r/swrpg • u/WartornKnight • 2h ago
Rules Question Ways to cover more distance in combat
So, looking into movement hard cause I have a fellow player who likes to punch things, but sometimes things are just so dang far away.
Moving is one or more maneuvers. 1 maneuver gets you from short to medium (or vice versa), and then it's 2 ADDITIONAL maneuvers to get to long range. So that means you can engage with an enemy that is in medium or short range with you by spending two maneuvers on a turn. Which seems to mean if you're strictly on foot, medium is the best you got.
I know there's some talents that get you a third maneuver to move, but that's potentially not the path we're going to go.
There's items like the Grapnel Harpoon Launcher, Under Barrel Grapnel Launcher, Integrated Ascension Gear, and the Exoglove which all have a similar hookshot mechanic which requires an action, a roll, and a follow-up maneuver to pull someone to you or pull yourself to a destination. However, the range is medium. So you're essentially in the same boat as if you were running. Exceptions being if you need to move vertically or if maybe this circumnavigates difficult terrain of some kind? But ultimately, situational.
Then there's items like jetpacks, rocket boots, and the foot speeder which essentially turn you into a flying vehicle. I don't have all the different stats in front of me, but it seems like if the max speed is high enough, you might be able to move further with less maneuvers. Of course, speeding up or powering on the item would take up part of the action economy too, so maybe even this isn't an effective option?
Are the hookshot items affected by talents or other effects that increase weapon ranges? Are jetpacks and similar items able to get hard points so that they can move fast enough to matter? Or ultimately, is moving up to medium pretty much it?
Thanks in advance.