AIMING - so this came up....

By kintaro3, in Star Wars: Edge of the Empire RPG

I apologize if this has been brought up, but the search fu of this site is weeeeeeaaaaak.

So in the RB it says if you aim you can't move or take any other action. Then goes on to say you can take a 2nd maneuver to "aim" again. OK, we're good with this. It's the "Any other action" we're not so sure of, ESPECIALLY since the last bit then says any damage taken negates the bonus, which speaks to this :
If you spend a maneuver (or two) to aim, do you get the bonus the SAME TURN IE I AIM, and then SHOOT as my action? Or do I AIM, and wait until my next turn to shoot? The last bit seems to suggest that you'd have to wait (because you can't take damage on your turn, right?), and the way it's written (can't take any other actions) also can be interpreted that way. But we feel in my gaming group that, with the exception of the damage negating it bit, you can ALSO interpret it to mean that you aim and shoot in the same turn (it's how we were originally doing it)

Has anyone else had this issue? Are we simply missing the clarification in the RB somewhere?

Thanks for any help guys!!

The rules support aiming and shooting in the same turn but you can also spend one turn aiming and shoot the next turn if you wish. You can aim twice in a turn and shoot if you suffer strain to do so. I hope that helps.

As far as I understand it, you can Aim as your maneuver and then Shoot as your action in the same round. You could also spend 2 Strain to gain an additional maneuver allowing you to Aim twice, then Shoot for an extra Blue dice.

What you couldn't do is Aim as your maneuver, then perform some action other than attacking (such as falling prone, making a skill check, making a Force check) as this would disrupt your Aim and lose your Aim bonus.

I hope that makes sense :)

Edit: Lupex beat me to it! :D

Edited by Space Monkey

As far as I understand it, you can Aim as your maneuver and then Shoot as your action in the same round. You could also spend 2 Strain to gain an additional maneuver allowing you to Aim twice, then Shoot for an extra Blue dice.

You only need to spend one strain to gain an extra maneouver. But yes, by spending one strain you can aim, aim again with your extra maneouver and still use your action to shoot in the same round.

E

Edited by eldath

Or if you don't want to spend strain. You can shoot as your action then aim. And on the next turn, aim again and then shoot.

This adds 2 BD to your pool. I use it if I have good cover or not enough strain to do so.

As far as I understand it, you can Aim as your maneuver and then Shoot as your action in the same round. You could also spend 2 Strain to gain an additional maneuver allowing you to Aim twice, then Shoot for an extra Blue dice.

You only need to spend one strain to gain an extra maneouver. But yes, by spending one strain you can aim, aim again with your extra maneouver and still use your action to shoot in the same round.

E

I see people keep saying this but the RB is quite clear (as is the Beginner Game) it's 2 points of Strain to gain an additional manoeuvre - where does this 1 for 1 come from, is it a Beta thing or an errata thing?

In the core rulebook it is stated to spend two strains in order to get an extra maneuver.

A character may perform one free maneuver on his turn. He may also perform a second maneuver by voluntarily suffering two points of strain.

p200 of the Edge of the Empire Core Rulebook.

People keep saying "and shoot"... but can't you aim and then use a melee attack, too?

Well I never, having looked in both the core book and the beta it does indeed state 2 strain. So I was also wondering where the 1 strain thing came from. During the Beta period we downloaded a combat summary sheet, kind of a cheat sheet. On this document it states 1 strain so I suspect it is a typo which none of us has noticed. Thanks for the correction.

E

People keep saying "and shoot"... but can't you aim and then use a melee attack, too?

Yes you can, it works with Brawl, Melee and Ranged

E

Well I never, having looked in both the core book and the beta it does indeed state 2 strain. So I was also wondering where the 1 strain thing came from. During the Beta period we downloaded a combat summary sheet, kind of a cheat sheet. On this document it states 1 strain so I suspect it is a typo which none of us has noticed. Thanks for the correction.

E

:D no worries - I'm sure others have said the same, hence the question

The "take damage" bit really comes into play when allies use talents to give you a free manuver.

One possibility is that one could conceivably spend a maneuver to aim, trade in an action for a maneuver to aim, wait until next turn, aim again, and then shoot for additional boost dice... This is very much in the realm of the sniper, and its highly unlikely that someone would get enough time to stack several boost dice over more than 2 turns...

I can't remember if there's an upper limit as to how often one can take an aim maneuver, but I'd say probably 3 boost dice would be the maximum one could get for lining up a shot...

One possibility is that one could conceivably spend a maneuver to aim, trade in an action for a maneuver to aim, wait until next turn, aim again, and then shoot for additional boost dice... This is very much in the realm of the sniper, and its highly unlikely that someone would get enough time to stack several boost dice over more than 2 turns...

I can't remember if there's an upper limit as to how often one can take an aim maneuver, but I'd say probably 3 boost dice would be the maximum one could get for lining up a shot...

I don't have my book in front if me but I think in the book or order 66 podcast the mention you can not benefit from more than 2 aim maneuvers.

You could have the situation where a sniper spends two rounds to do a double aim maneuver rather than waste strain only to have some one damage them, resulting in the loss of the aim benefit. There may also be other situations come up that would cause damage eg a previous event may have set up that a weapon may actually cause damage to its user at,a critical time (remember that despair you rolled when buying the weapon from that jawa, so when firing it might have a feedback loop that causes damage as you fire making you lose the bonus)

One possibility is that one could conceivably spend a maneuver to aim, trade in an action for a maneuver to aim, wait until next turn, aim again, and then shoot for additional boost dice... This is very much in the realm of the sniper, and its highly unlikely that someone would get enough time to stack several boost dice over more than 2 turns...

I can't remember if there's an upper limit as to how often one can take an aim maneuver, but I'd say probably 3 boost dice would be the maximum one could get for lining up a shot...

I don't have my book in front if me but I think in the book or order 66 podcast the mention you can not benefit from more than 2 aim maneuvers.

True. Two Aim is the limit. But if the guy next to you want to make your shot better, he can Assist instead of using Aim and then you can get your third Blue die. This can be especially helpful when your buddy is a crappy shot or has an inferior weapon.

Thanks for that. The assist could work like a spotter for a sniper... "you're a little high." :P

Thanks for that. The assist could work like a spotter for a sniper... "you're a little high." :P

Or insults and taunts. Having your buddy critiquing your performance is either going to piss you off or encourage you to do better. Since this isn't real life, we'll go with encouraging...

Thanks for that. The assist could work like a spotter for a sniper... "you're a little high." :P

Hey thanks for the help guys!! This is why I love this community!

However, I feel I wasn't clear with the question I was asking.

I understand that there's the potential to take two blue dice for a "double" aim. It's the bit where it says "...as long as you don't take ANY OTHER ACTION.", not "and then take your shoot (or attack) action". It says it adds to your next check, but right before is the "no other action" bit. (I can't quote cos I don't have the RB in front of me), so to me it reads "Aim, take no other action (IE don't do anything until your next turn), then on your next check gain the bonus".

and can one of you explain how allies can potentially cause you damage on your turn? I can't figure that out......so that bit again suggests you have to wait until your next turn.

Before this we were aiming, then taking strain to aim again, then shooting. When I re read it, that "No other action" and "damage negates the bonus" really jumped out at me, and I got to wondering.

To summarize : I understand you can aim on your turn. I understand that you can take strain or trade your action for a second aim.

What I do not seem to be getting is because of the surrounding language - take an aim maneuver as long as you don't take any other maneuver or action (which now also occurs to me that that would negate a 2nd aim lol!)

Thanks guys!

A quick aim question: Do you need to declare what/who you are aiming at when aiming? I can see plenty of reasons why you wouldn't want the target to know that you aim at it.

A quick aim question: Do you need to declare what/who you are aiming at when aiming? I can see plenty of reasons why you wouldn't want the target to know that you aim at it.

I would say yes. Having said that I have found in most occasions the aim maneuver was part of the attack itself so the target would have no real chance to react (beyond using such talents as dodge, which they could use even if you didn't declare them). The only time it might make a difference is when your aim takes place over a round, I would definitely say in that instance you should declare. The only time I don't worry is when the party are attacking Minions.

E

Yeah I was specifically thinking of a sniper taking time to line up a sight over multiple rounds. By declaring the target the target would be able to go to cover etc. before the shot.

Also, does the book state somewhere that there is a max of two consequitive Aims?

A quick aim question: Do you need to declare what/who you are aiming at when aiming? I can see plenty of reasons why you wouldn't want the target to know that you aim at it.

I see two schools of thought with this.

1) As a player, when your GM told you that the BBEG was using 2 maneuvers to double aim (and thus using an action the next round to attack with 2 boost dice), potentially, you'll want to attack the BBEG rather than his or her mooks to disrupt the aim. So as a player, would you fault the GM for doing the same thing by disrupting your double aim by having the BBEG attack your character.

2) No one metagames, and do what the NPC or the character would do in that situation. "Oh my character is too focused on subduing this stormie to see the bounty hunter level his gun at me".

In the end I don't think it matters if your players or your GM uses that knowledge to disrupt the aiming, Players love to foil the BBEG and GMs want to make an encounter challenging.

The second aim action doesn't negate the first, because it's called out specifically in the aim maneuver. Page 201 says, "if the character spends two consecutive maneuvers aiming, he gains [2 boost dice] on the next combat check." So the maneuver specifically says, "do it twice, it's cool!" So you can indeed do it twice.

-EF