My group has been working through the Long Arm of the Hutt and this Sunday, we'll be coming up on the final showdown with Teemo (I think). Based on what I've seen of my group, I suspect that they will go for the most violent option possible and try to fight the Hutt head on. According to the adventure, I'm supposed to use the Hutt Crime Lord profile for the fight, and that terrifies me. My players are all pretty new and thus don't have the skills or weapons to take on someone with 10 soak and a wound threshold of 30.
So I'm planning on trying to make things just a little bit easier so it doesn't turn into a party-wipe. Since Teemo is a younger Hutt, I'm thinking his soak would be more like 7 (to reflect that he doesn't have as much fat on him) and lowering his wound threshold to more like 20 or so. I'm also going to limit him to just using a blaster rather than allowing for melee attacks with a 6 Brawn.
But as I was thinking about it, I thought that maybe I would also make a special "Hutt Killer" weapon for my players to find in the palace. The story reason for this is that Teemo is developing the weapon to take out Jabba (thus giving my players more proof that they can offer to Jabba if they decide to go for a more peaceful resolution).
This is what I'm doing: finding the prototype Hutt Killer in the workshop will require a Hard Perception check (unless they learn of its existence from the guy who developed and built the weapon). Once they find the hidden safe its in, it will take a Hard Skulduggery check to open the safe. If they don't know what it is, they'll have to pass an Average Ranged (Heavy) check to figure out what it's good for, then pass a Hard Mechanics check to get the weapon up and running.
Here are the stats that I came up with:
Skill: Ranged (Heavy)
Damage: 7
Crit: 3
Range: Medium
Encumbrance: 1
Hard Points: 1
Special: Prepare 1, Slow-firing 2, Pierce 4, Burn 2*, Blast 3**, Limited Ammo 3, Vicious 2
The Hutt Killer fires explosive harpoons at its target, the idea being that the harpoons are designed to penetrate the Hutt's fat layers. Thus the burn would ignore Soak on a successful hit. The blast would be triggered in the next round after a hit (or miss). If the players generate two Victories, the harpoon basically pins the target to the ground or wall, immobilizing them for two rounds. But this also means that Burn and Blast would be reduced by Soak that time.
After the encounter, the Hutt Killer would permanently break.
So have I gone too far? I don't want this to be an impossible battle, but I don't want this to be an easy out either.