Fighting a force user

By MrTInce, in Star Wars: Force and Destiny RPG

On 3/9/2019 at 11:43 AM, Decorus said:

I was reading thru this page finding a disappointing lack of HK. Let’s go kill some Jedi now.

On 3/5/2019 at 9:54 AM, MrTInce said:

One of my players is the tank/melee expert of the group with an impressive 8 soak and good use of the sense ability. He recently annoyed a gank assassin after beating him in combat with the rest of the PCs (great fight scene!) that resulted in him losing his cybernetic arm.

The assassin is coming back and but the PC is only stronger with a lightsaber. The assassin is clever and strong but what kind of things could he do to counter the force user/balance the scales?

I'm thinking cortosis armour/weapons but want other things.

Only an idiot attacks a lightsaber wielding force user head on, unless they too are a force using lightsaber wielder. You attack Jedi indirectly, and you never shoot a blaster at them. You attack their moral. You kill their friends. You sabotage their vehicles. You boobytrap the place they are going to. You use gas. You poison their food. You use environmental features. In short, you listen to this guy... 😉

Still an a good topic.

Soak 8 is though to beat, but does the character really never take his armor off?

For example Get the party invited to a party or something with a dress code, and ambush them

Breach weapon - Disrupter rifle at long range!

Vehicle weapon - speederbike landspeeder with good weapons.

Weapons you cannot defject - slugtrowers and grenades.

Normally fighter types tend to have low strain... So use stun weapons or better stun grenades that will also reduce their ability to reflect/parry for the rest of the combat

1 hour ago, 09/20/Thanos said:

Still an a good topic.

Soak 8 is though to beat, but does the character really never take his armor off?

For example Get the party invited to a party or something with a dress code, and ambush them

Breach weapon - Disrupter rifle at long range!

Vehicle weapon - speederbike landspeeder with good weapons.

Weapons you cannot defject - slugtrowers and grenades.

Normally fighter types tend to have low strain... So use stun weapons or better stun grenades that will also reduce their ability to reflect/parry for the rest of the combat

This is Star Wars. If a character is built around wearing customized armor, you can expect that they will take it off about as often as the Mandalorian (so...one adventure/episode out of sixteen). Sure, as GM, you can force them to not wear it, but that's not really likely to go over too well if overused.

Breach weapons are still ineffective against Cortosis armor, and most of those customizing their armor will aim for getting Cortosis ASAP.

The vehicle (planetary scale) weapon/character interactions in this game are totally broken. There is no character in the game that can survive even the lightest planetary scale weapon. This includes Vader. In the comics and such he might deflect laser cannon shots from a strafing fighter. In this game, he's down after the fighter makes the first pass.

A lightsaber can still defend (through Relfect) from a slugthrower, but it cannot use it to attack the shooter (via Improved Reflect). Weapons with Blast are typically useful in bypassing Reflect though.

The Strain bit is a metagame exploit of mechanics that make little sense in-world. How is it metagame? Ask yourself: Why are stun settings oddly more effective against dedicated combatants than non-combatants?