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Star Wars RPG Saga Move Action Summary

star wars rpg saga edition move action summary

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Marc Savard
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0% found this document useful (0 votes)
13 views3 pages

Star Wars RPG Saga Move Action Summary

star wars rpg saga edition move action summary

Uploaded by

Marc Savard
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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MOVE ACTIONS

Move:
You can Move up to your Speed as a Move Action. Even Moving 1 square is considered a Move
Action. Nonstandard modes of movement are also covered by this type of Action, such
as Climb or Ride.
Moving Diagonally
Moving Diagonally costs double. When Moving or counting along a diagonal path, each diagonal
step counts as 2 squares. If a character moves diagonally through Low Objects or Difficult
Terrain, the cost of movement doubles twice (that is, each square counts as 4 squares).
A character can't make Diagonal Movement past the corner or end of a wall that extends to a
grid center.

Draw or Holster a Weapon:


Drawing or Holstering a Weapon is a Move Action. If you are proficient in a weapon’s use,
Drawing the weapon always includes any action necessary to activate the weapon (thus,
a Lightsaber can be Drawn and activated as a single Move Action if you are proficient with the
weapon).
Quick Draw
If you have the Quick Draw feat, you can Draw or Holster a Weapon as a Swift Action instead of
a Move Action.

Manipulate an Item:
Manipulating an Item includes picking up an item, loading a weapon, opening a door, or moving
a heavy object; doing any of these is a Move Action.
Retrieving a Stored Item
Retrieving a Stored Item out of a backpack, carrying case, or other closed containers requires
two Move Actions, one to open the container, and one to get the item. Holsters, Utility Belts,
and Bandoliers are not considered to be closed containers for the purpose of this type of action.
MOVE ACTIONS

Stand Up:
Standing Up from a Prone position requires a Move Action.
Acrobatic Standing
If you are Trained in the Acrobatics skill, you can stand up from a Prone position as a Swift
Action with a successful DC 15 Acrobatics check.

Withdraw:
You can Withdraw from combat as a Move Action. To Withdraw, the first 1 square of your
movement must take you out of your opponent's Threatened Area by the shortest possible
route. If you must move more than 1 square to escape the Threatened Area, you can't
Withdraw. You can Move normally in order to escape an opponent, but you provoke an Attack
of Opportunity when doing so.
Once you clear the Threatened Area, you may continue to move, up to a total of half
your Speed. You can Withdraw from more than one opponent in the same action, but only if
you can clear all Threatened Areas in your first 1 square of movement.

Tumble (Acrobatic Trained only)


If you succeed a DC 15 Acrobatics check, you can Tumble through the Threatened
Area or Fighting Space of an enemy as part of your Move Action without provoking an Attack of
Opportunity. Each threatened or occupied square that you Tumble through counts as 2 squares
of movement.
MOVE ACTIONS

Anticipate Enemy Strategy (Tactics, Trained Only)


A good tactician can anticipate their enemy's movements and strategies, and then plan
accordingly. As a Move Action, a character Trained in Knowledge (Tactics) can designate a target
in their line of sight and make a Knowledge (Tactics) check to anticipate the enemy's next move.
The DC for the check is equal to the target's Will Defense, or 10 + the target's CL if the target
does not have a Will Defense (as is the case for Vehicles without unique Pilots).
If successful, you gain special insight into the target's strategy and can anticipate its next move.
You learn what actions the target is likely to take on its next turn based on the current
circumstances; if circumstances change, the target's actions might change as well, though
typically unless the situation changes drastically you should have a good idea of the target's
likely next action. The Gamemaster is the final arbiter of just how much information you gain
through the use of this application.
Typically this does not include information on the use of Talents or Feats, but it should provide
information on whether the target is going to attack, who the target intends to attack, where
the target might move to, or any other special strategies the target might employ.

Activate Force Power:


Use any of the Force Powers that require a Move Action.

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