Stay on Target / Evasive Maneuvers confusion.

By Ebak, in Game Masters

So I was just going over the rulebook again today and I noticed something that has me a little confused. That is the specific timing as to when Stay on Target / Evasive Maneuvers actually stop taking effect. The book calls out Evasive Maneuvers effects ending at "the end of the pilots next turn". No problem there.

However, Stay on Target states that it's effect ends "until the end of he pilots next round." originally I thought this was just a typo, but it appears in all 3 core rulebooks and no official source I find disputes this.

Thoughts?

Seeing as how a round "belongs" to all the characters participating in it while a turn "belongs" to the character acting right then, I'd imagine this is just a typo. It would be weird to talk about the "pilot's round" as if he was the only person acting. And on top of that they're both Pilot Only-manoeuvres that work in exactly the same way otherwise (only opposite of each other, but you know what I mean) so I think it makes sense for it to mean "turn" in both instances.

The point is, since initiative is fluid, a Pilot could act in the first PC slot in one round, and the last PC slot in the next, while having SoT/EM active throughout the entirety of the other PCs actions in both rounds. It's one of the unique things about this system with shared initiative slots.

The point is, since initiative is fluid, a Pilot could act in the first PC slot in one round, and the last PC slot in the next, while having SoT/EM active throughout the entirety of the other PCs actions in both rounds. It's one of the unique things about this system with shared initiative slots.

I know the idea behind the mechanic and understand it, my confusion is the difference in terminology that Kreiger22 points out. I do also think its a typo, but I am not sure because it was reprinted in all 3 books, and no errata mentions it at all.

The point is, since initiative is fluid, a Pilot could act in the first PC slot in one round, and the last PC slot in the next, while having SoT/EM active throughout the entirety of the other PCs actions in both rounds. It's one of the unique things about this system with shared initiative slots.

You don't reroll Initiative for every round of action. You roll once at the beginning of combat, and continue on with that order until the end of combat.

However, the book does say (EoE pg 199, Step 4) that "end of the round" actions resolve after everybody has acted. So there is a difference between them. If something ends on a turn, it ends after that person has acted even if more people act later. If something ends on a round, it persists until everyone has gone.

Edited by bkoran

So I was just going over the rulebook again today and I noticed something that has me a little confused. That is the specific timing as to when Stay on Target / Evasive Maneuvers actually stop taking effect. The book calls out Evasive Maneuvers effects ending at "the end of the pilots next turn". No problem there.

However, Stay on Target states that it's effect ends "until the end of he pilots next round." originally I thought this was just a typo, but it appears in all 3 core rulebooks and no official source I find disputes this.

Thoughts?

EotE 1st reprint edition, p. 233, "Stay on Target […] Until the end of the pilot's next turn."

(at least I think it is the first, because I know it is not the original and don't think there is right now a 2nd reprint)

Edited by SEApocalypse

The point is, since initiative is fluid, a Pilot could act in the first PC slot in one round, and the last PC slot in the next, while having SoT/EM active throughout the entirety of the other PCs actions in both rounds. It's one of the unique things about this system with shared initiative slots.

You don't reroll Initiative for every round of action. You roll once at the beginning of combat, and continue on with that order until the end of combat.

However, the book does say (EoE pg 199, Step 4) that "end of the round" actions resolve after everybody has acted. So there is a difference between them. If something ends on a turn, it ends after that person has acted even if more people act later. If something ends on a round, it persists until everyone has gone.

While you don't re-roll you can certainly switch places around. Any PC can act in any PC initiative slot so long as they only act once each round. Same goes for NPC's. Essentially it makes an Initiative Monkey a viable and worthwhile build for this game, and it's also why a combat character doesn't necessarily need fantastic initiative skills.