Cool and vigilance

By koriakin97, in Star Wars: Edge of the Empire RPG

I have a question about this two. Let's say that pcs are ambushing and they have low cool and high vigilance. This means that they would fare better if they just accidentally bumped at their opponents. How is this explained?

Another question regards flying maneuver which allows to move to a nearby location. Isn't that what ship would do by itself when pilot would, for example, speed up?

Because they have quick reaction times and itchy trigger fingers, but can't stop giggling and poking each other when on a stake out.

Cool: keeping your wits about you when confronting a dangerous situation. So low cool means they have a hard time keeping a, well, cool head.

Vigilance: mitigating the effects of unexpected circumstances and events.

In other words, the party is good at reacting but bad at preparing.

I have a question about this two. Let's say that pcs are ambushing and they have low cool and high vigilance. This means that they would fare better if they just accidentally bumped at their opponents. How is this explained?

With the Search function.

Another question regards flying maneuver which allows to move to a nearby location. Isn't that what ship would do by itself when pilot would, for example, speed up?

The Fly rules are a little messy at times; I think because the maneuver is called "Fly" so it gets confusing. If you are not flying anywhere particular then you do not have to "Fly" the ship to move it. If you are moving somewhere particular, you need to use the maneuver Fly.

So examples!

1. You're dogfighting around but you're staying in the same general area of space - You don't need to use a Fly maneuver. This frees you up to take Pilot maneuvers like speeding up.

2. You are moving the ship between range bands - You should use a Fly maneuver to get there.

Another question regards flying maneuver which allows to move to a nearby location. Isn't that what ship would do by itself when pilot would, for example, speed up?

It's presumed that, in structured play (e.g. combat) you aren't going to be flying in a straight line. So to get from a specific point A to a specific point B requires some effort (a maneuver, or possibly even an action) if one does not wish to hit anything or get blown up in the process.

In narrative play, you just narrate stuff like speeding up and moving.

Thanks for answers. It's much cleaerr now

If the characters are hidden, they get to choose when to launch the attack. I would allow them to take the aim maneuver and such before attacking, so even if they blow it on initiative, they would have boost dice on their first attack rolls. The Stealth roll could also generate Advantage and Triumphs, which can be spent on your initiative roll. So even if you don't have a lot of Cool in the group, if you have at least one Stealth monkey, you should have at least one guy high in the initiative order. If an enemy beats him, perhaps one of the ambushers got antsy and moved, or tried to set up a better shot, or started to panic. "Kalos should have attacked by now, something's wrong, we need to move!"

I play a bit of Airsoft at an outdoor place in the hills here, and I've found that laying an ambush relies much more on patience and awareness than coordination and agility (because it's so totally like real combat, right guys?). I'm a big clumsy oaf with little marksmanship, but I have a knack for circling the opponent, sneaking up behind them, and jumping them from point blank range with my little pistol. Which I guess means I have a lot of... Cool :ph34r: .