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Taking Your Turn

This is a step by step guide, on how taking your turn works for each player. For any questions, concerns or clarification of the rules, please see the GM


The Turn Process

Here is a simplified step-by-step breakdown of the turn process. I will break it down step by step in more detail down below.


Step-by-Step Guide to Taking Your Turn in Star Wars Roleplaying Game (SWRPG)

Step 1: Determine Initiative

  • At the beginning of a combat encounter, all players roll for initiative using the "Cool" or "Vigilance" skills, depending on whether they were prepared for the encounter or not. This roll determines the order of turns for all participants in the encounter.
Initi-What? - I don't get it

Initiative in the Star Wars Roleplaying Game determines the order in which players and non-player characters (NPCs) take their turns during combat scenarios. It's essentially a system to see who reacts fastest in a tense situation. At the start of a combat encounter, each player rolls initiative, which is typically based on either the "Cool" or "Vigilance" skill. "Cool" is used when your character is prepared for the fight, knowing combat is imminent, while "Vigilance" is for situations where your character is caught off guard or surprised. The results of these rolls decide the sequence of actions, with higher rolls going first. This order is crucial as it affects tactical decisions, such as who you can attack and how you can position yourself on the battlefield before your opponents have a chance to act.

Step 2: Start of Turn

  • On your turn, you can take both an action and a maneuver, or you can perform two maneuvers, foregoing your action.

Step 3: Assess the Situation

  • Quickly evaluate your character's current circumstances. Consider your health, position on the battlefield, and the statuses of allies and enemies. Use this information to plan your moves and actions strategically.

Step 4: Declare Maneuvers:

  • Perform up to two maneuvers during your turn. Maneuvers: include:
  • Moving to a new position within range bands.
  • Aiming to gain a bonus on your next attack.
  • Interacting with the environment (opening doors, picking up items, etc.).
  • Drawing or Holstering a weapon.
  • Taking Cover to increase defense.
  • You can perform a second maneuver by taking 2 strain (if not already performed an action).

More Information on Maneuvers:

Understanding Maneuvers: in the Star Wars Roleplaying Game

Maneuvers: are simpler, often tactical actions that your character can take during their turn in the Star Wars Roleplaying Game. These actions help position your character advantageously on the battlefield or prepare them for more significant actions. During each turn, you are allowed one free maneuver, and you have the option to perform a second maneuver at the cost of taking 2 strain, which represents your character's mental or physical exertion.

Examples of Common Maneuvers::

1. Moving:

  • Move your character from one position to another on the battlefield, such as advancing from medium range to short range to an enemy.

2. Aiming:

  • Focus on a target to improve accuracy. Using this maneuver gives you a bonus on your next attack roll, increasing your chances of hitting the target.

3. Taking Cover:

  • Use a maneuver to duck behind a wall or other obstacles, providing cover and making it harder for enemies to hit you.

4. Drawing or Holstering a Weapon:

  • Prepare for combat without using your main action. This maneuver allows you to draw or holster a weapon, so you can attack on the same turn you prepare your weapon.

5. Interacting with the Environment:

  • Perform actions like opening a locked door during a chase or picking up an important item. These interactions can be crucial for progressing the game's narrative and often require a maneuver.

Strategic Use of Maneuvers::

By strategically using maneuvers, you can enhance your character’s defensive and offensive capabilities. Think of maneuvers as setting up the chessboard to your advantage before making a critical move. They allow you to be in the right position and condition to make impactful actions when it counts the most.

Step 5: Take an Action

  • Choose one action to perform. Actions include:
  • Making an attack with a weapon.
  • Using a skill (like Mechanics to repair a droid or Leadership to boost an ally’s morale).
  • Activating a special ability or Force power.
  • Preparing an item or device.
  • If you haven't used your free maneuver and choose not to take a second maneuver, you can still perform it after your action.

Make the most out of your actions

Understanding Actions in the Star Wars Roleplaying Game

Actions in the Star Wars Roleplaying Game are significant activities or efforts your character undertakes during their turn, typically after performing any desired maneuvers. Actions are more complex and impactful than maneuvers and are central to advancing your character's objectives in combat and narrative scenarios.

Examples of Common Actions:

1. Making an Attack:

  • This is one of the most common actions during combat. Whether using a blaster, lightsaber, or another weapon, you use your action to make an attack roll against a target within range.

2. Using a Skill:

  • Skills like Mechanics, Stealth, or Persuasion are used by spending an action. For example, repairing a damaged droid, hiding from enemies, or convincing an NPC to help you can all require a skill roll as an action.

3. Activating a Special Ability or Force Power:

  • If your character has special abilities or can wield Force powers, using one of these during your turn typically consumes your action. These abilities can have various effects, from healing allies to controlling the minds of your enemies.

4. Preparing or Using an Item:

  • Some items or devices require an action to prepare or activate. This could be setting up a shield generator, using a medpack, or activating a trap.

Strategic Use of Actions: Actions are vital for controlling the flow of the game and achieving your mission objectives. Choosing the right action at the right time can turn the tide of battle or significantly advance the plot of your adventure. Unlike maneuvers, which are more about positioning and preparation, actions directly influence the game's outcome by allowing characters to engage directly with the environment, NPCs, and other players.

Tips for Effective Action Selection: - Assess the Situation: Before deciding on an action, consider your character's current needs, the needs of the team, and the overall tactical situation. - Coordinate with Teammates: Discuss potential actions with your teammates to coordinate efforts and maximize impact. - Consider Consequences: Actions often have significant consequences, so think ahead about potential outcomes before making your move.

Actions are the core of your character's interaction with the game world and are crucial for combat, diplomacy, and problem-solving. Being thoughtful and strategic with your actions will enhance your gameplay experience and success in the Star Wars Roleplaying Game.

Step 6: Use Optional Abilities

  • If your character has abilities that can be used or triggered during your turn, decide whether to use them. This could include special moves, talents, or equipment abilities.

Step 7: Resolve Actions and Maneuvers:

  • Apply the effects of your actions and maneuvers. This includes dealing damage, applying status effects, or any other consequences of your decisions.
  • The GM will help resolve any complex interactions or unclear outcomes.

Step 8: End of Turn

  • Confirm the completion of your actions and maneuvers. The next player in the initiative order then takes their turn.

Step 9: Check for Effects

  • At the end of your turn, check for any effects that activate or resolve at the end of a turn, such as ongoing damage, healing, or status effects.


Additional Tips

  • Be aware of your surroundings: Use environmental elements to your advantage during combat.
  • Communicate with your team: Coordinate with fellow players for strategic actions and maneuvers.
  • Stay mindful of your character's motivation and backstory: This can influence your decisions and actions in meaningful ways.

What's a maneuver? What's an action?

In the Star Wars Roleplaying Game by Fantasy Flight Games, understanding the difference between a "maneuver" and an "action" is essential for grasping gameplay mechanics. Here, we detail what each term means and provide examples to illustrate their uses.

Maneuver

A maneuver represents simpler, quicker tasks that usually involve physical movement or basic interactions. Players can perform up to two maneuvers during their turn, with a second maneuver costing them strain, a measure of fatigue.

Examples of Maneuvers:

- Moving: Changing your position on the battlefield, such as moving from short to medium range, taking cover, or standing up from prone.

- Interacting with the Environment: Actions like flipping a switch, opening a door, or drawing/holstering a weapon.

- Aiming: Using a maneuver to aim provides bonuses on the next combat roll, representing careful targeting or focus.

Action

Actions are more complex and often directly affect other characters. They typically require a dice roll to determine outcomes and include tasks like attacking or using skills. Each character is generally limited to one action per turn.

Examples of Actions:

- Attacking: Making an attack, whether by firing a blaster, swinging a lightsaber, or any other form of combat.

- Using a Skill: Employing skills such as Computers for hacking, Stealth to evade detection, or Leadership to coordinate and motivate allies.

- Activating Abilities or Powers: Such as a Jedi using the Force, or an engineer activating a specialized piece of tech.

What about just simple actions, like talking?

Those are known as incidentals, and they can generally be performed at any time, without a skill check or using up a manuever. The actions, include such simple tasks as Speaking to another character, dropping a held item, letting go of a character that you are holding, and minor movement, such as shifting your position, peeking around a corner or looking behind a someone. Essentially, if you can do it, with little to no effort, and it can be done almost if not second nature to your character, it would generally constitute an incidental.

Example Scenario

Consider a Rebel spy attempting to escape an Imperial facility:

1. Maneuver: The spy uses their first maneuver to take cover behind a storage container, shielding themselves from enemy fire.

2. Action: While covered, the spy hacks the facility’s security system to unlock the exit doors, using the Computers skill, which constitutes an action.

3. Second Maneuver (Optional with Strain): After successfully unlocking the doors, the spy may opt to take strain to perform a second maneuver, rushing toward the now-open exit.