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What are your favourite Jedi takedown techniques?
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ZzaphodD
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PostPosted: Wed Feb 10, 2010 5:31 pm    Post subject: What are your favourite Jedi takedown techniques? Reply with quote

Ok, we all know those pesky Jedis suddenly becomes walking powerhouses when it comes to combat...
So, given the fact that Jedis during the Rebellion era also are walking moneybags for Bounty Hunters, how would one take one down?

-Blasters are mostly out of the question.
-If they have Danger Sense they are really hard to surprise.
-They often have back-up from other PCs, at least some combat oriented.
-Close combat is more or less futile with LSC running.
-Lets consider other options than bringing in Dark Side Inquisitors and such..(or Dark Jedi Bounty Hunters a la Aurra Sing).

So, whats your favourite tricks, tactics and weapons?


Last edited by ZzaphodD on Thu Aug 12, 2010 7:09 pm; edited 1 time in total
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Nefasius
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PostPosted: Wed Feb 10, 2010 5:46 pm    Post subject: Reply with quote

crowded urban centres, Detonite, grenades and convieniently timed Imperial re-infocements who are coming to take control of the settlement. The element of surprise is also Key, puts them at a one round disadvantage and the sudden activity makes it harder for the jedi to use concentration to aid their already formidable skills.

Edit: Also suicide Ewoks, packed with detonite work well, Jedi always asume they're friendly...
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Esoomian
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PostPosted: Wed Feb 10, 2010 5:48 pm    Post subject: Reply with quote

Some GMs play that stun blasts cannot be parried, so that can work.

Physical shots like a shotgun or magna caster can be good as they cannot be relected back so they're also a good option.

The deck sweeper varients on guns work as they cannot be parried or dodged if you're close enough.

Flooding an area with ion blasts to disable lightsabers also works.

There are actually quite a wide range of options for creative players/GMs
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cheshire
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PostPosted: Wed Feb 10, 2010 6:06 pm    Post subject: Reply with quote

Missile weapons, Stokhli spray sticks, flame throwers, and sniper weapons. There are other big scary plot devices that also trap Jedi, but these weapons are the easiest thing to use if you want to give them a decent challenge.
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Rerun941
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PostPosted: Wed Feb 10, 2010 6:25 pm    Post subject: Reply with quote

"Nuke em from orbit, it's the only way to be sure." - Ellen Ripley
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PostPosted: Wed Feb 10, 2010 6:46 pm    Post subject: Reply with quote

Esoomian wrote:
Some GMs play that stun blasts cannot be parried, so that can work.


Which is backed up by the novels... So i have no issue there.

Quote:

Physical shots like a shotgun or magna caster can be good as they cannot be relected back so they're also a good option.


My fave. They MIGHT be able to parry/block the shot from a firearm, but wont be deflecting it back, and NO jedi is good enough to parry a shotgun scatter!
Quote:

Flooding an area with ion blasts to disable lightsabers also works.

There are actually quite a wide range of options for creative players/GMs


Done that several times.
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Esoomian
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PostPosted: Wed Feb 10, 2010 6:58 pm    Post subject: Reply with quote

Depending on how the GM works it cortosis can be a good tool as well.

In fact a cortosis projectile would be very frustrating if every time you successfully parried a shot your lightsaber turned off.
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cheshire
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PostPosted: Wed Feb 10, 2010 7:42 pm    Post subject: Reply with quote

ooo.... that's got to be expensive.
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Esoomian
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PostPosted: Wed Feb 10, 2010 8:12 pm    Post subject: Reply with quote

Probably although perhaps you'd only need a thin coating of cortosis on each projectile. It might be possible to do that with the wastage from creating a single cortosis weapon.

Still only an experienced Jedi hunter would have the resources and knowledge to use a trick like that.
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atgxtg
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PostPosted: Wed Feb 10, 2010 10:09 pm    Post subject: Reply with quote

EMP grenades.

Once you take away the lightsaber Jedi aren't so hard to deal with.
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ZzaphodD
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PostPosted: Thu Feb 11, 2010 8:37 am    Post subject: Reply with quote

Esoomian wrote:

Flooding an area with ion blasts to disable lightsabers also works.


This actually sounds really 'evil' (even though its not harmful). Wouldnt that shut down all weapons in the area (ie Blasters and the like)?
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Esoomian
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PostPosted: Thu Feb 11, 2010 12:29 pm    Post subject: Reply with quote

Yes, yes it would so you either have to be able to deal with that (IE use unpowered melee weapons or something) of have to enter the area after the ion blasts are gone.
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Raven Redstar
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PostPosted: Thu Feb 11, 2010 12:45 pm    Post subject: Reply with quote

I like Detonite, with a remote detonator. I had a storm commando once that a jedi party was chasing, unfortunately for them, he had the time to set up a kill zone, so he stopped right at the foot of the entry ramp for his escape ship, they entered the hanger, then he taunted them into the kill zone. None of them died, but most of them were at least wounded, and he escaped.
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ZzaphodD
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PostPosted: Thu Feb 11, 2010 5:40 pm    Post subject: Reply with quote

Esoomian wrote:
Yes, yes it would so you either have to be able to deal with that (IE use unpowered melee weapons or something) of have to enter the area after the ion blasts are gone.


What gear do you use to 'flood an entire area'. Are there Ion grenades?

Thing is, if just throwing an Ion grenade is enough to shut weapons down, why doesnt every one do it all the time?
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Esoomian
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PostPosted: Thu Feb 11, 2010 5:49 pm    Post subject: Reply with quote

I've not seen any ion grenades (though they may exist). I've used starship scale weapons set to overload to create a similar effect before, but generally it's done by just using volly after volly of ion gunfire.

A decksweeper modified to fire an ion blast would probably be the most effective way to do it.
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