How do you deal with Move: disarm?

By yeti1069, in Star Wars: Force and Destiny RPG

The result is mechanically the same as far as I see it. Disarm makes them drop their weapon. If you're engaged with them you can immediately take a move to pick the weapon up (or catch it out of the air for style points) or kick it across the room or otherwise put it out of reach.

Not really. A disarm is deliberate and how it's caused is important. If it was in H-T-H then it could be dropped (Engaged Range) or taken or even knocked away. If you are pulling or knocking it out of someone's hand at a distance with the force it's more likely to not just drop at their feet but instead be flung away somewhere in Short Range.

Or have two PCs work in concert, with one doing the "disarm via advantage" while another uses Move to throw the weapon away. My Force-sensitive street rat did just that after another PC managed to knock away the rather beefy shock baton that a First Order Stormtrooper was using to wail away on that PC (pushed just show of his strain threshold in a couple of hits).

Granted, it's generally easier if the Force user has invested enough in Move to be able to do the disarm themselves, but it's not the only option for a Force user to take an opponent's weapon out of play.

As ApocalypseZero mentioned:

Minions are not worth to think to much about them. You fling theire weapons out of their grasp when ever you have enough pips to 1. activate the power 2. have the controlupgrade 3. if nessesary the player can activate range and or magnitude upgrades for more pips.

Important at this: while the minion group counts as one target in terms of damage and movement, they still are different beeings with different objekts to wield. (as you can see by Sam Stewards ruling about the blast quality hitting miniongroups [see the post "Anwsers by the Devs" in the EOTE board)

So using move to disarm a minion group will per default take away ONE weapon not a whole groups weaponS, therefore you'll need the magnitude Upgrade (Rank x usable pips = total number of Disarmings)

If now a group of 8 Stormies with Blaster will become a group with 4 Blasters just handle it like with the squadrules for minions breaking out of formation.

You'll get two groups of 4 minions (one with blasters one unarmed) sharing the same initiative spot (but each with own actions and maneuvers). ((Also use this when the player uses move to throw around mininons)

The flinged weapons will NOT be landing to theire feet (that would be make them DROP the weapon not flinging them out of hand) it was already stated by the devs and the rules that an object that is hurled by move will move to a place with in the range of the power at the chooise of the user.

So if the player uses the range Upgrade to activate the power at medium range, he may decided that the weapons are drop at the opposite end of his range field (which than again can become a large distance to the minions!

Furthermore, the objects won`t move slowly! They move fast enough to be used as a throwing weapon since the increase Speed Upgrade has to be bought before you can take the weapons out of the enemys grasps. The player may decide how fast that is. He don't have to make a ranged check since he is not aming at something/someone to hit!

no need to make it more complicated just stick to the rules as written and use the common logic when deciding about the number of magnitude.

No opposed checks for minions (except when a rule states otherwise) otherwise you may also stop to differ all three enemy types, and than you are right back at D&D, SR, PF and what do I know which other RPG-Rulesetting.

Important at this: while the minion group counts as one target in terms of damage and movement, they still are different beeings with different objekts to wield. (as you can see by Sam Stewards ruling about the blast quality hitting miniongroups [see the post "Anwsers by the Devs" in the EOTE board)

Looking over the two "Blast and Minion Groups" entries that Sam answered, I think you took away more than what he said. The issue with Blast and Minions is a range issue (Blast only effects Engaged, but Minions can be spread out.) So the individual effect on minions is only to determine the effect of Blast Damage.

Now, you can use that scenario to answer Move Disarms on Minion Group at different ranges.But that can be negated by requiring Pips used to reach the farthest Minion in the group.

(Sorry if I come off as Rules Lawyer-y. I get that way when discussing rules.)

No offense taken, Apocalypse.

you are right about the engaged part, but that was not the part I was refering to ^^

I meant that just that each minion in the group (within engaged or short (with a termal detonator)) handles the blast dmg individual, and with move it is the same.

But thanks for the input to clarify ^_^

Something else to consider is the varying size of Minion Groups and how Damage is allocated across them. In Sam's answer of the Blast Quality you can see that the number of individuals becomes relevant, along with there position, in determining how many times to apply the extra Damage. It's perfectly reasonable, and likely, that this is how one should handle Disarming as well.