Initiative Slots & beening taken out

By archon007, in Star Wars: Edge of the Empire RPG

So I don't see anywhere in the rules it addresses what happens to the initiative slot when a player or NPC is taken out.

In Warhammer I read that slots are left in which allows flexibility and you just ignore open slots. Some posters say they remove the last slot, but this could mean someone gets skipped.

I am surprised this is not addressed in the book in the combat section, unless I missed it?

Is there an official ruling on this somewhere?

Just keep the slots. If there's no one left to fill the slot (e.g. all the NPCs have already taken their turns), it doesn't get used. I am unaware of a page number, but I might be able to dig up a podcast where this was answered by Sam Stewart.

I have been just removing the last initiative slot upon an NPC being taken down. Keeps things simple.

The only time that I don't remove the last slot, is if an NPC has consistently been taking the last slot in order, say for narrative reasons ie. they are a lumbering loader droid, or a calculating leader type in the back rows. Then I keep them at the lower initiative slot, and remove one from the top to keep things consistent with PC's expectations of the flow of combat.

Ultimately I think its best left malleable, that way you get to make that call.

Although I know it's not written this way, I would leave all slots until the end of the round (so one one loses their action due to a slot being removed).

Next time, that means that one side will have at least one "unassigned" slot. Once all slots are picked, I would remove that one from play before action continues.

Although I know it's not written this way, I would leave all slots until the end of the round (so one one loses their action due to a slot being removed).

Next time, that means that one side will have at least one "unassigned" slot. Once all slots are picked, I would remove that one from play before action continues.

Makes sense, especially since there is no written rule at all

Since the slots are reassigned each round anyway, what we do is pull the slot from the most logical place (and this varies based on how the encounter is going, and who is GMing). When I GM, to make my job easier (and out of habit from WFRP3rd), I tend to have the adversaries and minion groups keep the exact slot they rolled....so if a group or adversary is destroyed/incapacitated, I just drop that slot from the order list. But when I do shift slots, and there is a cluster of 'bad-guy' slots, I will remove it from there first...to generally keep the combat flowing.

example:

PC

PC

NPC<---remove

NPC

PC

NPC

PC

If they are distributed fairly evenly, and it doesn't matter, I'll just drop the last slot from the queue. We also drop the last slot when it comes to a PC being incapacitated, but that happens very rarely.

@ Bart, we have been just dropping the last slot but it has created a little over clustering. I like your suggestion.

Think of it like this if you have a list that goes

PC

ENEMY

PC

PC

PC

ENEMY

PC

One of the pcs is out of the fight, the rules as written run that everytime a pc slot comes up a PC acts ,everytime an enemy slot comes up an enemy acts, this continues until everyone has a turn then the next round starts, any unused are , exactly that, unused.

This means if a player or enemy gets stim packed back into the game they could take and use a remaining turn that was unused last round. Its not lost.

Edited by syrath

Think of it like this if you have a list that goes

PC

ENEMY

PC

PC

PC

ENEMY

PC

One of the pcs is out of the fight, the rules as written run that everytime a pc slot comes up a PC acts ,everytime an enemy slot comes up an enemy acts, this continues until everyone has a turn then the next round starts, any unused are , exactly that, unused.

This means if a player or enemy gets stim packed back into the game they could take and use a remaining turn that was unused last round. Its not lost.

This.

Anything else just means more paperwork. Yucky paper work.

I just drop off the bottom

I have been just removing the last initiative slot upon an NPC being taken down. Keeps things simple.

This is what I do also.

I normally remove one from the top, so as not to deny someone an action within the round. meaning if my initiative is:

P

E

P

P

E

and the first enemy slot drops a PC, I don't remove one of the PC actions from the bottom as that would result in only to of them acting that round. The same for bad guys. If your PC are on point, they could eliminate others and keep them from acting, but I'm kind of alright with that, although I may just stop removing them altogether.

I just drop off the bottom

I have been just removing the last initiative slot upon an NPC being taken down. Keeps things simple.

This is what I do also.

I decided to leave unused player slots open to give them more flexibility and the fact that they might be revived mid-combat. With NPC's after the round is over I remove the last slot. Has been working really well.

I just drop off the bottom

I have been just removing the last initiative slot upon an NPC being taken down. Keeps things simple.

This is what I do also.

I decided to leave unused player slots open to give them more flexibility and the fact that they might be revived mid-combat. With NPC's after the round is over I remove the last slot. Has been working really well.

That makes a lot of sense, though you might consider keeping the enemy slots around as well. You know, just in case a Triumph or Despair brings in reinforcements.

That makes a lot of sense, though you might consider keeping the enemy slots around as well. You know, just in case a Triumph or Despair brings in reinforcements.

That seems easiest to me. It's easier not to have to mess with the initiative order after it's been established.