow p. 200 doesn't apply to Aim.

In fact the developers have made it very clear that you can aim on one turn and shoot on the next on the ORder 66 podcast.

Also turns are just a game mechanic, it is not like in real time they would be holding their action waiting for the rest to finish their moves and actions...

Please god post a link.

I don't think it works, as you've said as long as they don't do another manuver between aim and attack they get the bonus. I think this plays more into other PCs granting free manuvers with advantages. Because as pointed out it says NEXT combat check not all or disrupted. So aim aim fire. Get a free manuver from another PC, next turn carry that free aim and aim again fire. But its not gonna be free carried over after sgooting

Edited by winters_night

Please god post a link.

I would but I listened to it and do not have it catalogued in my brain during which of the 60 or so episodes it was that I have heard it. It is however a fact that I did and it is only reasonable as well...

Edited by DanteRotterdam

I don't think it works, as you've said as long as they don't do another manuver between aim and attack they get the bonus. I think this plays more into other PCs granting free manuvers with advantages. Because as pointed out it days NEXT combat check not all or disrupted

Could you rephrase this? I have no idea what you mean... Sorry.

Yeah sorry on phone at work. Basically as written aim lasts till your next combat check than is lost. Doesn't matter if its 3 turns between aim and firing as long as u didn't do another manuver between aim and the shot your good.

Edited by winters_night

No, I don't believe that is right at all. Your aims should be followed by your shot or hit as the next thing you do.

Whether that means shoot, aim, aim -next turn- shoot. Or aim, shoot, aim - next turn- aim, shoot doesn't matter but you can't aim, aim -next turn- heal -next turn- knowledge check -next turn- shoot with added boost dice.

We aren't talking about narration though, we are discussing a mechanical aspect of combat.

I know. That's why I said:

Whether he takes one round or five is mechanically insignificant because the benefit is the same.

All that matters is that the PC uses two subsequent Aim maneuvers to gain the max benefit (two Boosts), is not interrupted, and takes his shot. I don't see what there is to even have discussion about. Especially since a PC will probably never do all his Aiming and then wait a few rounds doing nothing before shooting. He's basically asking the GM to disrupt him and lose the Boosts at that point.

No, I don't believe that is right at all. Your aims should be followed by your shot or hit as the next thing you do.

Whether that means shoot, aim, aim -next turn- shoot. Or aim, shoot, aim - next turn- aim, shoot doesn't matter but you can't aim, aim -next turn- heal -next turn- knowledge check -next turn- shoot with added boost dice.

You're correct based on what you are describing. However, I don't think winters_night is making the argument that a PC should be able to Aim, Aim, Stimpack, Knowledge Check, Attack and keep the Boosts. Stimpacks are maneuvers and a check (of any sort) would be an action both of which should break the Aim. The argument is (I believe) that if the PC aims, does absolutely nothing, then shoots, the PC would keep the benefit of aiming.

No, I don't believe that is right at all. Your aims should be followed by your shot or hit as the next thing you do.

Whether that means shoot, aim, aim -next turn- shoot. Or aim, shoot, aim - next turn- aim, shoot doesn't matter but you can't aim, aim -next turn- heal -next turn- knowledge check -next turn- shoot with added boost dice.

And yeah I'm not saying you can do other things it has to be aim than attack I'm just saying once you attack aim is lost. I see a lot of people with the impression that aim continues through attacks

Edited by winters_night

Yeah, aim is lost after the attack indeed.

You're not reading the rules correctly.

It is actually you, who are not reading the rules correctly. I don't understand how it is hard to accept that on my action, I do an action, then as my maneuver to start to aim. My turn ends...stuff...the round ends...stuff...On my next turn, I am still aiming, and use my consecutive maneuver to aim, gaining Boost Boost, then take my combat action. It is not like I am sitting there for three minutes trying to get the perfect shot. in game time is only seconds apart from the two maneuvers. And according to RAW, this would be one of the few times that I can take damage during consecutive maneuvers. So why even say you loose the benefits of aiming if you take damage if it can only be during one round????

According to the rules, yes rounds can take up to a minute. As a lot of people around here are found of saying that rounds last a minute, not true; they can last up to that long. I don't see rounds in combat taking very long. So, we are just going to take the shot, then mosey on about for a little bit, light a cigarillo, pick our nails, check the comlink for a new text? No, according to CRB, the actions of all participants are happening almost simultaneously, so people are moving, taking cover, and attacking all at the same time. If someone starts lining up a shot, it just doesn't magically reset because there is a new round. Are people moving, then just all of a sudden stop, then start again because the round is over and a new one begins.

All the book says is you gain Boost Boost by taking two consecutive maneuvers to gain the benefits of aiming twice. It does not say that you that you gain the benefits of aiming twice if you spend two maneuvers in the same turn. All I need is is two consecutive maneuvers.

Now granted. My players don't get to do this very often. Standing still is usually a very bad idea. But if someone were to get into some good cover, and take the extra second to line up a shot, I let them do this, and spare them the Strain cost. This is totally in line with the rules as written, and has no real game breaking effect.

Ok, so if I have a PC, already behind cover, takes an action, still has a free maneuver to use, starts to aim, then next round does the attack, would you not allow him the befits of aiming because it crossed that magic barrier of round end/beginning?

Edited by R2builder

I don't understand how it is hard to accept that on my action, I do an action, then as my maneuver to start to aim. My turn ends...stuff...the round ends...stuff...On my next turn, I am still aiming, and use my consecutive maneuver to aim, gaining Boost Boost, then take my combat action.

Except combat in FFG SWRPG is more fluid than that, and maneuvers don’t have to be taken only after actions. You could do the maneuver first. And even the second maneuver. Then take the action. Or take a maneuver, an action, and a second maneuver. Or the action first, then the two maneuvers.

Yes, you could do things in the order you specified. But it doesn’t necessarily have to be that way.

It is not like I am sitting there for three minutes trying to get the perfect shot. in game time is only seconds apart from the two maneuvers. And according to RAW, this would be one of the few times that I can take damage during consecutive maneuvers. So why even say you loose the benefits of aiming if you take damage if it can only be during one round????

Again, combat in FFG SWRPG is more fluid than that. Turns can take a minute or more. There can be many shots fired during your round, and some of them might hit you and interrupt you between the two maneuvers or the between the maneuvers and the action, thus spoiling your “aim”.

Ok, so if I have a PC, already behind cover, takes an action, still has a free maneuver to use, starts to aim, then next round does the attack, would you not allow him the befits of aiming because it crossed that magic barrier of round end/beginning?

So long as he didn’t take any damage, or do any other action or maneuver between those two things that he did, there’s no problem with an “aim” maneuver from a previous round giving them the [boost] benefit for the combat action in this round.