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What are your favourite Jedi takedown techniques?
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garhkal
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PostPosted: Tue Sep 28, 2010 9:17 am    Post subject: Reply with quote

Many a time i have used a gm's predictability in how they run dark jedi against them. This is why some of those, when they are playres hate me, as i don't play the darksiders as dumb.
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lordnordeth
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PostPosted: Thu Dec 30, 2010 1:35 pm    Post subject: Reply with quote

I have on MANY occassions as a GM used multiple opponents, throwing multiple grenades at a Force user. He either takes the MAP to deal with each individually, takes the risk of hurting an innocent by scattering them randomly, or (the wiser move if possible) hauls @$$ outta the area.

With a little pre-planning, you can quite efficiently snare the average Force User...it's the big "uber baddies" you need to worry about, and as a GM, you should have a certain amount of control in your game as to what they have learned, and the power level they have achieved.
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ZzaphodD
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PostPosted: Mon Jan 03, 2011 7:00 pm    Post subject: Reply with quote

What about those Tractor Projector Guns used by the Rodians in TFU? They cant be parried and most Jedis are not that hot at dodging. As an additional bonus they can keep the Jedi suspended in mid air for further lessons in humility...

Are there something like a Repulsor Projector Gun that will work similarily to the Force Push power?
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garhkal
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PostPosted: Tue Jan 04, 2011 4:37 am    Post subject: Reply with quote

No, but repulsor plates in combination with monofilament strips work wonders.
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ZzaphodD
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PostPosted: Tue Jan 04, 2011 4:54 am    Post subject: Reply with quote

garhkal wrote:
No, but repulsor plates in combination with monofilament strips work wonders.


So, why not put the 'plate' in a gun? Twisted Evil

Id love to have some one push those pesky Jedis right back at them... Laughing
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ZzaphodD
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PostPosted: Tue Jan 04, 2011 5:02 am    Post subject: Reply with quote

ZzaphodD wrote:
garhkal wrote:
No, but repulsor plates in combination with monofilament strips work wonders.


So, why not put the 'plate' in a gun? Twisted Evil

Id love to have some one push those pesky Jedis right back at them... Laughing


Aah, my memory was correct...

http://starwars.wikia.com/wiki/Repulse-hand

If you can have a close combat repulsor weapon in a hand I guess putting it in a gun would give you some range... At range Im not really aiming for damage, more push-power, but really close up it could cause damage. It would be the perfect built in armour weapon I guess... Especially if the Bounty Hunter goes after Jedis... Twisted Evil
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Esoomian
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PostPosted: Tue Jan 04, 2011 5:30 am    Post subject: Reply with quote

ZzaphodD wrote:

Aah, my memory was correct...

http://starwars.wikia.com/wiki/Repulse-hand

If you can have a close combat repulsor weapon in a hand I guess putting it in a gun would give you some range... At range Im not really aiming for damage, more push-power, but really close up it could cause damage. It would be the perfect built in armour weapon I guess... Especially if the Bounty Hunter goes after Jedis... Twisted Evil


For a detailed discussion of how this item might work go here: http://www.rancorpit.com/forums/viewtopic.php?t=2699
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ZzaphodD
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PostPosted: Tue Jan 04, 2011 8:56 am    Post subject: Reply with quote

Esoomian wrote:
ZzaphodD wrote:

Aah, my memory was correct...

http://starwars.wikia.com/wiki/Repulse-hand

If you can have a close combat repulsor weapon in a hand I guess putting it in a gun would give you some range... At range Im not really aiming for damage, more push-power, but really close up it could cause damage. It would be the perfect built in armour weapon I guess... Especially if the Bounty Hunter goes after Jedis... Twisted Evil


For a detailed discussion of how this item might work go here: http://www.rancorpit.com/forums/viewtopic.php?t=2699


This might also be how to convert 40K 'Force' weapons, which are surrounded by some kind of disintegrating field them that disrupts matter.

Such weapons are explained here:
http://www.rancorpit.com/forums/viewtopic.php?t=2987&highlight=

I didnt feel the 'disintegrating' field was a good enough explanation for SW. However the repulsor hand quite clearly (for being an imaginary tech) explains how the forces rips the target matter apart. The same generator in a larger weapon such as a 'Power Hammer' could do some serious damage.
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Esoomian
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PostPosted: Tue Jan 04, 2011 1:47 pm    Post subject: Reply with quote

Force weapons are power weapons that allow a wielder a psychic test to instantly kill anyone they wound. Those would be pretty problematic to use as instant death makes role playing difficult.

There is actually already a Star Wars version of a Thunder Hammer.
http://starwars.wikia.com/wiki/Power_hammer

I actually found stats for it somewhere but I can't seem to find them now.
Apparently the stats for them can be found here: Power Hammer - FUSE p96-7. Adapted from d20 Saga Edition rules
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ZzaphodD
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PostPosted: Tue Jan 04, 2011 3:28 pm    Post subject: Reply with quote

Esoomian wrote:
Force weapons are power weapons that allow a wielder a psychic test to instantly kill anyone they wound. Those would be pretty problematic to use as instant death makes role playing difficult.

There is actually already a Star Wars version of a Thunder Hammer.
http://starwars.wikia.com/wiki/Power_hammer

I actually found stats for it somewhere but I can't seem to find them now.
Apparently the stats for them can be found here: Power Hammer - FUSE p96-7. Adapted from d20 Saga Edition rules


Ah, but 40K Force weapons have nothing to do with 'psychic power'..so they are nothing like SW force weapons, hence the new name 'Power weapons'.

I looked at the SW Power Hammer before and it the description said that the repulsor generator accelerated the force of the swing. I felt this wasnt really the same thing as a 40K 'Thunder Hammer'. However, looking at Wookiepedia I see that they either has changed the text or I found the above information somewhere else. As it is the Power Hammer is really a copy of the 40K Thunder Hammer. It would be interesting to see wether the stats match the original. The earlier stats I found about the Power Hammer were impressive. However, as the damage of the weapon comes from the energy discharge I wanted a fixed damage for the weapon instead of depending on STR.

What I originally was thinking about when I mentioned repulsor guns was to have a 'repulsor hand' but with a focus of pushing targets back instead of causing damage. Perhaps not in a cybernetic device, but in a large gauntlet or mounted on a combat droid. A Force Push copy so to speak..
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PostPosted: Tue Jan 04, 2011 4:06 pm    Post subject: Reply with quote

ZzaphodD wrote:
Ah, but 40K Force weapons have nothing to do with 'psychic power'..so they are nothing like SW force weapons, hence the new name 'Power weapons'.


I think you may be confusing 40K Force Weapons and 40K power weapons

http://wh40k.lexicanum.com/wiki/Force_weapon
40K Lexican wrote:
Force weapons are advanced, psychically-attuned close combat weapons that are only effective in the hands of a psyker. Force weapons effectively act as deadly, psychic extensions of the wielder's own powers. They are designed to allow a psyker to channel deadly warp energies into their victim, acting as a conduit between the wielder's mind and the flesh of his target.


http://wh40k.lexicanum.com/wiki/Power_weapon
40K Lexican wrote:
Power weapons are a type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour, including even Terminator Armour.


If I'm remembering correctly the Power Hammer had a damage of something like Strength + 2D+2 and had some form of knockback effect as well.
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ZzaphodD
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PostPosted: Tue Jan 04, 2011 5:42 pm    Post subject: Reply with quote

Yeah, its Power weapons that Im talking about. No confusion, just mixed up the names.

I was surprised to see that the Power Hammer wasnt in Grys book. Perhaps it came out after his. Ive had Power Hammers since -98 I think so Im firmly rooted in the 40K variant.

Hmm, STR +2D+2. With an effective power armour STR of 8D (Cyborged STR 5D and then a +3D STR powersuit bonus) thats 10D+2.

I had a fixed damage number that was 10D (IIRC) but it was energy damage. The drawback was that the hit produced a blast radius that also affected the user. Also, the round after a discharge (hit) the generator recharged the weapon and it worked like a (clumsy but large) hammer.
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PostPosted: Tue Jan 04, 2011 7:11 pm    Post subject: Reply with quote

I think a Thunder Hammer's blast would be more akin to a shaped charge so the wielder would be unlikely to be caught in the blast. That said if you're in power amour and expecting to fight a large group perhaps an area effect blast is what you're looking for.
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PostPosted: Tue Jan 04, 2011 7:42 pm    Post subject: Reply with quote

Esoomian wrote:
I think a Thunder Hammer's blast would be more akin to a shaped charge so the wielder would be unlikely to be caught in the blast. That said if you're in power amour and expecting to fight a large group perhaps an area effect blast is what you're looking for.


The blast area was very small but concentrated, basically only the wielder and the target normally were in any danger. The idea was to limit the weapon to heavily armoured users. Also, as I use the old stun rules, the hammer might occasionally stun the user even if in heavy armour.
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garhkal
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PostPosted: Tue Jan 04, 2011 8:15 pm    Post subject: Reply with quote

ZzaphodD wrote:
Hmm, STR +2D+2. With an effective power armour STR of 8D (Cyborged STR 5D and then a +3D STR powersuit bonus) thats 10D+2.


And how prime target #1 for orbital bombardment from ion cannons!
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