Lightsaber Combat

Lightsaber statistics: Damage 9D10L, Accuracy: +1 if build by self

Lightsabers are not the sole province of the Jedi or Sith. It is possible for non-force users to wield a lightsaber. It is just that more lethal in the hands of a force user. In addition it is exceedingly difficult to master a Lightsaber without using the Force.

When fighting with a lightsaber the combatant adds her Sense rating to her Dexterity + Lightsaber roll, and her Control to the lightsaber’s damage rating. So a Jedi with Dexterity 3, Lightsaber 4, Sense 3 and Control 2 will have 3+4+3 = 10 dice to roll for attack, and 9+2 = 11 dice to roll for damage. As always, any extra successes from the attack roll is added to the damage roll. Additionally a Force user can choose to use the force power Alter Damage to reduce the lightsaber damage from lethal to bashing damage.  

The following contains combat maneuvers available specifically to lightsabers. See Trinity Core Rules, page 239, for rules regarding combat in general.

· Lightsaber Parry: Parrying with a lightsaber functions exactly a normal parry, see Trinity Core Rules, page 243. The exception is, though, that parrying with a lightsaber is much more difficulty. So in addition to the normal roll, the defender has a difficulty of +2.
Ability: Lightsaber; Difficulty: +2; Accuracy: +1 if self built; Damage: None

· Lightsaber Strike: In many ways a lightsaber strike functions like a normal Weapon Strike, Trinity Core Rules, page 245, but there are some differences. It is more difficult to strike with a lightsaber due to the weight distribution, and in addition Strength does not affect the damage.
Ability: Lightsaber; Difficulty: +2; Accuracy: +1 if self built; Damage: Normal

· Deflection: It is possible to use a lightsaber to deflect incoming blaster bolts, this is exceedingly difficult and is something only force users are able to do. The defender rolls against a difficulty of +3, and must exceed the successes rolled by the attacker. If successful, the bolt is deflected and the Jedi can choose to attempt to control. It is now possible to deflect the bolt at a specific location. This requires a Control roll, and thus multiple actions. Extra successes from the deflection roll are added to the Control roll.
The Control roll may be resisted by the opponent with a dodge action, otherwise, the roll just needs to hit normally. If the roll is successful, the bolt does normal damage.
Ability: Lightsaber; Difficulty: +3; Accuracy: +1 if self built; Damage: Special

· Saber Barrier: This maneuver requires Alter with a minimum rating of 3 to function. If this prerequisite is met, the user is able to use the Force for whirling the lightsaber in a horizontal circle around her, effectively erecting an impenetrable barrier around her. It is not possible for the user to leave the circle while the maneuver is in effect. When rolling substitute Dexterity with Alter.
Ability: Lightsaber; Difficulty: +3; Accuracy: +1 if self built; Damage: None

· Saber Throw: This maneuver requires Alter with a minimum rating of 2 to function. If this prerequisite is met, the user is able to use the Force for throwing her lightsaber at an opponent. The effective range of this throw is equal to [Alter * 5] meters. When rolling substitute Dexterity with Alter.
Ability: Lightsaber Difficulty: +3; Accuracy: +1 if self built; Damage: Normal damage.

· Kinetic Combat: This maneuver requires Alter with a minimum rating of 4 to function. If this prerequisite is met, the user is able to use the Force to use her lightsaber remoting. All combat rolls use Alter+Lightsaber instead of Dexterity+Lightsaber.
Ability: Lightsaber; Difficulty: +4; Accuracy: Normal; Damage: Normal damage.

A separatist droid is firing at Ketis, a Jedi with a Lightsaber total of 14 dice. She rolls her 12 (14 – 2 for multiple actions) dice and gets 7 successes. The first 4 is used to deflect the shot, and the last three is combined with her Force + Control of 7 for a total of 10 dice, - 2 for multiple actions. She rolls the 8 dice to direct the bolt back to the droid. Her difficulty is the dodge roll from the droid, or any distance difficulty if somewhere else than the droid. The droid do not have the reflexes to dodge a blaster bolt, so Keits only have to roll 1 success on the 8 dice to hit the droid.

The Seven Forms of Lightsaber Combat

Each Jedi chooses the style of lightsaber combat that best suits her. For example, Grand Master Yoda uses the Ataru form to compensate for his lack of reach and height; Mace Windu uses Vaapad to turn his inner darkness into a weapon of the light; Count Dooku's practice of the Makashi form fit first of all his intention to frequently engage in lightsaber-to-lightsaber combat, and second his emphasis on class and elegance as well as precision. Jedi learns elements of each form, though few ever master all of them.

  • Form I: Shii-Cho "Way of the Sarlacc" or "Determination Form"
  • Form II: Makashi "Way of the Ysalamir" or "Contention Form"
  • Form III: Soresu "Way of the Mynock" or "Resilience Form"
  • Form IV: Ataru "Way of the Hawk-Bat" or "Aggression Form"
  • Form V: Shien / Djem So "Way of the Krayt Dragon" or "Perseverance Form"
  • Form VI: Niman "Way of the Rancor" or "Moderation Form"
  • Form VII: Juyo / Vaapad "Way of the Vornskr" or "Ferocity Form"

The seven forms are not merely a collection of certain moves, they represent seven different kinds of philosophy. In addition, a lightsaber is not necessary to execute the seven forms: each form can be applied in unarmed combat.

Form I: Shii-Cho

Shii-Cho is the oldest and simplest of the seven forms. Its origin dating some 4000 years back. The main purpose of the form is to disarm or disable an opponent. Shii-Cho usually employs a two-handed grip.

+1 dice to attack rolls aiming to disarming an opponent.
•• +1 dice on attack rolls against disarming attempts.
••• +2 dice to attack rolls aiming to disarming an opponent.
•••• +2 dice on attack rolls against disarming attempts.
••••• +3 dice to attack rolls aiming to disarming an opponent.
Form II: Makashi

Makashi rose from a need for lightsaber-to-lightsaber combat. It requires a great deal of precision and power, but is very elegant. The lightsaber is usually wielded in one hand for greater range of movement and fluidity.

+1 dice to attack rolls against a lightsaber wielding opponent.
•• +1 dice to parry rolls against a lightsaber wielding opponent.
••• +2 dice to attack rolls against a lightsaber wielding opponent.
•••• +2 dice to parry rolls against a lightsaber wielding opponent.
••••• +3 dice to attack rolls against a lightsaber wielding opponent.
Form III: Soresu

This form is particularly useful in defense and against blaster fire, but due to its focus on defense and trapping the opponent in his own offense, it is offensively weak.

+1 dice to parry rolls against lightsabers
•• +1 dice to deflect rolls against blasters
••• +2 dice to parry rolls against lightsabers
•••• +2 dice to deflect rolls against blasters
••••• +3 dice to parry rolls against lightsabers
Form IV: Ataru

An aggressive style, Form IV was fast-paced and effective against single opponents, though weaker in prolonged combat and confined spaces. Ataru was characterized by Force-assisted acrobatics, both for attack and defense, and fast, powerful strikes

+1 dice to attack rolls
•• +1 dice to damage rolls
••• +2 dice to attack rolls
•••• +2 dice to damage rolls
••••• +3 dice to attack rolls
In addition, the practitioner of Ataru will initially receive +2 to initiative, which will drop by 1 for every 2 turns, so in turn 5 the initiative modifier will be 0 and in turn 9 it will be -2.
Form V: Shien / Djem So

Form V was created by Form III masters who preferred a more offensive style, since the defensive nature of Form III could lead to prolonged combat. It evolved into an accepted style by combining the defensive maneuvers of Form III with the more aggressive philosophy and tactics of Form II. Form V also required a higher level of physical strength than the other lightsaber forms, due to its focus on complete domination of opponents. The form was developed alongside Form IV at a time when the Jedi were increasingly called upon to actively keep the peace.

+1 dice to attack rolls
•• +1 dice to parry and deflection rolls
••• +2 dice to attack rolls
•••• +2 dice to parry and deflection rolls
••••• +3 dice to attack rolls
Form VI: Niman

By the time of the Clone Wars, Niman was the standard form within the Jedi Order. This is because of its simplicity and balance. Niman does not have any special strengths or weaknesses but strive to maintain a balance of offense and defense.

Form VII: Juyo / Vaapad

Juyo and Vaapad are both variants of Form VII, the most difficulty form to master due to its voracious nature. To master the form in combat the user were required to walk dangerously close to the Dark Side. As a result, at the time of the Clone Wars, the form is severely restricted by the Jedi High Council, only the most skilled of Jedi were allowed to study Form VII.

+1 dice to attack rolls and damage.
•• +1 dice to attack rolls and damage.
••• +2 dice to attack rolls and damage.
•••• +2 dice to attack rolls and damage.
••••• +3 dice to attack rolls and damage.

Every other turn the Vaapad user must start the turn by rolling Stamina. Should he fail this roll, he will take 1 level of bashing damage. This damage can be negated by the expenditure of a Willpower point. The user may waive the Stamina roll, but will gain a Dark Side point instead, as he lets the Dark Side fuel his rage.