Chase Rules versus Standard Movement

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

I believe that Chase Rules basically overrule using Structured Time. So you could not take 1 or 2 Moves to make up the range bands lost from a Chase roll. I could be wrong on that, though. Let's say you are being chased by TIE Fighters at Speed 5 (using Planetary Range Bands). You win a Chase check and move to Medium range from them. On the TIE's turn can they simply use one Maneuver to jump to Medium (which, at speed 5, they can) and attack?

So, in a way (from a certain point of view), the Chase is a narrative way to not have to use a hex map or grid to figure things out.

14 hours ago, DurosSpacer said:

I believe that Chase Rules basically overrule using Structured Time. So you could not take 1 or 2 Moves to make up the range bands lost from a Chase roll. I could be wrong on that, though. Let's say you are being chased by TIE Fighters at Speed 5 (using Planetary Range Bands). You win a Chase check and move to Medium range from them. On the TIE's turn can they simply use one Maneuver to jump to Medium (which, at speed 5, they can) and attack?

So, in a way (from a certain point of view), the Chase is a narrative way to not have to use a hex map or grid to figure things out.

Pretty much correct. It effectively replaces your movement, freeing up your manoeuvers and actions for other things, although narratively if it is something that would provide extra movement (say a range enhanced force leap as an action) then it could help close distance.