The Art of the Ambush

By SavageBob, in Star Wars: Age of Rebellion RPG

If a character is attempting to lie in wait for a target and spring an ambush, how many rolls does this require? The AOR Core Rulebook suggests that at the very least, the ambush requires an opposed roll, the ambusher's Stealth versus the target's Perception (AOR p. 126, p. 129, p. 213).

Assuming the hiding character wins this check, what happens next? Does the ambusher get a free attack? Or do both parties roll for initiative once the ambusher decides to attack (the ambusher's Cool versus the target's Vigilance)?

I see conflicting information on this in the Core Rulebook. On the one hand, most parts of the rules seem to suggest that springing an ambush requires an initiative roll, with the ambusher rolling Cool and the target rolling Vigilance (AOR p. 120, p. 131, p. 211). On the other hand, in the sample adventure, there's an encounter with some Ranats where the Ranats can ambush the players based on a simple Stealth vs. Perception contest (AOR p. 449). Also, I don't think any ambush predators we've seen have any ranks in Cool (see the Sand Panther and Sludge Panther in Suns of Fortune, for instance).

On the other hand, there's the notion that having the "element of surprise" grants the attacker a boost die on the attack (AOR p. 27) and possibly also on the Cool check for initiative (Operation Shadowpoint, p. 32). The ambusher would also presumably be able to aim should she pass her Stealth check, which would potentially add a second boost die to the attack (AOR p. 28, pp. 213–14). Finally, an ambush may also require a fear check by the target (AOR 314–15). If this is the case, the initial Stealth check would be necessary to permit these additional bonuses for surprise, aim, and fear.

Finally, what impact, if any, does it have on all this if the ambusher has the Quick Strike talent? Would it potentially offer the attacker another Boost Die to the initial attack, provided the attacker wins initiative?

Edited by SavageBob

Short answer: Yes

This is one of those things where the rules are meant to be taken more as a toolkit. I believe this was also discussed in a previous thread, but I can't remember the name of it...

Anyway, you have options. Also, the following suggestions aren't really anywhere in the book, just some things I've extrapolated/pulled out my rear-end.

Option 1a: Let the dice decide. Successful stealth means the attacker rolls Cool while the ambushed roll Vigilance. The dice decide how well the attackers take advantage of their stealth versus how well the defenders respond to the ambush.

Option 1b: Let the dice argue. if the defenders get higher initiative slots, it may simply allow them a chance to make a Perception check (against whom's Stealth would be up to the GM) without automatically giving away the attackers' positions.

Option 1c: Let the dice decide and bring some friends. Add boost/setback dice to attackers/defenders as seem appropriate depending on whole well/poorly the Stealth roll went.

Option 2: "Surprise Round". I'm borrowing from DnD here. Roll initiative, but the attackers get a free round of turns. Or require Discipline checks from the defenders to be able to use their maneuvers.

What's important to keep in mind is that EoTE/AoR/F&D are just as much about the narrative as they are about the mechanical structure. For example, let's say your character has zero ranks in Cool but three in Vigilance: One possibility is that he's (or she's or it's) a paranoiac who's itchy trigger finger serves him well when being ambushed but causes him to hesitate in less subtle confrontations 'cause he's always looking for enemies in the pipes instead of what's in front of him.

Likewise, you may use a different approach depend on how the characters narrate their stealth check. There's a difference between two characters being in plain view of each other, but one doesn't notice the other's blast, versus one character being entirely unaware of the other's presence.

Quick Strike, read as written, gives you a boost die (per rank) on combat checks against any character that hasn't acted. So if you're taking option 1, and a defender uses a higher initiative slot, then Quick Strike wouldn't help against the defender. It could be that the defender has simply moved out of the optimal position that would generate the Boost dice from Quick Strike for the attacker.

Hope that helps!

This has been long discussed, but I'll try and hit the key points, at least from my point of view.

If a character is attempting to lie in wait for a target and spring an ambush, how many rolls does this require? The AOR Core Rulebook suggests that at the very least, the ambush requires an opposed roll, the ambusher's Stealth versus the target's Perception (AOR p. 126, p. 129, p. 213).

Depends on what kind of ambush.

If the players are conducting a prepared ambush (setting up their ambush in advance, and lying in wait for the ambushee to arrive), then they might roll Stealth vs. a set difficulty based on the exact terrain. The results would be able to do things like give bonuses to their Cool roll when initiative come around.

If they fail this Stealth check, you can still play it through, but both sides have to use Vigilance and any bonuses the players get will have to go to other things, and not initiative.

Assuming the hiding character wins this check, what happens next? Does the ambusher get a free attack? Or do both parties roll for initiative once the ambusher decides to attack (the ambusher's Cool versus the target's Vigilance)?

Both roll for initiative, Cool and Vigilance. As above, the ambushers will probably have a bonus or two from their stealth check, making it likely they'll have the No. 1 slot.

If they don't that's ok. You still run and roll as normal. If the Ambushees get the No.1 slot, platy is straight. Remember, just because one of em got a "bad feeling about this" doesn't mean they get to attack first. Until at least one of them passes an opposed Perception vs. Stealth check, they don't know they are in combat, much less what to shoot at.

On the other hand, in the sample adventure, there's an encounter with some Ranats where the Ranats can ambush the players based on a simple Stealth vs. Perception contest (AOR p. 449). Also, I don't think any ambush predators we've seen have any ranks in Cool (see the Sand Panther and Sludge Panther in Suns of Fortune, for instance).

Right, this falls into the "unprepared ambush" side of things, where instead of going out and setting up a good point, the Ambushers are trying to sneak up and on jump the Ambushees.

It essentially works the about the same as the prepared ambush, but instead of rolling a flat stealth check, they're rolling an opposed check to the targets Perception, which is more likely to be higher, or involve red dice and the possibility of Despair.

Most Ambush predators don't have cool, but remember they typically are also evolved for going up against minions with even lower stats then they, so it still works.

On the other hand, there's the notion that having the "element of surprise" grants the attacker a boost die on the attack (AOR p. 27)

Reread that, it says a boost on SOMETHING for element of surprise, that could be anything. While it might be an attack (after all your Cool check when ambushing some troopers, or your Charm check when convincing a jury to acquit another play after you introduce an unexpected piece of evidence.

The ambusher would also presumably be able to aim should she pass her Stealth check, which would potentially add a second boost die to the attack (AOR p. 28, pp. 213–14).

Possibly.

Finally, an ambush may also require a fear check by the target (AOR 314–15). If this is the case, the initial Stealth check would be necessary to permit these additional bonuses for surprise, aim, and fear.

Fear isn't an action (usually) it's just an effect. So if it's suppose to happen it will, it need not be an action taken by a side or character unless they are using a talent or something that requires it.

Finally, what impact, if any, does it have on all this if the ambusher has the Quick Strike talent? Would it potentially offer the attacker another Boost Die to the initial attack, provided the attacker wins initiative?

If the target hasn't activated... yep.

That's the whole deal with ambushes, you set yourself up to get a lot of advantages. In the case of a prepared one you might even use your Triumph and Advantage to manipulate the locations, like "The Ambushee may only seek +1 cover, and not +2 because there's nothing good enough."

Thanks, both of you, for the replies. I was having a "that can't be right" moment with the rules due to the whole question of whether Cool is needed by the ambusher. My problem with that interpretation is that most non-sentient ambush predators will probably have a low Presence and Cool, but their whole schtick is to hide out and then jump on prey. If that's the case, to make them threats for the PCs, you have to give them some Presence or Cool to make them a challenge.

But the explanations above confirm for me that these types of ambush predators likely stack the deck in their favor in other ways and don't necessarily need Cool as a trained skill. Awesome!

Now to finish homebrewing stats for the Lamproids...