Innovation in Combat

By Seiito, in Star Wars: Edge of the Empire RPG

Just a place where people can post about those insane combat moments where one does something so crazy it works...

Like tossing a self-inflating tent into a cluster of enemies and remotely deploying it.

Edited by Seiito

Gand hasn't done anything to crazy. The usual combat oriented stuff really. Like stuffing a stun grenade in the clothing / armor of a Madclaw Wookie then jumping off a catwalk. Typical shooty things. However, our mechanic has done some really fun stuff.

Shutting off the gravity in a space station then venting said space station seems to be his signature while out of atmosphere. While freeing some Jawas who had been enslaved to strip parts in a machine shop, our mechanic took over the controls to the shop and started dropping parts from the overhead conveyor. He has Bad Motivatored passing speeders causing them to wreck. He likes to take control over the systems of ships or buildings and close doors, turn off lights, have heating or cooling vents turn off and on to effect the baddies, but not the party.

Seriously, our mechanic has gotten more out of this game in regards to combat then our shooty types and he has yet to pull his blaster.

I love our mechanic.

Just last night, our Wookiee Doctor pulled a "fastball special" using our Jawa Mechanic. (A "fastball special" is where one character picks up another and throws them at the enemy.) The group laughed about that one for a solid minute.

Our Colonist Scholar used Speak Binary to convince a group of mouse droids to trip up the battle droids that were chasing the party, with the ensuing fight incapacitating every enemy as well as every PC, leaving a single NPC mouse droid to go for help.

Jousting landspeeders with vibro-axes.

In a speeder chase through Formos space-port, the driver rolled a triumph. He brought the speeder-truck the party was driving to a dead stop, forcing a pursuing speeder (with pintle mounted light repeating blaster) to slam to a stop just behind them. Two of the PC's leap from the van onto the speeder as a boarding action. Point blank blaster fire against people wearing seatbelts for the win!!!

Our group was assigned to steal info from a slaver ship and destroy it, making it look like an accident. To do so we settled on using the warheads from three proton torpedoes,, planting and blowing them near the engines, with myself and our wookie making an EVA to do so. While we were on our way, one of our guest players hacked their ship, which became useful when our Politico, who was on board the enemy ship to steal the info with our R5 droid, blew his cover and had to run away (comically attached to a suitcase full of credits). We were able to close doors behind him. Meanwhile, a mon calamari that signed on for this one job hacked the space station and set off a Clone-Wars era battle protocol, and to top it off fried the station's IFF. I'm in space with a wookie getting shot in the general direction of by turbolasers while slaver ships and station patrol boats are getting blasted all around us. We finish our EVA by hurriedly planting the explosives, latching onto the shuttle that our politico stole to make his escape, and blowing the slaver ship in the middle of our mechanic's one-slice massacre.

I love ideas like these....however, how do you set difficulty for some of this stuff? like, how do you decide how difficult it is to hack an entire ship?

My players have set off a fire system of flame-retardant, self hardening foam to trap some baddies for a few turns while they ran away. That's probably the most outside-the-box thing to have come up so far in combat.

We decided to assault a spaceport by not using the doors, but by backing up and through the window/wall with a spaceship, lower the cargo ramp and drive a speeder that we stole out into the room.

Our group was assigned to steal info from a slaver ship and destroy it, making it look like an accident. To do so we settled on using the warheads from three proton torpedoes,, planting and blowing them near the engines, with myself and our wookie making an EVA to do so. While we were on our way, one of our guest players hacked their ship, which became useful when our Politico, who was on board the enemy ship to steal the info with our R5 droid, blew his cover and had to run away (comically attached to a suitcase full of credits). We were able to close doors behind him. Meanwhile, a mon calamari that signed on for this one job hacked the space station and set off a Clone-Wars era battle protocol, and to top it off fried the station's IFF. I'm in space with a wookie getting shot in the general direction of by turbolasers while slaver ships and station patrol boats are getting blasted all around us. We finish our EVA by hurriedly planting the explosives, latching onto the shuttle that our politico stole to make his escape, and blowing the slaver ship in the middle of our mechanic's one-slice massacre.

I love ideas like these....however, how do you set difficulty for some of this stuff? like, how do you decide how difficult it is to hack an entire ship?

Our GM sets difficulties based on what we try to do with a control panel and what is the "facility". Some examples would be something like this.

Using the controls in a machine shop, PP

Gaining access to a Bounty Hunter's computer system, RPP (depending on Bounty Hunter)

Gaining control of a space stations system, RPP for a typical station, RRPP for something more sophisticated

Getting into the computer of a crashed Imperial Ship RRPP

This is just from memory, but it gives ya an idea. Our GM loves setback dice too.