There is no need to handle such a case, because if one edge is in the right place, then a rotation of the layer will reduce it to the case where two adjacent faces are correct.
If the edge pieces are all in the cross orientation, there are only two cases:
Any other situation reduces to these by rotating the face. (A) is permuted using: R U R' U R 2U R' U.
For (B), you can do "cross-to-line", rotate 180, "line-to-cross", rotate: (L U F U' F' L') 180 (L F U F' U' L') U.
That's my own algorithm; various online resources say to apply the (A) algorithm twice in the (B) case, which results in more moves.
You can eliminate the 180 flip if you can learn the "line-to-cross" from the other side. Plus, if you ever get a "line" originally, you can learn to predict when it will go to (B), and do it from the other side instead.