The nemesis in question does not use armor. But as a general tip for my op that is very good! Thanks:)
How do you deal with Disruptor Rifle + Lethal blows and Jrury Rigged?
well supreme armor master is good but it is normally reserved for jedi armorers, I'd be hesitant to give any rare jedi spec deisgned talents to any random villian. As narratively shown in the prequels jango didn't have supreme armor master. However a powerful force sensative or darksider I'd have no problems giving the talent to, but its your game.
That being said I don't think your lightly armored ISB agent is going to be able to take full advantage of the tree without some customized light soak 2-3 armor.
If you want her to be a beast then go with Customized +1 defense, soak 3 superior reinforced clothing with armor master make it soak 4 and with improved armor master defense 2 give her 6 brawn since she is a brawler and an armor implant for defense 2 soak 11
I won't armor her up and probably won't give her implants. I think a few ranks in durable and a high vigilance and cool skill will do, with a small squad on occasion. Most likely they will be running from her anyway though.
Don't forget about squads from the AOR GM Screen. Add half a dozen minions in squad formation with your big baddie, and that disruptor hit gets assigned to redshirt #1 who is vaporized. Repeat as necessary. The minions go down quick, but it adds a round or two to a rival or nemesis, without making them outrageously tough.
I don't have that. How does squads work?
You definitely should pick it up, just for squad rules. Effectively you attach a minion group to a rival or nemesis. They give up their action to be in a formation with the big man. There are differernt formations which give minor bonuses to the leader. The biggest advantage though, is that if an attack hits the leader, he may choose to assign it to any member of his squad. There are also rules about how to form up and disrupt formations. For example, I think that if you are attacking a formation and get a triumph, you can break the formation until the leader reforms its. But in most cases, my players will typically hack down the redshirts more often that affect the formation.
Just as a story element to factor in, you do know that Disruptors are like, really really nasty? Like "is that anthrax in your pocket or are you just happy to see me?" nasty. That Vicious rating isn't just about damage, the disruptor is supposed to be a rather excessively painful way to go. Most planets make the things illegal by default, even the frontier places tend to not take kindly to people walking around with em just because they are so horrible. (remember how everyone freaked in Rebels when they showed up?)
Have you considered treating disruptors in a similar way as you treat lightsabers? Something the players can have and use, but also illegal and not something to walk around with openly. Likewise have others treat him differently. Have the player start earning a reputation as a rather cold blooded sadist that likes hurting people just to hear them scream. The player can still conceal it, and use it like a lightsaber, but you can tweak story elements to show his rep getting worse. Start giving them really ugly job offers to do things like "make examples of them" or "show them what happens to people that get in our way."
Even a simple quest briefing can be dressed up. Say you're giving the players their next quest. When they walk into the boss's office there's these three rough bounty hunter types. Really play them up as total pros, packing specialty gear, modded out guns and launchers, and with some quality numbers. The boss introduces them saying something like "This next job is gonna be tough so I got you some extra help." The lead hunter looks at the players, looks at the boss, and says "Oh no, I know who he is, and what that sicko does. Whatever this job is, we don't want to be a part of it. We've got a reputation for being professional, and we aren't letting that get tarnished by working with psychotics. Come'on boys, we're done here." and they walk out never to be seen again.
Of course the job was always intended to just be the players, but they don't know that. What they do know is they had some grade A backup walk out because one of the party is has gone so low even dudes who make a living shooting at people for money think they've got the moral high ground compared to him.
As usual, Ghost has nailed it.
I made a similar argument in the thread on Battle Meditation in the F&D forum, but the thing is this: you don't "deal with" powerful mechanical abilities in a mechanical fashion. At least, not primarily. You deal with them in a narrative fashion.
Find the downside to the ability, show it to the players in-game, and they'll start using the big guns (literally, in this case!) less often.
Glad to see Ghostofman agreeing with me. That's always a good sign.
Is it plausible to think a bountyhunter might loose his or her licesnse for using a disruptor weapon? Does Vader telling Boba "no disintergrations" back or contradict that notion do you think?
Circumstances dictate I would think and the customer is always right.
One side note here, GMs: you don't need to buy your nemeses up Talent Trees to get certain talents. Want your BBEG to have Durable 4? BAM, wish granted!
Speaking as a GM who had players gain a dual-light-repeating-blaster-cyber-harness from a baddy at the culmination of a session, I'll reiterate what Ghostofman said: be careful what you let your players have!
Circumstances dictate I would think and the customer is always right.
So not as a general rule then? As if the Empire law-enforcers that issued the license found out you were using one on a job or at all, they would terminate said lisence?... Well, if you aren`t at Boba`s level at least.
Maybe the guild would have their say too, if you were a member.. or not.
It's your call. It's a way to bleed character's credits to obtain the necessary credentials and permits for specific weapons that are listed as restricted, not as a blanket 'you can't have that' policy imo.
Circumstances dictate I would think and the customer is always right.
So not as a general rule then? As if the Empire law-enforcers that issued the license found out you were using one on a job or at all, they would terminate said lisence?... Well, if you aren`t at Boba`s level at least.
Maybe the guild would have their say too, if you were a member.. or not.
I think it depends, and you have to consider the circumstances. The Empire probably don't like getting bags of people dust in the mail in general. It's too politically distasteful and makes confirming the bounty head more difficult. Someone like Solo though the Empire might let it slide a little because the guy is so scary and dangerous they'd considering using a disruptor less of a war crime and more of fair play. Jabba (who likely had a private bounty on Solo with no official listing) probably doesn't care, and possibly even encourages it a little as "an example." But taking private bounties is it's own can of mynoks as they are usually illegal as well, so it's not like you can just explain to the local marshall that the dude you're chasing it totally scary and you need a disruptor.
It's also a matter of location. No one on Tatooine will stop you from having a disruptor, it might even help you a little. Go to Elrood, or Naboo, or any other planet that is (or wants to be) civilized and they will probably not care if you are or are not Boba Fett. The law says mere possession of the weapon is illegal, valid license or no, so leave it on your ship. Other planets might meet you in the middle, as long as you can explain why you need that weapon over others. GM wise this can also flex around what weapons you are aware of and are available. A GM that knows about the glory of the ABC Scrambler is probably not going to be as lenient about that disruptor as a GM that does not.
And guilds are their own thing as well. Some guilds will probably give you the boot for even having one (unless you're a high level muckity muck assigned to an equally high level target) other guilds might not care, other guilds might not care as long as you're also not wearing the company logo at the time.
As a side note, an interesting show to watch is Killjoys, which is all about space bounty hunters. In that show they do some neat things, like having a hunters Warrant also provide permissions about what weapons they can use, where they can go, and even what level of experience they can have within the guild to not only accept a warrant, but also to work with a higher level hunter on a warrant.
Edited by GhostofmanAs a side note, an interesting show to watch is Killjoys, which is all about space bounty hunters. In that show they do some neat things, like having a hunters Warrant also provide permissions about what weapons they can use, where they can go, and even what level of experience they can have within the guild to not only accept a warrant, but also to work with a higher level hunter on a warrant.
You could take the characters and their situation and plop the whole thing, verbatim, into the Star Wars universe and you'd barely have to tweak a thing.