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Star Wars: Roleplaying Game

Guide to Lightsaber Specialization

Written and Developed by:


Jaimie Murdock

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Charlamagne19, GreyJediAntarFodoh, Anakin1607 of TheForce.net Message Boards.

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Star Wars: Roleplaying Game
Guide to Lightsaber Specialization
By Jaimie Murdock

Introduction
The Guide to Lightsaber Specialization will allow you to learn and master new lightsaber combat
forms and to create lightsabers with your own personal touch. This guide is divided into four chapters.
The first chapter, The Weapons of the Jedi, describes an advanced method of lightsaber creation
methods, and introduces several new lightsaber types. Chapter two, Lightsaber Combat Forms,
describes the various Lightsaber combat forms and they’re in game effects. This document is
recommended to be implemented only by RPGers who already know the normal rules of combat
extensively. This Guide is designed for the Star Wars d20 System, Revised Core Rulebook.

Table of Contents
Chapter 1: The Weapons of the Jedi 4
An Introduction to the Lightsaber 4
Construction 4
Jedi and Lightsabers – Lightsaber Construction 4
Modified Construction 5
Focusing Crystals 5
Focusing Crystals 5
Improved Lightsaber Damage Special Quality 6
Optional Rule: Lightsaber Crystals and Color 6
Force Point Use 6
Speed Construction 6
Lightsaber Variants – The Weapons of the Jedi 7
Lightsaber Variant Related Feats 7
Exotic Weapon Proficiency (short lightsaber) 7
Exotic Weapon Proficiency (extended lightsabers) 7
Lightsabers and Lightsaber Variants 8
Previously Published Lightsabers 8
New Lightsaber Variants 8
Langanok (lightwhip) 8
Lightspike 8
Lightsaber Hilt Designs 9
Great Lightsaber 9
Short Lightsaber 9
Curved-Lightsaber Hilt 9
Reverse-Grip Style 10
Dual-Phase Lightsaber 10
Short Dual-Phase Lightsaber 10
Extended Tri-Phase Lightsaber 11
Short Tri-Phase Lightsaber 11

Chapter 2: Lightsaber Combat Forms 12


Introduction to Lightsaber Combat Forms 12
The Standard Lightsaber Combat Forms 12
Form I 12
Form II 12
Form IIIa 12
From IIIb 13
Form IV 13
Form IV Extension 1 13
Form IV+ 13
Form V 14
Form VI 14
Form VII 14
The Advanced Lightsaber Combat Forms 15
Form VIII 15
New Force Technique: Battle Meld 15
Form IX 15
Form X 16
The Lost Lightsaber Combat Forms 16
Form XI 16
Form XII 17
Form XIII 17
Form XIV 18
New Force Skill/Technique Hybrid: Force Attack 18
Chapter 3: Marks of Contact 20
Sun Djem 20
Shiim 20
Shiak 20
Cho Mai 20
Co Sun 20
Cho Mok 21
Sai Cha 21
Sai Tok 21
Credits 22

Contact Information
If you wish to contact me about this article, you may e-mail me at jaimie@protemussolutions.com,
thank you for downloading my guidebook, and I hope you enjoy reading it.
Chapter One: The Weapons of the Jedi
An Introduction to the Lightsaber
“Your father’s lightsaber. This is the weapon of a Jedi Knight. Not as clumsy or as random as
a blaster. An elegant weapon for a more civilized time. For over a thousand generations the
Jedi Knight’s were the guardians of peace and justice in the Old Republic. Before the dark
times, before the empire.”
- Obi-Wan Kenobi to Luke Skywalker, Star Wars: A New Hope
That simple quote describes the lightsaber in a very subtle way. It goes directly to the point.
Lightsaber variation is the art of creating unique lightsabers and variants. These weapons function
like normal lightsabers, except they have new concepts, techniques, and bonuses associated with
them to provide more ease of use. Some famous lightsaber variations are: the Halycon family
bloodline’s Dual-Phase lightsabers, Darth Maul’s double-bladed lightsaber, Count Dooku’s curved
lightsaber, and Dark Lady Lumyia’s lightwhip.

Construction
Throughout the ages Jedi and Sith have both learned new methods of lightsaber creation, sources of
crystals and ideas of concepts. Some of these methods are described here. The following section has
been taken from the Revised Core Rulebook and modified slightly. Modified sections of this article are
highlighted in blue.

Jedi and Lightsabers – Lightsaber Creation


This article was originally published in the Star Wars Roleplaying Game Revised Core Rulebook and
reprinted here for ease of use. This section is copyright ©2002 Lucasfilm Ltd.
When you allow your Jedi characters to craft their own lightsabers, whether you make the event
an adventure or something that occurs between game sessions, use the following guidelines.
First a Jedi must possess the three basic Force feats (Control, Sense, and Alter).
Second, the Jedi’s mentor must declare that the apprentice is ready to undergo the test of the
lightsaber. Some apprentices can try to build their lightsabers as early as 1st level, while others
wait until 6th level to attempt the complicated procedure. In any event, the test must occur before
the Jedi reaches 7th level.
Third, the Jedi must gather the parts needed to make a lightsaber. These include following
components: power cell, handgrip, activation plate, safety, belt ring, blade-length adjuster, emitter
matrix, recharge socket, lens assembly, power conduit, and focusing crystals (usually one to
three). The most commonly used crystals are of the Adegan family, although other types can be
used.
Fourth, the Jedi must prepare the crystals, meditating and imbuing them with the Force. This
task takes some amount of time and the expenditure of a Force Point. To successfully prepare the
crystals makes three ability checks: A Constitution check (for Control) to harmonize the self (DC
20), a Wisdom check (for Sense) to harmonize the force (DC 20), and an Intelligence check (for
Alter) to harmonize and imbue the crystals (DC 20). Each day spent in doing nothing but
meditating before the checks reduces one check’s DC by 1. No DC can be reduced to less than 10.
The checks may be attempted in any order, but are made at the same time. If any check fails, the
process must begin again. If all of the checks succeed, the Jedi becomes stronger in the Force; the
Jedi receives 2 Force Points.
After achieving success in all three ability checks, the Jedi makes a Craft (lightsaber) check to
see if he or she correctly performs the final steps in the assembly of the weapon. The check can be
made untrained if the Jedi doesn’t possess the Craft (lightsaber) skill. The DC depends on the Jedi’s
level: DC 30 for 1st level or 2nd level, DC 25 for 3rd level, DC 20 for 4th level, DC 15 for 5th level, and
DC 10 for 6th level and above.
If the Jedi fails this Craft check, he or she must correct the problems before trying to assemble
the lightsaber again. Doing this takes a number of days equal to 10 minus the Jedi’s level. When
that time has passed, the Jedi can attempt another Craft check to finish the assembly correctly.
A Jedi gains a +1 circumstance bonus on attack rolls when using a lightsaber of his or her own
construction.
- Star Wars: Roleplaying Game: Revised Core Rulebook, Jedi and Lightsabers
sidebar, page 175

Modified Construction
In order to better capture some of the elements of lightsaber construction, there are some revisions
we have made to the lightsaber construction system. The articles contained within this article will
adhere to these rules. We have added in two sections of our own allowing for more variation and
greater skill. One of the additions is that damage is modified based on focusing crystals, allowing for
more variation. An alternate part from this section shows the relationship between color and crystal.
The other addition is that the mandatory force point spent in the construction reduces the DC.

Focusing Crystals
Through the history of the lightsaber many different crystals have been used, each producing it’s
own special effects. To better capture that in the Star Wars Roleplaying game we have developed a
method linking crystals to damage and color. When finding parts for your lightsaber one of the most
important parts is finding your focusing crystals.
The crystal’s type and size are the foundation of your lightsabers damage ratio. It also is the
foundation of your blades color.

Focusing Crystals
Focusing Crystals determine the lightsabers damage rate and color of the blade. Jedi become very
attached to their lightsabers not only for the reason of their own personal construction, but also for
their attachment to their crystals. The amount of effort put into tuning and imbuing the crystal is
unexplainable.
Focusing Crystals come in a variety of types and sizes. In order for a crystal to be used in a
lightsaber, it must be of a size the same as the lightsaber being constructed.

Table 1-1: Adegan Family Crystals Table 1-2 Various Lightsaber Crystals
Crystal Damage Color Crystal Damage Color
Kathracite 2d8 VP, 1d3 WP Blue, Green Synthetic 5d4 Red, Crimson
Relacite 2d8-2 Blue, Green Obsidon 2d8 Orange, Yellow
Danite 2d8 Blue, Green Reyta 4d4+3 Red, Orange
Mephite 2d8+2 Blue, Green Djaj 2d6+2 Forest Green, Green,
Pontite 2d8+4 Blue, Green, Blue
Purple Corcusca Jewel 3d4-2 Royal Blue, Blue,
Purple, Teal
Aldarian 3d6-1 Blue, Teal, Yellow
Weyra 2d6+2 Orange, Teal
Tawer 5d4-2 Forest Green, Royal
Blue, Deep Red
Gahta 3d8-2 Orange, Yellow, Teal
Increased Lightsaber Damage Special Ability
When calculating damage with the increased lightsaber damage special ability, change +1d8 to +1
die of whatever die the crystal you have uses. Also add this number to any modifier after the number
(without including character related damage bonuses such as strength modifier). For example, Sia-Lan
Wezz (a 5th level Jedi Guardian) has the special class ability, Increase Lightsaber Damage. She has a
bonus of +1d8. However, she is using a Yavin Diaj crystal that she found on Yavin 4 near the Jedi
Academy, which deals 2d6+2 base damage. This is increased to 3d6+3 after increased lightsaber
damage is added in.

Optional Rule: Lightsaber Colors and Crystals


In the table for lightsaber crystals there is a column for crystal color. Most crystals have set color.
Crystal color is selected from the colors listed for the crystal you are using. However, some players
may not like this restriction so you may wish to not use this method.

Force Point Use


During lightsaber construction, Jedi are required to spend a force point in order to harmonize and
imbue the crystals. When spending this Force Point, roll the normal bonus die for the character’s level
and divide by three (round down) and subtract this number from the DC of each of the ability checks.

Speed Construction
Throughout history Jedi have lost their lightsabers while on missions. Unfortunately, there was rarely
time to take out a month to recreate a new blade. Thus, in the age of the Sith War, a Jedi Master
(whose name is lost from galactic history records) discovered how to build a lightsaber in mere days.
This method was also more prone to failure, but was much faster, which could help greatly to a Jedi
deep in enemy territory without a lightsaber.
This method requires the expenditure of two force points instead of one; both dice are used as bonus
die as outlined above. The DC for the three ability checks depend on the amount of time the Jedi
wishes to complete the lightsaber in: DC 40 for half a day, DC 35 for one day, DC 30 for two days, DC
25 for three days, DC 20 for four days. Any longer amount of time requires a normal lightsaber
construction.
The Craft (lightsaber) check may not be used untrained while using speed construction. The DC for
the Craft (lightsaber) check (after all three ability checks succeed) is 10 + the normal DC for creating
a lightsaber based on the Jedi’s level. A Jedi still gains a +1 circumstance bonus on attack rolls when
using his or her lightsaber made with speed construction.
Lightsaber Variants – The Weapons of the Jedi
Table 1-3 Lightsaber Variants
Weapon Cost Damage Critical Reach Weight Type Size Group
Lightsaber 2,000 2d8* 19-20 2m 1 kg Energy Medium Exotic f
Lightsaber, double-bladed 8,000 2d8*/2d8* 19-20 2m 2 kg Energy Medium Exotic
Training Lightsaber 1,500 2d8 VP / 19-20 2m 1 kg Energy Medium Exotic f
1d3 WP a
Archaic Lightsaber 1,000 2d8* 20 2m 3 kg Energy Large Exotic f
Sith Sword 6.000 2d6 19-20 2m 6.5 kg Piercing Large Exotic
San-Ni Staff 500 2d8/2d8 20 2m 2.5 kg Energy/ Stun Large Exotic
(DC 16)
Langanok (lightwhip) 8,000 2d8* e 19-20 2m 2 kg Energy Medium Exotic
Lightspike 5,000 2d8* 19-20 2m 1 kg Energy Medium Exotic
Great Lightsaber c 3,200 - - 4m +0.8 kg - Large -
Short Lightsaber c 1,250 - - 1m -0.4 kg - Small -
Curved Lightsaber Hilt c 250 - - 2m 0 kg - - -
Reverse-Grip Style c 250 - - 2m 0 kg - - -
Dual-Phase Lightsaber c 4,000 - - 2m/4m +0.2 kg - Medium / Large Exotic
Short Dual-Phase Lightsaber c 4,000 - - 1m/2m +0.2 kg - Small / Medium Exotic
c
Extended Tri-Phase Lightsaber 8,000 - - 2m/4m/6m +0.6 kg - Medium / Large / Exotic
Huge
c
Short Tri-Phase Lightsaber 8,000 - - 1m/2m/4m +0.6 kg - Small/Medium/ Exotic
Large
* - Damage is affected by Crystal type. Damage is shown for a standard Adegan Danite Crystal of Medium Size.
** - These weapons are covered by the Exotic Weapon Proficiency (lightsaber) feat.
a
– Training lightsabers are by necessity created with Adegan Kathracite Crystals to provide for lower damage to Wound Points.
c
– These are lightsaber hilt designs. See section Lightsaber Hilt Designs below.
e
– A Langanok requires a crystal one size lower than the blade size.

Lightsaber Variant Related Feats


Exotic Weapon Proficiency (short lightsaber)
You may use lightsabers that are designed for species of lesser statue.
Prerequisites: Base attack bonus +1, Exotic Weapon Proficiency (lightsaber).
Benefit: You make attack rolls with lightsabers with a weapon size lesser than your character size
normally.
Normal: A character that uses a lightsaber with a weapon size lesser than its character size and is
non-proficient with it takes a –4 penalty on attack rolls.

Exotic Weapon Proficiency (extended lightsabers)


You may use lightsabers that are designed for species of greater statue.
Prerequisites: Base attack bonus +1, Exotic Weapon Proficiency (lightsaber).
Benefit: You make attack rolls with lightsabers with a weapon size greater than your character size
normally.
Normal: A character that uses a lightsaber with a weapon size greater than its character size and is
non-proficient with it takes a –4 penalty on attack rolls.
Lightsabers and Lightsaber Variants
Due to copyright and the non-Open Game License material the Star Wars Roleplaying Game is a part
of we are not allowed to post lightsaber stats here. However, here is a table telling you where you can
find the most recent editions of original articles.

Table 1-4 Official Lightsaber Stats


Weapon Source Page
Lightsaber Revised Core Rulebook Stats –p. 132, Description - p. 133
Double-bladed Lightsaber Revised Core Rulebook Stats –p. 132, Description - p. 134
Training Lightsaber Power of the Jedi Stats –p. 55, Description - p. 54
Archaic Lightsaber Power of the Jedi p. 62
Sith Sword Dark Side Sourcebook Stats –p. 58, Description - p. 60
San-Ni Staff Star Wars Gamer #10 p. 10

This weapon first appeared in Dark Lady Lumyia’s Stat block in Star Wars Gamer #5. The lightwhip
has been expanded, with some new abilities, to be put into a full stat block form.

Langanok (Lightwhip)
Cost: 8,000
Damage: 2d6 (subtract one die type from crystal base. For example, 2d8 becomes 2d6)
Critical: 19-20 Reach: 2m
Weight: 2 kg Stun Fort DC: -
Type: Energy Size: Medium
Proficiency: Exotic Weapon Proficiency (Langanok)
A truly exotic weapon, the Langanok is a special form of lightsaber that does not assume a single
blade. A Langanok is a crackling metal whip of energy, seen in the hands of dark side users. It is an
intimidating weapon to use and a preferred weapon by the Sith. When wielded properly it formed an
almost impossible barrier around a person that protected against anything as the blade arced in desire
of the wielder's mind. The weapon's use is quite beautiful to see and often mesmerizing in the
beautiful angles and twirls by it's blade.
Improved Trip and Disarm: A Langanok gives the user a +2 equipment bonus when attempting to
trip or disarm an opponent.

These articles are new articles to the Star Wars Roleplaying Game and have not been published
elsewhere. All of the following weapons are compatible with the Revised Core Rulebook.

Lightspike
Cost: 5,000 Damage: 2d8 (or by crystal)
Critical: 19-20 Reach: 2m
Weight: 1 kg Stun Fort DC: -
Type: Energy Size: Medium
Proficiency: Exotic Weapon Proficiency (lightsaber)
An awkward variant of the lightsaber, the Lightspike is a weapon worn on a circlet anywhere on the
body. It has a special sensor system that allows for it to be worn without worry that the Lightspike will
stab the user accidentally. This weapon is very versatile and was used extensively by the late Irek
Ismaren (Lord Nyax). To create a lightspike add +5 to the Craft (lightsaber) check to create the
weapon, due to its odd design and electronic sensors. For every two lightspikes worn, a Jedi gains a
+1 bonus to Deflect (defense) and Deflect (attack).
Lightsaber Hilt Designs
Lightsaber hilt designs are a modification to the hilt design of the lightsaber that may be combined
with any other form of lightsaber, or lightsaber variant. Lightsaber hilt designs add in special bonuses
when fighting in certain combat styles and new elements to the saber itself. When adding a lightsaber
hilt design to your lightsaber.
For each hilt design you want to add to your lightsaber:
• Add the specified modifier in each hilt’s stat form to the DC of the Craft (lightsaber) check.
The Craft (lightsaber) check may not be used untrained if you are attempting to make a
lightsaber with a modified hilt design.
• Add the cost (listed in Table 1-4) of the modified hilt to the lightsabers cost (for purposes of
black market selling.
• Use the reach of the adjusted hilt.
• Add the weight (listed in Table 1-4) of the modified hilt to the lightsabers weight.
• Use a Crystal size appropriate for the largest sized hilt modification for the lightsaber’s
crystal. (If no size is listed use the default size)
• Tri-Phase or Dual-Phase weapons may not be combined with a Great or Short lightsaber. Also
Great and Short lightsabers may not be combined.
These effects stack.

Great Lightsaber
Cost: 3,200 Reach: 4m
DC Modifier: +2 Size: Large
Weight: +0.8 kg
Game Effects: The great lightsaber was developed as a powerful alternative to a normal-sized
lightsaber. Having a larger handle and blade it was a harder blade to wield. Because of its larger size it
required two hands to wield by most beings. This meant it was a much more aggressive and focused
blade, due to a more powerful, two-handed grip. When using Deflect (extend defense and attack) you
may extend your abilities to anyone within 4 meters of your position. When using Deflect (attack) the
attack roll may miss by up to ten, due to the higher range of the blade.

Short Lightsaber
Cost: 1,250 Reach: 1m
DC Modifier: +2 Size: Small
Weight: -0.4 kg
Game Effects: Diminutive early Jedi Masters developed short Lightsaber hilts so that lightsabers
would be easier for them to wield. This style of building was also used by more defensive Jedi and Jedi
who wished to fight with two-weapons without as much weight. Short lightsabers were used mostly by
diplomatic Jedi, who preferred not to get into direct violence with others; by shorter Jedi who has to
use a small lightsaber; and Jedi on secret missions not supposed to reveal their identity. Using a short
lightsaber adds +5 to the DC for Spot checks to see a lightsaber. You may only attack with a Short
Lightsaber if you are in the same square as your opponent, or if you are making an attack of
opportunity. You may not use Deflect (extend defense and attack) with a short lightsaber due to its
smaller size. You can still use any other qualities pertaining to a normal lightsaber with a short
lightsaber, including Deflect (attack), and Deflect (defense).

Curved Lightsaber Hilt


Cost: 250 Reach: -
DC Modifier: +2 Size: -
Weight: -
Game Effects: This lightsaber variant is for use with Form II of lightsaber combat. The hilt is curved,
adding for increased dexterity and quick parries. When using a curved lightsaber in Form II two add
1.5 times your dexterity modifier (round down) to your damage roll when fighting in Form II with a
curved lightsaber. If you have the Weapon Finesse (lightsaber) feat and a curved lightsaber, add 1.5
times your dexterity modifier to your attack roll (instead of your dexterity modifier).

Reverse-Grip Style
Cost: 250 Reach: -
DC Modifier: +2 Size: -
Weight: -
Game Effects: This lightsaber variant is for use with Form VI of lightsaber combat. The reversed grip
style allows for more movement, and thus a faster attack. When using a Reverse-Grip Styled
lightsaber in Form V combat, you may receive an additional attack with your lightsaber. This attack is
at your highest base attack bonus, but each attack (the extra one and the normal ones) has a –2
penalty.

Dual-Phase Lightsaber
This article was originally published in The New Jedi Order Sourcebook. It has been readapted to fit
our lightsaber hilt design concept. This sections original material is copyright ©2002 Lucasfilm Ltd.
Cost: 4,000 Reach: 2m/4m
DC Modifier: +5 Size: Medium/Large
Weight: +0.2 kg
Game Effects: When turned on it may be set as either standard length (120 cm) or extended length
(300 cm). As a free action you may switch a Dual-Phase Lightsabers reach from 2 meters (standard
length) to 4 meters (extended length). As an attack action, the user can feint in combat while
switching the blades length. To successfully feint the player must make a Bluff check. This trick grants
a +4 circumstance bonus on the wielder’s Bluff check for purposes of feinting, but it does not work
more than once against the same opponent.
Setting the blade longer does not change a lightsaber’s damage, but it does change the lightsaber to
a large weapon, it also increases the reach to 4 meters, and opponents up to 4 meters away are
considered prone for the purposes of attacks of opportunity.
In order to use a fully extended Dual-Phase Lightsaber in combat, a medium-size character must
possess the Exotic Weapon Proficiency (extended lightsabers). Otherwise, a character receives the
normal –4 penalties for using a weapon that she is non-proficient in.

Short Dual-Phase Lightsaber


Cost: 4,000 Reach: 1m/2m
DC Modifier: +5 Size: Small/Medium
Weight: +0.2 kg
Game Effects: When turned on it may be set as either standard length (120 cm) or shortened length
(90 cm). As a free action you may switch a Dual-Phase Lightsaber’s reach from 2 meters (standard
length) to 1 meter (shortened length). As an attack action, the user can feint in combat while
switching the blades length. To successfully feint the player must make a Bluff check. This trick grants
a +4 circumstance bonus on the wielder’s Bluff check for purposes of feinting, but it does not work
more than once against the same opponent.
Setting the blade shorter does not change a lightsaber’s damage, but it does change the lightsaber
to a small weapon. Using a shortened length adds +5 to the DC for Spot checks to see a lightsaber.
You may only attack with the shortened length if you are in the same square as your opponent, or if
you are making an attack of opportunity against someone who goes through your square or within 1
meter of your position. You may not use Deflect (extend defense and attack) with the shortened length
due to its smaller size. You can still use any other qualities pertaining to a normal lightsaber with a
shortened length, including Deflect (attack), and Deflect (defense).
In order to use a shortened Dual-Phase Lightsaber in combat, a medium-size character must possess
the Exotic Weapon Proficiency (short lightsabers). Otherwise, a character receives the normal –4
penalties for using a weapon that she is non-proficient in.

Extended Tri-Phase Lightsaber


Cost: 8,000 Reach: 2m/4m/6m
DC Modifier: +10 Size: Medium/Large/Huge
Weight: -
Game Effects: To use the Extended Tri-Phase Lightsaber you must also make the Dual-Phase
modification and pay for it in terms of cost and DC modifier. This modification replaces a Dual-Phase
Lightsaber modification.
When turned on it may be set as either standard length (120 cm), extended length (300 cm), or
gargantuan length (500 cm). As a free action you may switch an Extended Tri-Phase Lightsaber’s
reach from 2 meters (standard length) to 4 meters (extended length) or from 4 meters (extended
length) to 6 meters (gargantuan length). As an attack action, the user can feint in combat while
switching the blades length. To successfully feint the player must make a Bluff check. This trick grants
a +4 circumstance bonus on the wielder’s Bluff check for purposes of feinting, but it only works once
for each switch type against the same opponent. (For example, if someone switched the blade from
2m to 4m and feinted, then they could try again by switching the blade from 4m to 6m.)
Setting the blade to extended length does not change a lightsaber’s damage, but it does change the
lightsaber to a large weapon, it also increases the reach to 4 meters, and opponents up to 4 meters
away are considered prone for the purposes of attacks of opportunity.
In order to use the extended length and gargantuan length of an Extended Tri-Phase Lightsaber in
combat, a medium-size character must possess the Exotic Weapon Proficiency (extended lightsabers).
Otherwise, a character receives the normal –4 penalties for using a weapon that she is non-proficient
in.

Short Tri-Phase Lightsaber


Cost: 8,000 Reach: 1m/2m/4m2
DC Modifier: +10 Size: Small/Medium/Large
Weight: -
Game Effects: To use the Extended Tri-Phase Lightsaber you must also make the Dual-Phase
modification and pay for it in terms of cost and DC modifier. This modification replaces a Dual-Phase
Lightsaber modification.
When turned on it may be set as either shortened length (90 cm), standard length (120 cm) or
extended length (300 cm). As a free action you may switch an Extended Tri-Phase Lightsaber’s reach
from 1 meter (shortened length) to 2 meters (standard length) or from 2 meters (standard length) to
4 meters (extended length). As an attack action, the user can feint in combat while switching the
blades length. To successfully feint the player must make a Bluff check. This trick grants a +4
circumstance bonus on the wielder’s Bluff check for purposes of feinting, but it only works once for
each switch type against the same opponent. (For example, if someone switched the blade from 1m to
2m and feinted, then they could try again by switching the blade from 2m to 4m.)
Setting the blade to extended length does not change a lightsaber’s damage, but it does change the
lightsaber to a large weapon, it also increases the reach to 4 meters, and opponents up to 4 meters
away are considered prone for the purposes of attacks of opportunity.
In order to use the shortened length of a Tri-Phase Lightsaber in combat, a medium-size character
must possess the Exotic Weapon Proficiency (short lightsabers). Otherwise, a character receives the
normal –4 penalties for using a weapon that she is non-proficient in.
In order to use the extended length of a Tri-Phase Lightsaber in combat, a medium-size character
must possess the Exotic Weapon Proficiency (extended lightsabers). Otherwise, a character receives
the normal –4 penalties for using a weapon that she is non-proficient in.
Chapter Two: Lightsaber Combat Forms
An Introduction to the Concept of Lightsaber Combat Forms
The concept of combat forms in not a new idea in the real world, a good example of different forms
are the many martial arts, such as Karate, Tae Kwan Do, Tai’Chi, and Judo. As with anything there are
different ways of doing things, including lightsabers. In the New Essential Guide to Characters Del Rey
and Lucasbooks introduced a new method of explaining techniques. This has been a hot discussion
point on RPG boards as to how it would be implemented. The following is my interpretation of the
lightsaber combat methods.
Note: With training one learns to use the combat, which are the requirements to learn it. Once
someone meets the requirements they may use the combat form if they wish to. Also a Knowledge
(Jedi lore) check is required to learn these forms. This represents training with other Jedi, focusing
techniques, and holocrons studies.

The Standard Lightsaber Combat Forms


Form I
Quick Summary: Form I am the most basic form of lightsaber combat and am representative of
anyone with the Exotic Weapon Proficiency (lightsaber) feat.
Description: Basic introductory lightsaber skill. Focuses on learning the zones of combat and the
most basic strikes and blocks. Akin to kendo and basic fencing, it is taught to all Jedi as basic
familiarization with their weapon, it's an average blend of attack and defense with no complex moves
like spins or flips. Effective on all opponents armed or unarmed, though not overly strong.
Knowledge (Jedi lore) DC: 5
Requirements: Exotic Weapon Proficiency (lightsaber).
Game Effects: None
Lightsaber Specialties: None
Examples of Form I Practitioners: The Bear Clan Younglings (Episode II: Attack of the Clones), Luke
Skywalker (In Episode IV: A New Hope).

Form II
Quick Summary: Form II is a very special form of combat emphasized by swift movements.
Description: Highly specialized form of fencing-like dueling. Incredibly fast and agile, it is hideously
effective against lightsaber-wielding opponents. Requires extreme dexterity and speed, the actions of
this form are swift, fluid and devastating to a foe untrained to defend them. It maximizes one-handed
fighting and often-special lightsaber hilts must be employed to properly use this technique.
Knowledge (Jedi lore) DC: 10
Requirements: Exotic Weapon Proficiency (lightsaber), Dexterity 13+ or Weapon Finesse
(lightsaber).
Game Effects: Form II is used when fighting one handed and the requirements of this form are met.
When using Form II, you may add your dexterity modifier to your damage roll, and ignore your
strength modifier to your damage roll.
Lightsaber Specialties: Curved lightsaber hilt.
Examples of Form II Practitioners: Count Dooku (Episode II: Attack of the Clones)

Form IIIa and Form IIIb


Quick Summary: Form IIIa is based on defense, and most effective at blocking bolts from energy
weapons. Form IIIb concentrates on deflecting bolts back in addition to defense.
Description: Combat form based on defense. Form III is the most effective lightsaber form for
deflecting bolts from energy weapons, it epitomes maximum emphasis being placed on blocking. While
not as strong in attack as other combat forms, it is the Jedi's best form of defense against both
lightsaber using foes and projectile weapon users. Attack power is slightly below average. Form IIIa
concentrates solely on keeping one safe from attacks. Form IIIb concentrates on deflecting attacks.
Knowledge (Jedi lore) DC (Form IIIa): 10
Requirements (Form IIIa): Exotic Weapon Proficiency (lightsaber), Deflect (Defense) special quality.
Game Effects (Form IIIa): Form IIIa may be used if the user goes into total defense. The character
receives a –2 penalty on all attack rolls made with the lightsaber, and receives an additional +1 dodge
bonus to defense. These effects last for two rounds. (The +4 dodge bonus from total defense expires
after one round, you may use total defense again during the second round to continue to keep the
bonuses.)
Knowledge (Jedi lore) DC (Form IIIb): 15
Requirements (Form IIIb): Exotic Weapon Proficiency (lightsaber), Deflect (Attack) special quality.
Game Effects (Form IIIb): Form IIIb may be used if the user is fighting defensively. The character’s
penalty to deflect (attack), that is associated with the redirected attack is lessened by one. This effect
may not reduce the penalty so the user gets a bonus that is associated with the redirected attack. (It
may however reduce the penalty to 0.) This gives the user a –2 penalty to all other attack rolls for two
rounds.
Lightsaber Specialties (Form IIIa and Form IIIb): None
Examples of Form IIIa and Form IIIb Practitioners: Obi-Wan Kenobi became a great practitioner of
Form IIIa and IIIb after his Master’s death (Episode II: Attack of the Clones and onward), Kyle Kartan
(Jedi Knight II: Jedi Outcast, blue lightsaber style)

Form IV and Form IV+


Quick Summary: Form IV is most effective against other lightsabers, but poor against deflecting
energy weapon bolts. Form IV+ is for use against multiple opponents.
Description: Lightsaber skill most effective against other lightsabers. Excellent attack and power
rating and defense capabilities are commendable against sabers but poorer against blaster fire.
Concentrates on twirling moves and spins but speed are forsaken for power. An extension of this
method is Form IV+; it is very good against multiple foes using sabers. Both forms have a moderate
damage rate, and average speed.
Knowledge (Jedi lore) DC (Form IV): 10
Requirements (Form IV): Exotic Weapon Proficiency (lightsaber), Jedi Level 4 or Weapon Focus
(Lightsaber).
Game Effects (Form IV): When engaged in melee combat with an opponent using a lightsaber you
may use Form IV. While using this form, add +2 to attack rolls, and +1 to damage rolls with a
lightsaber. You receive a –2 penalty to defense while using Form IV because it is so focused against
one opponent.
Knowledge (Jedi lore) DC (Form IV Extension 1): 15
Requirements (Form IV Extension 1): Dexterity 11+, Exotic Weapon Proficiency (lightsaber), Jedi
Level 4 or Weapon Focus (Lightsaber).
Game Effects (Form IV Extension 1): Form IV Extension 1 may be used as a full-round action. All
the effects of Form IV apply. You receive an additional attack with your lightsaber. This attack is at
your highest base attack bonus, but each attack (the extra one and the normal ones) has a –4
penalty. You must use a full-round action in order to use Form IV Extension 1.
Knowledge (Jedi lore) DC (Form IV+): 15
Requirements (Form IV+): Dexterity 11+, Jedi Level 4+, Exotic Weapon Proficiency (lightsaber),
Weapon Focus (lightsaber) or Weapon Finesse (lightsaber).
Game Effects (Form IV+): When engaged in melee combat with multiple opponents using lightsabers
you may choose to use Form IV+. While using this form add a +1 dodge bonus to defense and receive
an additional attack with your lightsaber. This attack is at your highest base attack bonus, but each
attack (the extra one and the normal ones) has a –2 penalty. You must use a full-round action in order
to use Form IV+.
Lightsaber Specialties: None.
Examples of Form IV and Form IV+ Practitioners: Qui-Gon Jinn (Episode I: The Phantom Menace),
Obi-Wan Kenobi (Episode I: The Phantom Menace).

Form V
Quick Summary: Form V uses acrobatics and the environment to gain the advantage. This form is
deadly against slow opponents.
Description: Style involving acrobatic and speed - a combination of forms II, III and IV but with far
more agility involved. While it is not the strongest of forms, it is by far one of the more fluid and
speedy. The majority of the moves involve flips, rolls, jumping attacks and using the environment to
gain an advantage. This form is deadly versus slow or bulky opponent or non-lightsaber wielders.
Often employs a reversed-grip style for additional moves.
Knowledge (Jedi lore) DC: 15
Requirements: Dexterity 11+, Exotic Weapon Proficiency (lightsaber), Burst of Speed or Enhance
Ability 4 ranks, Tumble 4 ranks, Jump 4 ranks.
Game Effects: You may use Jump as a move-action. You receive a +2 bonus on attack rolls against
non-lightsaber opponents, opponents wearing armor, or opponents of Large or greater size. You
receive a –2 penalty against lightsaber using opponents, opponents that are unarmored, or opponents
of Medium or smaller size.
Lightsaber Specialties: Reverse-grip style.
Examples of Form V Practitioners: Anakin Skywalker (Darth Vader) (Episode II: Attack of the Clones
and onward)

Form VI
Quick Summary: Form VI is used when the user wields more than one saber.
Description: Alternative lightsaber usage - most often this form is taught when the user will use
more than one saber (dual sabers). Because of its extreme difficulty, it is usually reserved only for the
most adept of swordsmen. Focus is on using lightsabers in one hand with the strength, speed and
defense of a two-handed stance. Rarely used, but devastating in combat.
Knowledge (Jedi lore) DC: 20
Requirements: Strength 11+, Dexterity 15+, Two-Weapon fighting, Ambidexterity.
Game Effects: Your penalties for fighting with two lightsabers are reduced by two. Also, you may add
1.5 times your strength modifier to your damage rolls with both lightsabers, as if you were holding
them in two hands.
Lightsaber Specialties: Two lightsabers.
Examples of Form II Practitioners: Anakin Skywalker briefly used this method against Count Dooku
(Episode II: Attack of the Clones)

Form VII
Quick Summary: Form VII is the strongest form of lightsaber combat, and is also borderline dark
side. Wielded only by the most gifted Jedi.
Description: The strongest form of lightsaber combat, it is also the hardest to learn and master. It
involves immensely powerful sweeping strokes that are incredibly fast and agile. Coupled with a
blocking system that is almost unbreakable, it is applicable to all combat situations. Because of its
aggressive basis, it is borderline Dark Side and only used by the most gifted Jedi.
Knowledge (Jedi lore) DC: 25
Requirements: Strength 13+ or Dexterity 13+, Jedi Level 7+, Weapon Focus (lightsaber) or Weapon
Finesse (lightsaber), no more than 4 Dark Side Points.
Game Effects: You may use Jump as a move-action. You receive a +2 bonus on attack rolls and
damage rolls with a lightsaber. You also receive a +1 dodge bonus to defense. If used while under the
taint of the dark side (such as feeling anger or hatred) the user receives 1 dark side point.
Lightsaber Specialties: None.
Examples of Form VII Practitioners: Mace Windu (Episode II: Attack of the Clones)

Advanced Lightsaber Combat Forms

Form VIII
Quick Summary: Form VII is also known as the “Battle meld”, allowing people to coordinate
movements and tactics of a group as though they were a single entity.
Description: This combat technique is referred in modern times as a "Battle meld" by the members
of the New Jedi Order. Masters of this technique are able to coordinate movements and tactics of a
group as though those involved were a single entity. When used properly, a group using this technique
can maneuver an opponent or group of opponents into carefully orchestrated traps. Groups using this
form of combat can plan ahead, accounting for the planned strikes of members of the group and can
easily manipulate and defeat their foes.
Form VIII is a Force Technique named Battle Meld. It was originally published in the New Jedi Order
Sourcebook and has been updated to the Revised Core Rules and made to fit with the Force
Techniques presented in the Power of the Jedi Sourcebook.
Requirements: Telepathy 5 ranks.
Check: Initiating a Battle Meld requires a Telepathy check (DC 10, +2 for each person to be included
in the link) and a full-round action; a hero cannot take 10 on this roll. Each attempt also incurs the
vitality point cost for using Telepathy. It is only necessary to successfully make the Telepathy check
once. Only characters with the Force-Sensitive feat can be included in the battle meld. A character can
initiate a Battle Meld a number of times each day equal to his Wisdom modifier.
Once the link is formed, any character in the link that attempts a skill check, attack roll, or saving
throw can add a +1 circumstance bonus to his or her d20 roll for every two people in the link. Thus, if
Anakin Solo were in a Battle Meld with Jacen, Jaina, and Lowbacca, he could add +2 to each skill
check, attack roll, and saving throw he made for the duration of the link-as could each of the other
three Jedi.
Special: Each round, each character in the battle meld must succeed at a Will save (DC 10, +1 for
each person in the link) to remain in the link. If the save fails, that character is forced out of the link
and cannot rejoin it. If the person who initiated the link fails the Will save, the entire link fails. Note
that the bonus granted by the Battle Meld applies to this save.
Maintaining the link requires that the person who initiated it to continue to spend vitality points for
using the Telepathy skill (3 per minute). If the initiating character becomes unable to pay the vitality
point cost, the battle meld immediately fails.
Activation Time: Full-Round Action
Vitality Point Cost: Special
Lightsaber Specialties: No lightsaber is required.
Examples of Form VIII Practitioners: Anakin Solo, Jacen Solo, and Jaina Solo. The Wild Knightz. (The
New Jedi Order novel series)

Form IX
Quick Summary: Form IX is the technique used to combat with the double bladed lightsaber or
quarterstaff.
Description: A combat type perfected by the Dark Jedi Exar Kun, Form IX is specifically meant for the
use of double bladed lightsabers or quarterstaffs. Combined with a highly tuned Force sense, a master
of Form IX combat can maneuver a double bladed lightsaber around their body with immense precision
and skill, making it difficult for an opponent to find an angle of attack. This form of fighting was proven
in the waning days of the Old Republic when the Dark Knight of the Sith, Darth Maul, was able to
single handedly fight off the two Jedi, Jedi Master Qui-Gon Jinn and Jedi Knight Obi-Wan Kenobi, with
immense skill and relative easy. Once he separated the two Jedi, he quickly executed the Master and
was only bested by the apprentice when he lowered his guard in a foolish act of pride.
Knowledge (Jedi lore) DC: 15
Requirements (Form IX-Basic): Exotic Weapon Proficiency (double-bladed lightsaber).
Game Effects: You receive a +1 bonus on attack and damage rolls with a double-bladed lightsaber or
a quarterstaff.
Lightsaber Specialties: Double-bladed lightsaber, quarterstaff.
Examples of Form IX Practitioners: Darth Maul (Episode I: The Phantom Menace)

Form X
Quick Summary: Form X is the technique used to combat with the Sith Langanok.
Description: Form X is a Sith technique that was created for the Sith weapon the Langanok, also
known as the "Lightwhip", a weapon which came in several variants. Hideously difficult to master
without getting one's head or other extremities chopped from one's body, the Light Whip was only
known to be wielded by people fully given to the Dark side of the Force, for use required constant
concentrated attacks and strikes outwards. When wielded properly it formed an almost impossible
barrier around a person that protected against anything as the blade arced in desire of the wielder's
mind. The weapon's use is quite beautiful to see and often mesmerizing in the beautiful angles and
twirls by it's blade.
Knowledge (Jedi lore) DC: 15
Requirements: Exotic Weapon Proficiency (Langanok).
Game Effects: You receive a +1 bonus on attack and damage rolls with a Langanok.
Lightsaber Specialties: Langanok.
Examples of Form X Practitioners: Dark Lady Lumyia (Various sources in the Expanded Universe)

Lost Lightsaber Combat Forms


The four lost combat forms have been lost since around the time when lightsabers were perfected,
before even the Sith Wars (most became extinct around 8,000 years before the battle of Yavin). The
first two forms are gained by taping into the forces raw energy. The second two forms consist of
mental attacks and altering brainwaves by the force making for a quick “illusionary” force fight that
looks as if it were happening at a blazing speed. These forms became extinct due to the development
of the lightsaber, which became a much easier way to deal with problems when it came to fighting
than the extremely taxing lost combat forms.

Form XI
Quick Summary: Form XI combat relies on great speed to perform extra moves and actions.
Description: One of the combat styles lost right before the Sith war, Form XI was one of the greatest
weapons of the ancient Jedi and Sith orders. Form XI still remains lost. It is a technique involving
extreme speed granted through the Force, combined with any number of fighting styles or techniques,
allowing a master of this technique to execute elaborate moves at speeds faster than the eye can see
and faster than even a Force aided opponent can react to.
Knowledge (Jedi lore) DC: 25 to decipher a holocron containing data on this form.
Requirements: Jedi Level 7+, Control, Burst of Speed, Enhance ability 7 ranks.
Game Effects: Form XI requires an immense amount of skill and speed in order to be used. If you
have Burst of Speed, Knight Speed, Force Speed, or Master Speed, compare the feat to Table 2-1
Form XI. You receive an extra amount of actions equal to the number shown in the extra actions
column. You may use these as either an attack or move action. However, to move so fast causes
excruciating pains on the body dealing the amount of Wound Points shown per round this form is used.

Table 2-1 Form XI


Feat Extra Wound Point
actions Cost per round
Burst of Speed 1 0
Knight Speed 2 1
Force Speed 2 1
Master Speed 3 2

Lightsaber Specialties: No lightsaber is required, although they are almost always used in
conjunction with this form.
Examples of Form XI Practitioners: Yoda practiced this lost art and was an undefeatable swordsman.
However, he rarely fought and preferred to first mediate situations. (Episode II: Attack of the Clones)

Form XII
Description: One of the fighting styles lost for millennia, since before the Sith war, Form XII is a
lesser version of Form XIII. A master of this form is a deadly warrior capable of devastating attack be
they physical, Force wielded or by lightsaber. Form XII combat is a form of melee fighting where the
Force, allowing a master of this form to quickly overwhelm any lesser skilled opponent, enhances
speed and strength immensely. The moves of a master of Form XII combat are guided by the Force,
making them immensely difficult to counter and making it just as difficult for an opponent to
successfully land an attack.
Knowledge (Jedi lore) DC: 30 to decipher a holocron containing data on this form.
Requirements: Jedi Level 7+, 1+ Force Points, Dexterity 13+, Strength 13+.
Game Effects: Entering Form XII requires the character to spend 1 Force Point. Roll bonus dice as
normal and divide by three (round down). Add this number to your defense. This is a force bonus to
defense. Also, you may gain an extra amount of attacks equal to the amount of bonus die you rolled.
Each attack is at your highest base attack bonus, but each attack (the extra ones and the normal
ones) has a –2 penalty. You must use a full-round action in order to use this bonus of Form XII.
Lightsaber Specialties: None.
Examples of Form XII Practitioners: The ancient Jedi (This combat form was lost around 8,000 years
before the Battle of Yavin.)

Form XIII
Quick Summary: An advanced method of Form XII that uses a combination of speed, force, and
lightsaber wielding.
Description: The highest of the combat styles lost for millennia since long before the great Sith war,
Form XIII is a combat style of near mythic standing. The Jedi Battlemasters of the Old Republic sought
this skill level but there were no holocrons remaining and no way to learn the lost art. It is a melee
fighting style of Force, lightsaber and physical combat that is nearly unparalleled by sapient Force
wielders. When in combat, a master of this fighting form moves with super human speed, forming an
area of control around their body where nearly no window of opportunity is offered to an opponent. A
master of Form XIII combat moves their body and lightsaber with the sheer will of the force with
superior strength and speed similar to Form XI combat, quickly overwhelming even the most skilled of
opponents. Augmented with Force attacks such as pushing, striking, lightning or even Force killing, it
takes incredible skill to defeat a master of this combat style.
Knowledge (Jedi lore) DC: 30 to decipher a holocron containing data on this form.
Requirements: Jedi Level 11+, 1+ Force Points, Dexterity 13+, Strength 13+.
Game Effects: Entering Form XIII requires the character to spend 1 Force Point. Roll bonus dice as
normal and divide by two (round down). Add this number to your defense. This is a force bonus to
defense. You receive an extra amount of actions equal to one-fourth the amount of the bonus die roll
(round down). You may use these actions as either attack or move actions. However, for every
additional action, you deal two points of Wound damage to yourself. (This damage may not be negated
in any way.)
Lightsaber Specialties: None.
Examples of Form XIII Practitioners: The ancient Jedi (This combat form was lost around 8,000 years
before the Battle of Yavin.)

Form XIV
Quick Summary: This form is the epitome of Force aided combat, doing away with lightsabers and
weapons and using just the Force.
Description: The epitome of Force aided combat; any lesser skilled opponent cannot defeat a master
of Form XIV. Doing away entirely with weapons, dueling or even physical combat, Form XIV combat
deals solely with the Force. Attacks and defenses are mounted entirely with the Force. A similarly
skilled opponent can only counter a master of Form XIV combat strikes with Force blows that. If not
skilled in Form XIV combat, one will die instantly if facing one skilled in this fighting form. It is
normally used by the most powerful of Force wielders of the Sith, and the most disciplined of Jedi.
Knowledge (Jedi lore) DC: 35 to decipher a holocron containing data on this form.
Requirements: Jedi Level 11+, Control, Alter, Sense, Enhance Ability 7 ranks, See Force 7 ranks,
Force Defense 7 ranks, See “New Force Skill/Technique Hybrid: Force Attack”
Game Effects: See “New Force Skill/Technique Hybrid: Force Attack”
Lightsaber Specialties: No lightsaber is required
Examples of Form XIV Practitioners: The ancient Jedi (This combat form was lost around 8,000
years before the Battle of Yavin.)

New Force Skill/Technique Hybrid: Force Attack


Any character with all three basic force feats (Control, Alter, and Sense) may extend his or her
senses and visions to alter others brainwaves. The ancient Jedi and users who had been tainted by the
dark side’s call, as often happened in experimentation with the force used this powerful and extreme
method of attack. This attack form was purely mental, and users entered into a powerful trance in
which they did their visions at lightning fast speed, however their opponent was often far away.
To attack a person with the force you must first enter a trance. The distance of the attacker to the
target determines the vitality point cost per round. Then make an opposed Will saving throw, the
winner of the opposed saving throw deals an amount of Wound damage equal to their Base Damage
(based on Force-user level) plus any additional modifiers. The defender may make a Will saving throw
(DC 15 + twice the amount of damage taken). A successful save reduces the wound damage dealt to a
character by one-half, rounded up. If the result of the opposed Will saving throw is a tie, neither
character deals damage. See Table 2-2 for a complete listing of the base damage dealt, vitality point
cost per round, and modifiers to the Will saving throw. See Table 2-3 for modifiers to the defenders
Will saving throw.

Table 2-2: Force Attack Modifiers (attacker)


Condition Modifier
Force Sensitivity:
Force Sensitivity Low (defender doesn’t have the Force Sensitive feat) -2 penalty to users Will saving throw
Force Sensitivity High (defender has the Force Sensitive Feat) +0 to users Will saving throw
For every two ranks in Force Attack +1 to Base Damage of Force Attack
Force-user level:
1st-3rd Base Damage: 1
Vitality Point Cost/Round: +4
4th-6th Base Damage: 1
Vitality Point Cost/Round: +3
7th-9th Base Damage: 2
Vitality Point Cost/Round: +3
10th-12th Base Damage: 2
Vitality Point Cost/Round: +2
13th-15th Base Damage: 3
Vitality Point Cost/Round: +2
16th-18th Base Damage: 3
Vitality Point Cost/Round: +1
19th-20th Base Damage: 4
Vitality Point Cost/Round: +1
Distance:
>10 m Vitality Point Cost/Round: 1
100 m – 1 km Vitality Point Cost/Round: 3
1-10 km Vitality Point Cost/Round: 5
10-15 km Vitality Point Cost/Round: 8

Table 2-3: Force Attack Modifiers (defender)


Condition Modifier
Force Sensitivity:
Force Sensitivity Low (defender doesn’t have the Force Sensitive feat) -5 penalty to defenders Will saving
throw
Force Sensitivity High (defender has the Force Sensitive feat) +2 bonus to defenders Will saving
throw

Special: You may not take 10 or 20 when making any check for the Force Attack process.
The attacker must be aware of the target through the See Force skill. The Defender may use Force
Defense to defend oneself from Force Attack.
A character may not learn Force Attack without knowledge from a Holocron dating back to 8,000
years before the Battle of Yavin. Even with a proper Holocron, Force Attack is a cross-class skill for all
classes (including force-using classes even if the skills requirements are met). It may not be made a
class skill by any way.
Time: Using Force Attack requires a full-round action.
Vitality Point Cost: Special
Chapter Three: Marks of Combat
From Star Wars Insider
All Jedi Forms involve the same "marks of contact," target objectives organized as categories of
damage lightsaber-wielders can inflict upon their opponents. In the names of these marks, the
language of the earliest Jedi sages has come down unaltered to us today. The ancient traditional
marks of contact help focus a Jedi's attacks and defenses on a few clear categories rather than
diffusing awareness across an infinite number of possibilities. Most of the marks of contact be seen in
Attack of the Clones, and this pattern appears throughout the Star Wars saga.

Sun Djem
Pronunciation: "sun jem"
Description: Sun Djem is the goal of disarming an opponent. Sun djem was a goal of early Form I
masters, since destroying an opponent's lightsaber could win victory without causing injury---always a
Jedi aspiration. However, the advances of Form II soon made sun djem nearly impossible, since
combatants trained studiously against having their weapons taken or damaged.
Although, they feel no remorse for attacking blasters and other weapons, attacking an opponent’s
lightsaber is a gross sign of disrespect, since it damages the personal property of a fellow Jedi.
Consequently, few Jedi resort to using Sun Djem even in life-or death struggles against other Jedi
(They will sometimes rarely use it against Dark Jedi).
Defense to strike: See “Striking an Object”, pages 166-169 of the Star Wars Roleplaying Game:
Revised Core Rulebook.
Additional effect: None.

Shiim
Pronunciation: "she-eem"
Description: Any kind of wound with the edge of the lightsaber blade in shiim. An inconclusinve mark
of contact, shiim is considered inferior to other marks that decisively end a battle. Its appearance thus
expresses struggle with a powerful opponent.
Defense to strike: Any type of Wound Damage is considered meeting the Shiim mark of combat.
Additional effect: None.

Shiak
Pronunciation: “she-ack"
Description: Jedi tradition considers Shiak (stabbing) an honorable method of inflicting serious injury
since it causes the least visible injury to the opponent's body. Shiak can thus express Jedi respect for
an opponent and the living Force even as it delivers a fatal blow.
Defense to strike: Any type of Wound Damage that dealt when going above five points of the
opponent’s defense is considered meeting the Shiak mark of combat.
Additional effect: None.

Cho Mai
Pronunciation: "cho my"
Description: Cho Mai is the action of cutting off someone’s weapon hand. Cho mai instantly ends an
opponent’s ability to use a weapon but does not kill, making cho mai a preferred Jedi move. The
precision of cutting off only a hand is considered the mark of a superior lightsaber master.
Defense to strike: Defense +13 to make a strike against the hand.
Additional effect: Reflex save (DC 20) or drop held item.

Co Sun
Pronunciation: "cho sun”
Description: Cho sun (dismembering), cutting off an opponent’s entire weapon arm, is a move
lacking the precision and elegance of cho mai, but cho sun is the move most often necessary under
surprise combat conditions or where no chances can be taken.
Defense to strike: Defense + 9 to make a strike against the arm.
Additional Effect: Will save (DC 10) or drop held item.

Cho Mok
Pronunciation: "cho mock"
Description: Cho mok (maim), describes the cutting off of an opponent's leg or (in the case of non-
humans) other limb or appendage such as lekku (head tails)
Defense to strike: Defense + 7 to make a strike against an appendage.
Additional Effect: Will save (DC 10) or fall prone (leg). Fort save (DC 10) or be stunned (1 round)
(other appendages).

Sai Cha
Pronunciation: "sigh cha"
Description: Sai Cha, from the ancient words for "separate" and "head", describes the chilling Jedi
ability to behead an opponent in a flash of the lightsaber. Jedi commit Sai Cha only when battle is at
its most deadly serious and threatening, or when an opponent is considered extremely dangerous,
even to a fully trained Jedi.
Defense to strike: Defense + 13 to make a strike against an opponent’s head.
Additional Effect: Fortitude save (DC 20) or be stunned (1d6 rounds).

Sai Tok
Pronunciation: "sai tock"
Description: Jedi consider the besection of a living oppenent's body a form of butchery, a desecration
to be avoided if possible. The savage extreme of sai tok is thus normally used only against battle
droids. We see Qui-Gon Jinn and Obi Wan Kenobi deliver Sai Tok to many battle droids in episodes I
and II. Sai Tok represents a potentially Sith-like desire to destroy one's enemy, whereas the Jedi goal
even in combat is an inner focus on defeating the danger of opponents rather than hating them and
wishing utter destruction upon them.
Defense to strike: Defense +2 to make a strike against an opponent’s torso.
Additional Effect: Fortitude save (DC 10) or be stunned for (1 round). If you deal more than your
opponent’s Fortitude modifier +8 points of wound damage the opponent is bisected, and her remaining
wound points are reduced to -10, and the opponent is dead (no fortitude saves are required per hour
as they are already dead).
Credits
Mentioned sections are copyright ©2002 and ©2001 Lucasfilm Ltd.
FrobiWanKenobi for first converting the document over to PDF format. Thanks a lot Frobi!
Rodney “Mordin” Thompson for creating the original Net.Guide to Lightsaber Construction of which
part of Chapter One was based upon.
“Emperor” Adam Diggins for calling the “lightspike” to my attention, as he calls the weapon that was
used in New Jedi Order: Enemy Lines II: Rebel Stand. I have named the weapon lightspike here, as it
had no previous name.
Charlemange19 and Antar of TheForce.net message boards for developing a summary (and allowing
me to use it), of the lightsaber combat forms, which was invaluable in creating Chapter Two.
Donovan Morninngfire of SWRPGNetwork’s Holonet Forums for suggesting a Knowledge (Jedi lore)
check to learn the combat forms.
Anakin1607 of TheForce.net message boards for developing a list of the Marks of Combat, which was
invaluable in creating Chapter Three.

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