Using Force to Deflect Grenades and Projectiles

By Volt80, in Star Wars: Force and Destiny RPG

Hey, wondering if the game mechanics might allow for a Force user to deflect (using the Force, not lightsaber) a grenade thrown at him or a missile that was fired. Bonus would be sending it back at the original source. Would you require the character to have Force Move to even consider it? Maybe then it could be an option if you net enough threats and/or failures on your difficulty roll (assumes the stormtrooper is attacking you). I suppose if I were GMing, and the character wanted to actually send the projectile/grenade back at the shooter, I'd follow up with making them roll a Ranged combat check.

Pretty much every other force power that can be used as an out of turn incidental takes a flip and is once per session, so I'd treat it like that.

Actually has been called out by a developer (Max Brooke) in an order 66 episode as being "narrative use of reflect" when they were discussing keeping the peace art in particular the piece with a rocket being sent back to the firing trooper .

So how would you play that out mechanically and narratively? The character has to have the Reflect talent and use it, and then how would you decide that this is an appropriate time to send the projectile back at a target? I'm trying to correlate the narrative to some sort of dice result that would warrant it. And I still feel that if the character is going to send the projectile/grenade at a target (as opposed to random direction) that should require some sort of additional roll.

Protect does everything your looking for. You need a really big Force Rating to actually do what you want though.

The basic power costs 2 FP and reduces damage by Willpower + Success, probably 5, could be 8-10 if your character is high xp.

Then you need to spend a FP to reduce damage by 4 more(with all 4 strength upgrades), which can be activated multiple times.

To affect non energy weapons you need to spend another Force Point

To return the grenade to its owner you need to use 2 more FP and reduce the damage taken by you to zero (bigger weapons are harder to send back)

so thats 6 Force Points just to return a single attack with damage somewhere in the range of 8-13!

There is an upgrade that allows a Light Side Force User once per session to flip a Destiny Point to use the power as an out of turn Incidental.

Alternatly if your Light Side and only use Light Side Force Points to activate the power it will protect against every hit that turn.

Its hard to do, but possible for around 1000xp, more realistic with 12-1500xp

Edit: see below, Soak and Parry/Reflect are factors too

Edited by Richardbuxton

Richard remeber that you only need to reduce rhis damage to zero to reflect it back , if you had 6 soak it is entirely doable with with 5 pips, 2 for the basic power 1 for all types of damage, and 2 for mastery with 2 discipline and 4 willpower you could then reflect up to 14 dmg quite often (assuming you roll the pips)

14 dmg less 6 soak (this soak is conservative I can manage 9 soak with my warden /protector, I could buy into armorer and would add 2 more to this ). This leaves 8 dmg , so with 4 willpower thwt only leaves 4 success on a YYGGPP check which is quite doable. also remeber to have these upgrades if you got 2 or 3 advantage these would add to your defense. If you had all 4 str upgrades you would get +4 for each pip on top of it so 18/22/26 for 6/7 or 8 pips.

I realise we are talking high force ratings to do this, but if you didnt want to reflect back to the target you can drop the requirement by 2 pips, so if you rolled a magic 6 pips with an armorer/protector (soak 12) and didnt trigger mastery you would be able to reflect 12(soak)+5(willpower)+5 (succeses) +16 (4*4 Str upgrades) for a totwl of 38 dmg avoided. Not too shabby for a 300 earned xp character

Edited by syrath

Hmm, Soak hey, I forgot about that. For some reason I started thinking about the big weapons first with Breach and didn't wind it back when I was considering Grenades.

5 hours ago, syrath said:

Actually has been called out by a developer (Max Brooke) in an order 66 episode as being "narrative use of reflect" when they were discussing keeping the peace art in particular the piece with a rocket being sent back to the firing trooper .

That is brilliant.

Could be handled as a combination of the Reflect talent as well as the GM being lenient enough to allow Improved Reflect to also be applied. Per the wording of Improved Reflect, by default it can be used on any combat check made using the Gunnery, Ranged (Heavy), or Ranged (Light) skills, with the second paragraph citing that the attack (per page 150 of FaD core rulebook) "must be one able to be reflected and redirected (generally only blaster weapons or other energy attacks fall into this category; anything else is subject to GM oversight.)"

So a GM could allow a character with just those two talents to do things like deflecting grenades and rockets, though I'd suggest requiring the PC to also have at least the basic Move power (maybe also a Range upgrade to attack at a target that's at Medium Range) and that they were able to reduce the damage of the attack down to zero wounds in addition to the standard triggering conditions for Improved Reflect just to keep it from being overused, being to widely available, or stepping too harshly on Protect's toes.

I just narrate a miss (with potentially needing threat) as this happening.

In fact, in their first encounter with their main Inquisitor villain, our party's captain grabbed a grenade from a downed stormtrooper and threw out at her. He missed really bad, so I narrated that she stopped it in mid air worth the Force and tossed it to the side into the forest before it exploded. Easy way to make her look badass without giving her special powers. Three ranks in Adversary was all she needed. With a Despair on his roll, she might have sent it back to him. Maybe.

For a PC you can do the same thing. Stack Sense, Dodge, and/or Side Step to make yourself hard to hit, and when the opponent inevitably misses, you say the effort/strain was because you were using the Force to telekinetically deflect the attacks.

Edited by Absol197

With my Seer I have been reflecting grenades and rockets with Foresee & high initiative & Force Move... plan to use Bind, instead of Move when I finally learn it.

'Foresee' allows me to know a specific detail, like when our group will be attacked with such a weapon. GM gives some cryptic message 'fate convergence to this point, it is this moment you have foresaw', I delay my Force action and use Move when the rocket starts. To simply deflect is one pip is usually enough, to precisely hurl back grenade(s) would need multiple force pips.

I've had a PC ask to use 3 threat that was generated with an attack roll from an NPC rival throwing a grenade at him to have the bad-guy setting too long a timer on the grenade so it didn't go off until the end of the round (bad-guys roll was a fail but with triumph that I used to activate blast and 3 threat).

He was the only PC left to act so I assumed he was going to try and dodge behind cover or something like that, possibly leap on-top of the grenade to save a badly wounded PC from the blast damage (player is known for such heroics). As such I ran with the rule of cool and said sure, no problems.

Never underestimate the cunning of a PC fighting for their life. He used force move to grab the grenade, boink the bad-guy in the head with it and then used advantage from the force move ranged-light check to trigger blast quality to get the minion group next to the bad-guy as well. I did give him a black dice on the check as he was trying to focus, stay calm and use the force WITH A BEEPING EXPLOSIVE DEVICE two feet away! He even had to use dark side pips to get it off, so he gave into his fear and that led to some great role-playing after the encounter.

Have I ever mentioned that I really love this rules system, and the situations it helps facilitate? :-)