Lightsaber Construction

The Lightsaber:

It is the weapon of a Jedi, an elegant armament of a more civilized time. In comparison, blasters are crude, inaccurate and loud affairs. To carry a Lightsaber is an example of incredible skill and confidence, dexterity and attunement to the Force.

When deactivated, a Lightsaber appears as a polished metallic handle, about 30 centimeters long, lined with control studs. At the press of a button the energy contained within is liberated and forms as a shaft of pure energy about a meter long. The saber hums and scintillates with a distinct sound. Its shimmering blade is capable of cutting through almost anything, save for the blade of another Lightsaber.

In the hands of a Jedi, a Lightsaber is almost unstoppable. It can be used to cut through blast doors or enemies alike. Using the Force, a Jedi can predict and deflect incoming blaster bolts, and reflect them back at the person who fired them. After the extermination of the Jedi ranks, Lightsabers became rare relics. The knowledge of their construction disappeared with their masters. Luke Skywalker, the last of the Jedi, built his own Lightsaber as the culmination of his training. Although use of the Lightsaber is strictly reserved to the Jedi — the only ones typically capable of handling the difficult weapon — it is also used by their sworn enemies, the Sith

Weapon Cost Damage Critical Range Weight Type Size Group
Lightsaber 3000 2d8 19 -20 - 1 kg Energy Medium Exotic**
Lightsaber, Small 2800 2d6 19-20 - .8 kg Energy Small Exotic
Lightsaber, Heavy 6000 2d10 19-20 - 1.8 kg Energy Large Exotic
Lightsaber, Double 7000 2d8/2d8 19-20 - 2 kg Energy Med/Large Exotic
Great Lightsaber 5200 2d8 19-20 - 1-8 kg Energy Large Exotic
Duel-Phase Lightsaber 6000 2d8 19-20 - 1.2 kg Energy Med/Large Exotic
Training Lightsaber 1500 2d8* 19-20 - 1 kg Energy Medium Exotic**
Archaic Lightsaber 1600 2d8 20 - 3 kg Energy Medium Exotic

*Vitality damage only; on a critical hit, a training Lightsaber deals only 1d3 points of wound damage.
**The Exotic Weapon Proficiency (Lightsaber) feat covers training Lightsabers as well as standard, Great, Heavy, Dual phase, and Archaic versions

Jedi apprentices spend a great deal of time and effort constructing lightsabers, an elegant weapon of ancient technologies. The blade helps the Jedi focus, attuning him to the Force so that it more easily flows through him. It is used for combat only when other methods of conflict resolution have ended in failure. Most Jedi build several lightsabers over a lifetime, each saber more powerful and well-balanced than the last. These improvements reflect the Jedi's increasing prowess in his use and understanding of the Force.

Exotic Weapon Proficiency (Lightsaber) makes the character proficient with the Lightsaber, short Lightsaber, great Lightsaber, dual-phase Lightsaber, heavy Lightsaber, and the archaic light-saber. These weapons are still different enough to require a separate selection of Weapon Focus, Improved Critical, and other weapon-specific feats and class features. The double-bladed Lightsaber is significantly more difficult to wield effectively — thus, it still requires its own Exotic Weapon Proficiency.(Note that a double-bladed Lightsaber with a single blade ignited is treated as a Lightsaber.)

Types of Lightsabers

Basic Lightsaber

The Lightsaber, simple in design yet difficult to wield and master, features a handgrip hilt that projects a blade of pure energy. This blade is generated by an energy cell and focused through crystals within the hilt. The saber can cut through most materials, except another Lightsaber blade. Some tougher materials, such as a Starship blast door, require time and effort to slice through. Because only the handgrip has any weight, unskilled users have difficulty judging the position of the blade. They are as likely to injure themselves as harm their opponents. (If the character does not have the Exotic Weapon Proficiency Lightsaber feat, rolling a 1 on an attack roll results in a catastrophic failure, re-roll the attack and if another natural 1 is rolled the character damages herself.) The Lightsaber's true potential becomes apparent in the hands of a fully trained Jedi, who can defend and attack with the weapon, deflecting blaster bolts or striking opponents with the glowing blade. The traditional weapon of the Jedi, the Lightsaber stands as a symbol of their skill, dedication, and authority. Even in the days of the Rebellion, when the Jedi were all but extinct, a person carrying and using a Lightsaber was afforded a high degree of respect. A Lightsaber requires a special energy cell to operate (the cost is ten times the price of an ordinary energy cell). As a Medium-sized weapon, a Lightsaber has 5 Hardness and 5 wounds, with a Break DC of 18. The Lightsabers unique hum provides any enemy with a +2 to their listen check and its glow provides a 2 meter radius of illumination. Hardness 5, 5 Wound Points

Small Lightsaber

The smaller design of this Lightsaber causes less power to be channeled into the blade, thus diffusing a bit of the damage that it can deal and shortening the blade.
Hardness 5, 2 Wound Points(Tiny Lightsabers are possible, 2d4 damage, Hardness 5, 1 Wound Point)

Heavy Lightsaber

(Exceptionally Rare)The larger design of this Lightsaber causes more power to be channeled into the blade, thus increasing the damage that it can deal and lengthening the blade. Hardness 5, 10 Wound Points

Lightsaber, Double-Bladed

The Double-Bladed Lightsaber consists of two sabers fused at their hilts. These weapons are rare and require even greater skill to wield than single-bladed Lightsabers. One blade of the double Lightsaber can be ignited at a time (Exotic Weapon Proficiency Lightsaber), or both blades can be ignited to create a truly deadly Lightsaber staff (Exotic Weapon Proficiency Double-Bladed Lightsaber)

A Double-Bladed Lightsaber is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon (see Attacking with Two Weapons, page 156 of the Revised Core Rulebook). The Double-Bladed Lightsaber must be wielded with two hands.

A Double-Bladed Lightsaber requires two special energy cells to operate (the cost of each is ten times the price of an ordinary energy cell). (When used with one blade ignited, Double-bladed Lightsabers have the listed size. When both blades are ignited, they should be considered to be one size larger. Note that a Double-Bladed Lightsaber always requires two hands to use, even if only one blade is ignited. The hilt is simply not balanced to be wielded in one hand.) Hardness 5, 10 Wound Points.

Great Lightsaber

Great Lightsabers have always been rare, and few Jedi have made the effort to master their use. These weapons have focusing crystals arranged to create a blade up to 300 centimeters long. A great Lightsaber can be created using the same process for creating a standard Lightsaber. However, they are considered Large weapons, and as such a Medium-size creature must use two hands to wield one effectively. The longer blade does not change the Lightsaber's damage, but the additional length does give the wielder a 4-meter reach. The wielder can attack foes up to 4 meters distant, and opponents up to 4 meters away are considered threatened for purposes of attacks of opportunity. Large or bigger species created most of these weapons. Sometimes one of these weapons would be passed on to a close friend after its creator's death, but even then, its use would be limited.
Hardness 5, 10 Wound Points.

Dual-Phase Lightsaber

A few extremely rare, archaic Lightsabers used a dual-phase focusing crystal arrangement. Originally created to provide a Lightsaber wielder with an adjustable blade, only a few of these weapons are known to exist. Such weapons are certainly not beyond the capability of a Jedi to create, given enough time and materials.

Creating a dual-phase Lightsaber adds +5 to the Craft DC for building the weapon and requires an additional focusing crystal. Harmonizing and imbuing the additional crystal takes no additional time and requires no additional Intelligence check. When used, a dual-phase Lightsaber can be set for either standard length (about 130 centimeters) or more than double that (300 centimeters) at the flick of a switch (a free action). As an attack action, the user can feint in combat while switching the blade's length. To successfully feint, the user must make a Bluff check. This trick grants a +4 circumstance bonus on the wielder's Bluff check for the 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. The additional length also gives the weapon a 4-meter reach. Its wielder can attack foes up to 4 meters distant, and opponents up to 4 meters away are considered threatened for purposes of attacks of opportunity. Hardness 5, 7 Wound Points.

Training Lightsaber

Jedi students train in the use of the Lightsaber, but in the early stages of this training, it's dangerous to practice with an actual Lightsaber. After all, some Human students are a mere six years old. Training Lightsabers were first used a thousand years before the Battle of Yavin. Most had been destroyed during the Jedi Purge.

Training Lightsabers are never available for sale. Only Jedi students can obtain them, including youngsters raised in a Jedi Temple who have not yet been selected as Padawans. When a student earns his first true Lightsaber, he usually turns over his training Lightsaber.

A training Lightsaber shares many of the same properties as normal Lightsaber. It creates the same humming sound when activated, it has the same weight, and its blade is approximately 130 centimeters long. A training Lightsaber crackles ominously when in contact with another Lightsaber (including a true Lightsaber). It can deflect blaster bolts, although it cannot redirect them at other targets. This weapon can be used with the Lightsaber Defense, Knight Defense, and Master Defense feats.

Treat a training Lightsaber as a normal Lightsaber, except for the following properties:

Nonlethal: A training Lightsaber is significantly weaker than a standard Lightsaber . It still causes vitality damage (2d8 plus Strength modifier and any increased Lightsaber bonuses). However, if a training Lightsaber confirms a critical hit or deals more damage than an opponent has vitality points remaining, that character only loses 1d3 wound points (plus the wielder's Strength modifier). The wounded character must make a Fortitude save (DC 10). On a failed save, the opponent is stunned for 1d6 rounds. (Normally, a wounded character must make a Fortitude save against a DC of 5+ the number of wound points lost or be knocked out; see Chapter Eight of the Revised Core Rulebook.)

Blade Diffusion: A training Lightsaber does not focus its power strongly enough to cut through objects. As a result, this weapon does not ignore hardness as a standard Lightsaber does. It only deals 1d6 points of damage (plus the wielder's Strength modifier) to inanimate objects. Hardness 5, 5 Wound Points.

Archaic Lightsaber

The first Lightsaber built by Jedi used an experimental "frozen blaster" technology to create an energy beam of a fixed length. Crude archaic Lightsaber were barely portable, since they were designed primarily for siege warfare. Over time, Jedi technicians learned how to miniaturize the parts involved, incorporating emerging technologies to pack more power output into a smaller energy cell. The result was the first true Lightsaber.

Archaic Lightsabers have obvious drawbacks. The power pack is typically too large for a weapon meant to be wielded by a Medium-size person. It is worn on a Jedi's belt, and its handle is connected to the power pack by a flexible cable.

This archaic configuration has three game effects: First, the wielder cannot use the feats Knight Defense, Lightsaber Defense, and Master Defense when wielding the weapon. Second, the entire unit weighs 3 kilograms, considerably more than a standard Lightsaber . Third, these Lightsabers have a threat range of 20 instead of 19-20. Hardness 5, 5 Wound Points.

How a Lightsabers works

Once unleashed, the power channels through a positively charged continuous energy lens at the center of the handle. The beam then arcs circumferentially back to a negatively charged high energy flux aperture. A superconductor transfers the power from the flux aperture to the power cell. As a result, a Lightsabers only expends power when its blade cuts through something. So efficient is the blade, that it does not radiate heat unless it comes into contact with something.

Lightsaber Construction

There's a special significance in the Jedi's choice of weapon. The ancient Lightsabers , and elegant melee weapon, has come to be seen as a symbol of the Jedi. Few outside their ranks even attempt to use these weapons, let alone demonstrate mastery with them.

Every Jedi is trained to use a Lightsabers as part of his or her mastery of the Force. The Jedi apprentice's mentor provides the student's first Lightsabers . Later, as part of the apprentice's training, the student must craft his or her own Lightsabers . This is as much a test of mechanical aptitude as it is a test of discipline and one's connection to the Force. There are a few ways to handle this activity in the game.

The GM can decide to let the construction of a Jedi's personal Lightsabers occur off camera, between game sessions when a Jedi achieves a new level. The construction of a Lightsabers can be the culmination of an epic quest, taking one or more adventures to accomplish. While a Jedi's friends can help with many parts of the quest, the Jedi must accomplish the final stages of construction alone. Luke Skywalker, for example, built his Lightsabers in the desert near Ben Kenobi’s home, with only R2-D2 on hand to keep him company.

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. This test must occur before level 7.

Third, the Jedi must gather the parts needed to make a Lightsaber(Cost 500 +Crystal). These include the following components: Power Cell, Handgrip, activation plate, Safety, belt ring, Blade-length Adjuster (optional), Emitter Matrix, Recharge Socket, Lens Assembly, Power Conduit, and Focusing Crystals (usually one to three). The most commonly used crystal is the Adegan, though other types can be used. Most Handgrips have a length of 24 to 30 centimeters, with the blades extending themselves up to 1.5 meters.

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 one Force Point for a naturally harmonic crystal, or two for a crystal that does not normally resonate in the force. To successfully prepare the crystals, the Jedi 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 making the checks reduces one check's DC by 1. No DC can be reduced to less than 10, so spending a month in meditation (30 days) reduces each check's DC to 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 the checks succeed, the Jedi becomes stronger in the Force; the Jedi receives 2 Force Points. The Jedi may spend an additional Force Point to increase the chances of success; a single Force Point will provide a bonus to all three ability checks. (Remember that you gain two Force Points when you create a Lightsaber, so even using a second Force Point to aid your ability checks will allow you to break even.)

After achieving success on 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 or 2nd level, DC 25 for 3rd level, DC 20 for 4th level, DC 15 for 5th level, or DC 10 for 6th level.
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. The loss of a personal Lightsaber can so demoralize a Jedi that he momentarily stumbles in his ability to access the Force (-2 to Force skills until he constructs a new blade).

The process of creating a Lightsaber varies depending on who the craftsman is, with each artisan giving the saber his or her own personal style. Most Jedi use Adegan crystals, found very rarely but usually nearly flawless. Taking these naturally-occurring crystals, they build the Lightsaber to their own personal tastes, in perfect harmony with nature through the crystal. The Sith, however, use a special furnace to artificially craft crystals in an intense heat, using the Dark Side of the Force to shape the crystals' growth so that when it is time to remove it from the furnace it is already shaped to perfectly suit the Sith Lord's needs. Obi-Wan Kenobi's journal, which was what taught Luke how to construct his own saber, used a method similar to the Sith's artificial crystal method. Regardless of whether or not natural crystals or synthetic crystals are used, the process of creating a Lightsaber is one of the most essential lessons the Jedi (and Sith) teach their students.

Mastercraft

Mastercraft Lightsabers add +1 to +3 to their damage. A Mastercraft Lightsaber does not apply the bonus to any devices embedded within it (see below). They may be Mastercrafted in their own right, but the Lightsaber itself is considered separate for determining Mastercraft bonuses. A tech specialist could Mastercraft the basic components and your Jedi would simply have to prepare the crystals. The various parts that go into creating a Lightsaber cost 500 credits (for a standard), not including the crystals.

Handles

The handle of a Lightsaber varies widely, depending on the maker. In "I, Jedi" by Michael Stackpole, Corran Horn constructs a Lightsaber from the handlebar on an old swoop. The Jedi of the Old Republic, however, constructed much more aesthetically pleasing, and complex, saber handles.

Here are examples of how Lightsaber handles can vary:

Switch

  • Standard: One click activates, one click deactivates
  • Double Off-click: One click activates, two clicks deactivates; this is so that the Lightsaber does not accidentally shut off in combat.
  • Lock On: The Lightsaber's On/Off switch can be locked into the 'On' position and can't be turned off with one touch.
  • Force Activated: The wielder must use the Force to make a connection within the handle which allows energy to flow. You must spend 1 vitality and succeed at a Force Connection check (DC 10, Wisdom; must have the Force Sensitive and Alter feats)

Crystals

The type of crystal used to focus the energy from the power cell determines the harmonic resonance and lethality of the weapon. Jedi Knights use Adegan crystals almost exclusively, as they have done for millennia. The different Adegan crystals are used as the Lightsaber crystal you imbue with the force during construction (See above). A typical Lightsaber is built with a crystal called Mephite.

There are several weaker crystals that don’t channel and focus energy quite as well, adding a penalty to all damage rolls. Needless to say, Jedi don’t like to use the weaker crystals when building a normal Lightsaber . However, these crystals are acceptable when building a training Lightsaber . The lower power requirements and more diffuse blade of a training Lightsaber mean that even a Kathracite can be used without imposing a penalty to its already low damage (Kathracite would normally have a penalty on a Lightsaber of -3 to damage but in a training Lightsaber it instead deals the normal 2d8). Also, it’s not uncommon for a low-level Padawan to be given a Lightsaber with a weaker crystal to use until he crafts his own, at which point he seeks out a better crystal. The damage bonus or penalty from Adegan crystals stacks with any weapon modifications or mastercraft bonuses. The biggest problem with Adegan crystals is their rarity. Kathracite is the most common, followed by Relacite, Danite, Mephite, and finally Pontite, which is almost impossible to find. Jedi seek out crystals on the planet Ilum. While the Jedi prefer natural crystals, only found in a few places such as the Adegan system or on Ilum, the Sith usually use synthetic crystals in their Lightsabers. Crystals found on Ilum are almost always blue or green, whereas crystals from the Adegan system (and a handful of other locations) are more varied in color. The synthetic crystals used by the Sith are usually blood-red. The Jedi sanctuary on Ilum was destroyed during the Clone Wars. Thus, by the time of The New Jedi Order, Lightsaber crystals are found in varied locations and tend to vary more in color than those of the old Jedi Order. The Adegan family includes the following crystals in order of rarity (the die code represents the blade's base damage when using that crystal):

Crystal Damage Hardness Wounds Break DC
Kathracite 2d8-3 10 1 DC 20
Relacite 2d8-2 10 1 DC 20
Danite 2d8-1 11 1 DC 20
Mephite 2d8 13 1 DC 20
Pontite 2d8+1 15 1 DC 20

Finding a Crystal

Table 1: Finding a Suitable Search Site (Knowledge [Jedi lore] check)

Roll Result
9 or less No suitable site found
10-14 Marginal site found: Add +10 to See Force check DC (Table 2)
15-19 Acceptable site found: Add +5 to See Force check DC (Table 2)
20 or more Exceptional site found: Use listed See Force check DC (Table 2)

Modifiers:
Add a +5 equipment bonus to your Knowledge (Jedi lore) check if you spend one day studying the archives of the Jedi Temple immediately before you make the check. (This does not stack with the bonus from a datapad, if applicable.)

Add +10 to the DC during the reign of the Empire. Palpatine actively suppressed information related to the Jedi order.

Add +5 to the DC during the New Republic era. Although the Empire could no longer actively suppress this information, Luke Skywalker and the earliest members of the New Jedi Order had only just begun to reconstruct the lost knowledge.

Next, the PC has to travel to the appropriate world (Ilum, Ossus in the Adegan system, and so on) and then conduct the actual search itself. Given the fact that the best Lightsaber crystals are those that naturally resonate in the Force, this search is resolved with a See Force check (see Table 2). Each check represents about one day of searching and requires the expenditure of 15 Vitality Points. You can take 10 on this check, but you can't take 20. However, you may retry as many times as you wish.

Table 2: Searching for Crystals (See Force check)

Roll Result
9 or less None
10-14 Kathracite (-3 damage)
15-19 Relacite (-2 damage)
20-24 Danite (-1 damage)
25-29 Mephite (+0 damage)
30 or more Pontite (+1 damage)

Modifiers:

Subtract –5 from the DC for a short Lightsaber's crystal. These require smaller crystals that are somewhat easier to find.

Add +5 to the DC for a great Lightsaber's crystal (or the second crystal for a dual-phase Lightsaber). It's slightly harder to find crystals that are ideal for focusing the longer blade.

Add +10 to the DC for a "heavy Lightsaber" crystal. These are much larger and extremely rare.

Synthetic Crystals

A synthetic crystal can be created with a Craft (Lightsaber) check, with the DC and materials cost determined by the type of synthetic crystal constructed.

Crystal Craft DC Cost
Kathracite DC 5 10
Relacite DC 10 200
Danite DC 15 300
Mephite DC 20 400
Pontite DC 25 500
Nextor DC 30 1500
Damind DC 30 1000
Opila DC 30 1000
Jenruax DC 30 700
Lorrdian DC 30 800

This Craft check is separate from the one necessary to actually build the Lightsaber. Synthetic crystals are not as pure as natural crystals, applying a -1 penalty to the Lightsaber’s normal damage and a -1 to the crystal's Hardness.
For example, a synthetic Pontite Lightsaber deals 2d8 points of damage, and a synthetic Mephite Lightsaber deals 2d8-1 points of damage. To construct a Synthetic Crystal takes a minimum of one week as well as the proper crucible (cost: 5000) and requires a successful Craft (Lightsaber) check as detailed above. Decrease the difficulty level by 5 for each extra week spent forging the crystal, to a minimum DC 5. This time counts towards your Force check DC for imbuing the crystals if you do nothing but meditate while the crystal is being forged. If the Craft (Lightsaber) check for forging the crystal fails by 5 or more, the crystal is useless. If it fails by 5 or less the crystal can still be used, but when a 1 is rolled on an attack with the Lightsaber it explodes, dealing damage as a frag grenade (4d6+1, 4m [4m]). The character wielding the Lightsaber when it explodes is not allowed a Reflex save to avoid or reduce damage.

Modifiers:
Subtract –5 from the DC for a short Lightsaber's crystal. These require smaller crystals that are somewhat easier to craft.

Add +5 to the DC for a great Lightsaber's crystal (or the second crystal for a dual-phase Lightsaber). It's slightly harder to craft crystals that are ideal for focusing the longer blade.

Add +10 to the DC for a "heavy Lightsaber" crystal (Large, 2d10 damage, 1.8 kg, otherwise the same as a normal Lightsaber). These are much larger and extremely difficult to craft.

Exotic weapons are supposed to be limited to one personalized modification with the GM's permission, an exception to the rule is where an appropriate Lightsaber crystal allows a specific additional personalized modification.

Nextor: increases the threat range by 1 (Creates a blade with a core several times hotter than normal, making it capable of devastatingly wounding strikes. This has the added effect of altering the Lightsaber to a higher pitch when activated)
Damind: adds +1 to attack rolls at the cost of –1 to damage(Concentrates the blade more tightly than normal, making it ideal for precision cuts, but at the exspense of having a less damaging surface area)
Opila: adds +1 to damage at the cost of –1 to attack rolls(Focuses the blade wider than normal, creating a larger surface area, but at the expense of accuracy.)
Jenruax: adds a +1 bonus to deflect (attack) rolls(Causes the energy field around the blade to fluctuate in a way causes energy to reflect on itself, forcing it to travel more closely back to its original source)
Lorrdian: adds a +1 bonus to deflect (defense) rolls(Increases the diameter of the energy field surrounding the blade, providing a wider area with which to deflect incoming attacks)

Colors

While it may seem to be a bit of trivial detail, the color of a Lightsaber is as much a part of the personality of the weapon as anything else. Upon completion of the Lightsaber, roll 1d6 and compare it to the Standard Lightsaber colors table. Should a 6 be rolled, re-roll and compare it to the Rare Lightsaber colors table.

Standard Lightsaber Colors Table(1d6)

Roll Colour
1 Blue
2 Green
3 Red
4 Yellow
5 Orange
6 Roll 1D8 from "Rare Colors" Table

Rare Lightsaber Colors Table(1d8)

Roll Colour
1 White
2 Bronze
3 Cyan
4 Purple
5 Viridian
6 Pink
7 Silver
8 Gold

Length

A Lightsaber can be anywhere from 1.0 to 1.5 meters in length. Like rolling for color, roll 1D6 on the table below for the length. A Note On Adjustable Lengths: A character may choose to modify Lightsaber so that the length can be changed by turning a dial on the handle of the Lightsaber. For each length aside from the standard length, make a modification to the DC of the final Craft check.Example: A Jedi decides that he wants a Lightsaber with three lengths in total. His standard length blade requires no extra roll or DC increase. However, for the second length, he must add +5 to his Craft DC. For the third length, he must add +10 to his Craft DC. The Jedi rolls on the below table for a standard length, then chooses additional lengths (from .5 m to 2 m).

Roll Standard Length

Roll Length
1 1.0 Meters
2 1.1 Meters
3 1.2 Meters
4 1.3 Meters
5 1.4 Meters
6 1.5 Meters

Lightsabers and Damage Reduction

Lightsabers ignore the damage reduction of an object and the damage reduction of personal armor when dealing damage. See "Attack an Object" in Chapter Eight of the Revised Core Rules: Combat for information on damage reduction of objects. See page 138 for information about damage reduction and armor. (This rule does not affect a Lightsaber-wielding character's chance to hit in combat or damage dealt against an opponent, unless that opponent is wearing armor.) Special types of Materials such as Phrik alloy or certain types of Cortosis ore.

Miscellaneous Modifications

The following miscellaneous modifications may be made to a Lightsaber.

Basic Personalization’s

  • Increase the Damage by +1. This modification incurs a -1 penalty on all attack rolls.
  • Expand the Lightsaber’s threat range by 1. This may be done only once.
  • Reduce the Lightsaber’s weight by half. This may be done only once.
  • Make the Lightsaber more durable, increasing its Hardness by 2 and its wound points by 2
  • Poor the Force into the Lightsaber, gaining +2 on Force checks while equipped. (Does not stack with other artifacts.

(Note: Only one Personalization may be made. Also personalization’s raise the Lightsaber’s cost by 50% in reference to making the Modification Craft Check)

Customizations:

Joining Sabers

In order for the Jedi to join two Lightsabers together, he must find the following items: a set of special welding tools (50 credits), a magna-lock for each saber (200 credits each), a release switch (50 credits), and a power connector (150 credits). Once obtaining these items, a Jedi may attempt a Craft (Lightsaber) check DC 20, join the two together. Failure to make this roll results in one or both of the sabers being damaged, depending on how badly the roll was missed by. If the roll is a success, they are joined by a powerful electromagnetic field which can only be unlocked by hitting the release switch. They are joined together at the base of each saber and make a staff-like weapon.

Cell Recognizer

This device is used to modify a Lightsaber such that it will not function for anyone except certain people. A small sensor array (800 credits) and recognition chip (350 credits) are installed in the handle of the Lightsaber, which reads the cell patterns of whoever is holding the weapon. If the cell patterns do not match that of designated "safe" users, the weapon's power cells shut down, and any failsafe devices are activated. Failsafe devices can range from electrocution to a loud warble to a quiet beacon which alerts the owner via comlink that the weapon is in the hands of an unauthorized bearer. A modification to the Craft (lightsaber) check of +5 is needed to install this device.

Pressure-Grip

This adapter for the handle of a Lightsaber allows for what is, in essence, a "deadman" switch on a Lightsaber. The Lightsaber activates and deactivates as normal, but automatically deactivates should the pressure on the handle of the Lightsaber be removed. This is also a good when combined with the lock-on switch mentioned above. This pressure sensor itself runs roughly 600 credits.
Call Beacon
The call beacon is the simplest device to install in a Lightsaber. This device will summon a ship with a slave circuit like a regular call beacon, only the button is embedded in the handle of the Lightsaber. This requires a modification of the Craft (Lightsaber) check of +5 to make the modifications. The cost for the call beacon to attach to the Lightsaber is roughly 1,000 credits.

Concealed Compartment

A Jedi may choose to create a hidden compartment in his lightsaber which can only be accessed if you know what to look for. (Search DC 25)The cost is no more than the cost of the supplies to construct the special handle of the Lightsaber.

Water-Proof Casing

When constructing a Lightsaber, some Jedi (particularly those at home in a moist environment,like Mon Calamari) add a secondary water-proof casing to the handles of their Lightsaber in order to protect the power cell inside. While still not reliable for functioning underwater (roll 1d6 every round, on a 1-3 the Lightsaber goes out), this will allow a Lightsaber to be carried normally on aquatic journeys, without the necessity of removing the power pack. A water-proof casing costs roughly 200 credits, and must be crafted at the same time as the Lightsaber itself to fit properly over the handle.

Translator Unit

A notable Jedi from days long gone made a particularly odd modification to his Lightsaber that some Consulars might find useful. From the early stages of planning, he designed his Lightsaber to contain a small droid translator unit, as well as a form of Vocabulator with a built-in earpiece for discreet use. This enabled the Jedi to have a translator with him wherever he went, right there in his Lightsaber which never left his side, for use in delicate situations requiring precise translation. The cost of installing this is roughly 800 for the droid parts, plus another 300 for the necessary wiring and pieces of the Lightsaber. This modification adds a +5 to the Craft (Lightsaber) check.

Multi-purpose Use

Some Jedi design their Lightsabers to have secondary functions, such as a glowrod, a comlink, a syntherope dispenser, a miniature tool or security kit, a tiny medpack, or a small Datapad . There are many possibilities and in such a case, the cost of making the modification is merely the cost of the secondary function, and the difficulty to install is increased by +5 to DC.

Trapped Handle

Typically reserved for Dark Jedi, some Lightsabers have special traps in their handles to prevent unauthorized use. The handle may have spikes or blade which burst forth from the handle and damage the user (2d4 damage, DC 15 Reflex save or treat as a critical hit), or electrocute the user instead (1d6 shock damage, DC 15 Reflex save or treat as a critical hit). Whatever the trap, they are triggered typically through incorrect cell recognition (see the Cell Recognizer above), or by a "dummy" activation switch which triggers the trap. The difficulty to install a trap is increased by +10 to DC, and the cost varies from 300-1000 for the parts. The cost is the price of the device, and the difficulty is increased by +5 to DC.

Silenced

Some Jedi texts from the days of the wars with the Sith indicate that certain Sith warriors had perfected the art of effectively silencing a Lightsaber blade. By adjusting the crystals within the blade, and adding a few special ones to reduce noise, some Lightsabers have been reduced to a nearly noiseless blade, making only the faintest whisper of a noise when activated (Does not provide the usual +2 to enemy listen check). The cost of obtaining a silencing crystal is 2000 credits (or more; they are exceedingly rare), and the difficulty to install is increased by +15 to DC.

Droid Control Unit

Treated as a droid caller and tuned to a special droid restraining bolt. Cost is usually around 100 credits and the difficulty to install is increased by +5 to DC.

Hidden Blaster

Though traditionally Jedi frown upon both blasters and deception, having a hidden ranged weapon built into the Lightsaber has saved a few aggressors the loss of their limbs. The few Jedi that integrate this into their hilts typically only install stun weapons but a few Sith have used a more lethal variety. A hold out blaster or similar sized weapon is the only effective type of ranged weapon to install since anything heavier would cause the Lightsaber to become cumbersome and unwieldy. The cost is the price of the weapon plus an increase of +5 to the Lightsaber’s construction.

Recording System

A small holoprojector can be integrated and even a small recorder be in audio, visual, or holorecorder are possible though the expense may be seen by the order as unneeded. A master once recorded his diplomatic conversations on the field to play back for the Council. The cost is that of the recording device or projector and a +5 to the DC.
Droid Intelligence
In one noteworthy instance a rather forgetful Master once crafted a small droid processor into the hilt of his blade so that he would have a companion on his long travels. Though limited in processor power his droid was programmed with alien knowledge and assisted him in his travels, often reminding him of his mission (and occasionally where he was).

Throwing

A Rodian Jedi with limited Telekinesis once crafted a small Lightsaber with a miniature repulsor system in the hilt. This allowed her to throw the Lightsaber with extended range. In addition, a homing beacon allows it to return blunt side first at a moderate velocity, homing in on a transponder the Jedi wore on her belt and hovering nearby until reclaimed by the thrower. If it was prevented from returning to its owner it emitted a chirping sound. It has a range increment of 10 meters and costs an additional 3000 credits for the repulsor, homing beacon, mini guidance system, and speaker. This modification is a +10 DC.

Remember to speak with your GM about any modifications to your Lightsaber, he may want to add a realistic limit on how many extra devices your Lightsaber can hold. (Usually 1 for small Lightsabers, 2 for Medium Lightsabers, and 3 for great or double Lightsabers. Some enhancements are designed to work together and should only count as 1 extra device.)

Using a Lightsaber

Throwing a Lightsaber

Any character can throw an ignited Lightsaber as a ranged attack. This requires an attack action. The attack takes a -4 penalty for using an improvised throwing weapon. The Lightsaber deals its normal damage if it is used in this fashion and has a range increment of 4 meters. After the Lightsaber hits its target, it shuts off and falls to the ground in the target’s square. If the Lightsaber misses its target, it shuts off before hitting the ground. Treat it as a grenade like object to determine where it lands.

Lightsaber Deflection

The description of the Deflect class ability for Jedi notes that a Jedi learns to deflect blaster bolts and other projectiles. “Other projectiles” includes most ranged attacks, including: Slugthrower rounds, arrows, spears, and similar thrown weapons (including guided weapons such as thud bugs), The discharge of ion weapons, Force lightning, and sprays of liquid (such as amphistaff venom). Deflect cannot be used against some forms of projectiles, however, including Large thrown weapons, such as nets, explosives or grenades and stun attacks.

Lost Limbs

A critical hit may result in a lost body part. At any time a confirming attack roll also comes up with a result in the weapon’s threat range, the victim suffers a severed or destroyed limb. (See Disabled in Chapter Eight of the Star Wars Roleplaying Game.) For example, a lightsaber threatens a critical hit on a result of 19-20. If the attacker rolls a natural 20 on his attack roll, threatening a crit. He then rolls a natural 19 on the confirmation roll. The target loses a body part. To determine which limb is lost, roll on the following table. If you do not have the type of limb indicated, roll again. If you have more than one of that type of limb, roll randomly to determine which limb is affected. For example, a Human has only one primary arm and one off-hand arm. A Morseerian, on the other hand, has four arms-one primary and three off-hand. If a Morseerian suffers a lost off-hand arm, roll randomly to determine which arm was lost.

Roll Limb Affected
1-8 Primary arm
9-14 Off-hand arm
15-20 Leg

Once the affected limb is known, roll on the following table to determine the point at which the limb is severed (which determines the kind of prosthetic necessary to replace the limb.See Hero’s Guide), adding +1 to the roll for every five points of damage dealt by the attack.

Roll Arm Leg
1-8 Wrist Ankle
9-14 Elbow Knee
15-20 Shoulder Hip
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