Post by Darth Kairos on Mar 10, 2019 13:07:27 GMT
Combat Proficiencies represent skill in most armed and martial arts. As with Skills and Force Powers, Combat Proficiencies are ranked from 1 to 4, with 1 representing basic familiarity and confidence with the weapon in question and 4 representing complete mastery. A character attempting to wield a weapon in which they are not proficient is considered to have a rank of 0 and must rely solely on their innate attributes to attempt to wield the weapon. Unless otherwise noted, Melee Weapons use a character's Strength Modifier, and Ranged Weapons use a character's Dexterity Modifier. Lightsabers wielded by a Force-sensitive character may use that character's Spirit Modifier instead, if it is higher.
Most Weapon types are grouped into similar types called Weapon Groups - after all, a blaster pistol is similar enough to a slugthrower pistol that somebody familiar with one could confidently use the other. The exception to this is the Exotic Weapon type. Exotic Weapons (such as Sith Swords or Wookiee Bowcasters) are unique weapons with little-to-no similiarity with any other weapon and require focused training to wield effectively.
Unarmed Combat is not covered by Combat Proficiencies. A character wishing to improved their unarmed skills must do so through purchasing the Martial Arts Perk tree; a character without any of the Martial Arts Perks is considered to have rank 1 in Unarmed Combat and deals 1d4+Str. Mod. damage, and further provokes an Attack of Opportunity whenever they make an Unarmed Attack.
Explosives such as mines or charges are not covered by any particular Combat Proficiency (except for grenades, the throwing of which falls under Thrown Weapon). Instead they are under the purview of the Sabotage Skill.
Weapon Sizes
The size of a weapon compared to your size determines whether the weapon is light, one-handed, two-handed, or too large for you to use.
Light: If the weapon's size is smaller than your size (A Human using a Small weapon such as a Blaster Pistol), then the weapon is light. Light weapons can be used while Grappling, and light melee weapons can be used with the Weapon Finesse Perk.
One-Handed: If the weapon's size category is the same as your size (A Human using a Medium weapon such as a Heavy Blaster Pistol), then the weapon is one-handed.
Two-Handed: If the weapon's size category is one step larger than your size (A Human using a Large weapon, such as a Light Repeating Blaster), then the weapon requires two hands to use (And sometimes a special mount such as a Tripod). Attempting to wield a Two-Handed Weapon one-handed inflicts Disadvantage any checks made using the Weapon.
Too Large to Use: If the weapon's size category is two or more steps larger than your size (An Ewok using a Large weapon, such as a Blaster Cannon), the weapon is too large to use. The exceptions to this are Vehicle or starship-mounted mounted weapons, which are housed in a unit that aids in their use.
Weapon Ranges
All ranged weapons apply the wielder's Dexterity modifier to the attack roll. Ranged attacks made at point blank range suffer no penalty. However, ranged attacks made at short, medium, or long range take a penalty on the attack roll, as presented in the below table:
Force Powers also possess ranges, which function differently to those of Weapon Ranges. These are discussed in Step 8: Force Powers.
Weapon Groups
Simple Weapons: Simple Weapons are melee armaments that, while not powered, are still in common use throughout the galaxy. Examples are axes, swords, maces, staves and knives.
Pistols: This weapon group covers one-handed ranged weapons such as blaster and slugthrower pistols. They possess shorter range and often lesser firepower but are extremely portable and easy to handle.
Rifles: This grouping covers most two-handed ranged weapons such as blaster and slugthrower rifles and carbines as well as sniper rifles and other long-range weapons.
Heavy Weapons: Heavy Weapons are portable weapons of high destructive power, such as missile launchers, concussion rifles, and blaster cannons. These weapons are extremely heavy, but make up for their lack of accuracy with pure firepower. This Weapon Group also covers the operation of starship-scale weapons.
Primitive Weapons: This grouping covers arms both melee and ranged that have fallen almost completely out of favor on civilized worlds. It includes bows, crossbows, spears and clubs.
Advanced Melee Weapons: Advanced Melee Weapons are melee weapons that have been enhanced by technology in some fashion such as the Vibroblade, Force Pike, or Electrostaff.
Thrown Weapons: Thrown Weapons is a broad weapon group covering any weapon intended to or capable of being accurately thrown at a target. This includes primed grenades, spears, and throwing knives. Attempting to Throw a Weapon that is not designed for it (such as throwing your sword at a foe) is considered an Improvised Weapon instead.
Improvised Weapons: Improvised Weapons are not a specific weapon group; rather, it is using an item as a weapon when it is not designed for it, such as using a protocol droid's arm as a club. When using an Improvised Weapon, use your rank in the Weapon Group most closely corresponding to the weapon (eg. a table leg used as a club would be a Primitive Weapon, a red hot poker used as a sword would be considered a Simple Weapon) but your Attack check is at disadvantage. The damage dealt is determined by the GM.
Exotic Weapons
As previously mentioned, Exotic Weapons are so unique that they must be learned individually. Each exotic weapon is its own proficiency and does not confer ability with any other kind of weapon. Consult a moderator if you are unsure whether or not a weapon would count as exotic. Examples of Exotic Weapons include (but are not limited to):
Weapon Focus
If you possess the Weapon Focus Perk for a weapon, you receive a +2 bonus to your Attack and Damage checks when wielding that type of weapon and treat your target's Damage Threshold as 5 points lower than it normally is. The Weapon Focus Perk is applied to a specific weapon rather than a specific Weapon Group, eg. 'Weapon Focus: Quarterstaff' vs. 'Weapon Focus: Simple Weapons'. The Weapon Focus Perk also applies to Exotic Weapons.
Armour Proficiency
Armour Proficiencies function slightly differently to the normal 1-4 ranking system. There are four classifications of armour: light, medium, heavy, and powered. The first rank purchased in Armour Proficiency always awards proficiency in light armour; however, when you purchase further ranks you gain proficiency in your choice of the remaining classifications. For example, at rank 2 you may choose to take proficiency in heavy armour, powered armour at rank 3, and medium armour at rank 4.
Wearing armour confers three key bonuses. First, you apply the armour's Soak score to reduce incoming damage (to a minimum of 1 point of damage dealt). Second, you apply the armour's bonus to your Fortitude Save (if any). And third, if you are proficient in that armour type you apply any Equipment bonuses awarded by the armour to other checks or saves (if any). However, wearing armour also imparts a penalty to your Attacks and the Acrobatics, Athletics, Endurance, Legerdemain, and Stealth Skills; proficiency in the armour type can reduce or remove this penalty.
The armour proficiencies are as follows:
Armor Proficiency (Light): You're proficient with Light armor and know how to move about without it slowing you down. You suffer no Attack or Skill penalties while wearing light armour, and receive any Equipment bonuses it provides. Without this proficiency, a character wearing Light armor suffers a -2 penalty to the Acrobatics, Athletics, Endurance, Legerdemain, and Stealth Skills, as well as Attack checks, and receives no Equipment bonuses from the armor.
Armor Proficiency (Medium): You're used to moving in Medium armor - it slows you down a little bit, but not usually enough to make a difference, and the extra protection is more than worth it. While wearing Medium Armor, you suffer a -2 penalty (rather than -5) to the Acrobatics, Athletics, Endurance, Legerdemain, and Stealth Skills, and receive any Equipment bonuses it provides. A character wearing Medium armor without this proficiency also suffers a -5 penalty to their Attack check.
Armor Proficiency (Medium): Through extensive training and experience you've learned to mitigate many of the difficulties of wearing Heavy armor, becoming a mobile and almost impenetable wall. While wearing Heavy armor you suffer a -5 penalty (rather than -10) to the Acrobatics, Athletics, Endurance, Legerdemain, and Stealth Skills, and receive any Equipment bonuses it provides. A character wearing Heavy armor without this proficiency also suffers a -5 penalty to their Attack check.
Armor Proficiency (Powered): You've learned to operate powered variants of armor types, enjoying the fearsome benefits of Powered Armor. You can use Powered Armor variants of any armor set you already possess the Armor Proficiency for. A character attempting to operate Powered Armor without this proficiency suffers disadvantage to any Dexterity-based Skill Checks in addition to the normal penalties for armor of that class. Powered Armor also grants +1 to a character's Strength score if it is Light armor, or +2 if it is Medium or Heavy armor.
When listing armour proficiency in your character sheet, use the following format:
Armor Proficiency: Rank (Classifications), eg. 'Armour Proficiency: 3 (Light, Heavy, Powered).
Lightsabers
Lightsabers, like Exotic Weapons, function differently from common Weapon Groups. First, Lightsaber Proficiencies are divided into Lightsaber Types and Lightsaber Forms; proficiency in both is required to wield a Lightsaber. Proficiency in wielding a type of Lightsaber (eg. 'Can Use Single-Bladed Lightsabers') is binary and requires only 1 Combat Proficiency to purchase; you are either Proficient or you are not. Lightsaber Forms are ranked from 1-4; there are 7 Forms, each of which is best suited to certain situations.
All lightsaber types ignore Soak except from armor specifically noted as lightsaber resistant, they likewise destroy any weapon that is not similarly resistant.
Lightsabers further allow the use of the Deflect and Redirect actions, which allow the user to intercept and return blaster fire (solid ammunition may be Deflected, but is vaporised on contact and cannot be Redirected). A lightsaber can also be imbued with additional properties (such as more or different types of damage) by installing a power crystal into the Lightsaber; this requires additional ranks in the Craft (Lightsaber) Skill.
A character cannot begin purchasing Proficiencies with a Lightsaber until they are formally trained to use Lightsabers as part of their Dark Side Path. The sole exception to this is the Dark Force Adept Basic Path; Sith on this Path instead gain and can purchase Proficiency with Lightsabers at level 5. Beings following a Class cannot gain Proficiency with lightsabers, but the Noble gains the ability to use a Lightfoil (a lightsaber variant) and purchase ranks in the Makashi lightsaber form as part of their Starting Class at level 9.
Lightsabers are acutely connected to their wielder. When a being wields a Lightsaber possessing a crystal they have bonded to them, they may substitute their Spirit Modifier for their Strength Modifier when making their Attack check. The process of building a Lightsaber automatically includes bonding a crystal to the Sith.
Lightsaber Types
Below is a list of the most common types of Lightsabers. Proficiency with lightsaber types do not involve Ranks, you are either proficient in a type of lightsaber or you are not. All lightsaber types ignore Soak except from armor specifically noted as lightsaber resistant, they likewise destroy any weapon that is not similarly resistant.
All lightsabers deal 2d8 damage, except for Lightshotos and Guard Shotos which deal 1d8 damage, and Lightclubs which deal 3d8 damage. All lightsabers also have one or more benefits to their use.
Single-Bladed Lightsaber: The standard lightsaber type.
Effect: +2 to disarm and riposte rolls except when dual-wielding with anything other than a Shoto (see below). This is a Medium-sized Weapon.
Saberstaff: Also known as a double-bladed lightsaber, this lightsaber has a blade on each end of its grip.
Effect: Counts as dual-wielding two single-bladed lightsabers while both blades are active. When only one blade is active opponents suffer -2 on disarm rolls made against this weapon. May be wielded one-handed but not while dual-wielding with another weapon. This is a Large-sized Weapon.
Lightshoto: A shorter variant of the single-bladed lightsaber often used as a second weapon.
Effect: +2 to block rolls made with this weapon but deals 1d8 damage. This is a Small-sized Weapon.
Guard Shoto: A short lightsaber with a second handle on its side, designed to be used like a tonfa and often referred to as a lightsaber tonfa.
Effect: +4 to block rolls made when this weapon, but -2 to attack rolls and deals 1d8 damage. This is a Small-sized Weapon.
Two-Handed Lightsaber: Also known as a lightclub, this is an exceptionally long Lightsaber that requires two hands.
Effect: This weapon does 3d8 damage but, as the name suggests, requires both hands to wield. This is a Large-sized Weapon.
Lightwhip: Either a lax band of energy or a collection of energized metal tails. Incredibly difficult to master and wield safely.
Effect: After taking damage from this weapon, a target must succeed on a DC 15 Dexterity Save or have their maximum movement halved on their next turn. This is a Medium-sized Weapon which may be wielded one-handed, but not dual-wielded. Has Reach.
Lightpike: A Lightsaber designed to resemble and be wielded like a spear or other polearm.
Effect: This weapon has Reach and may attack up to two squares away, requires two hands to wield. The non-lightsaber end of the pike deals 1d8 damage. This is a Large-sized Weapon.
Long-Handled Lightsaber: A saber with a normal length blade but a longer handle.
Effect: Opponents suffer -2 on disarm rolls made against this weapon and the wielder adds +2 to block rolls. This is a Medium-sized Weapon which may be wielded one-handed, but not dual-wielded.
Lightfoils: Light, one-handed ceremonial dueling weapons most commonly used by the Noble houses of the Tapani sector.
Effect: +2 to riposte rolls and +1 to attack rolls made in the Makashi Lightsaber Form. This is a Small-sized Weapon.
Crossguard Lightsaber: An archaic design incorporating a crossguard made of energy for further protection.
Effect: + 1 to block rolls made with this weapon and deals an additional 1d4 damage when riposting. This is a Medium-sized Weapon.
Lightsaber Forms
As previously noted, Lightsabers themselves do not have Ranks. Rather, they rely on Lightsaber Forms. A character’s effectiveness with a Lightsaber Form is determined bythe number of Ranks the character has in the Form. Each Lightsaber Form is tailored to a certain type of combat situation and provides bonuses to that situation; these bonuses stack with those received from Lightsaber type.
Additionally, each Lightsaber Form also possesses a special technique or ability unique to that Form; this is denoted after each Form's modifiers. You may activate this technique by spending a Force Boon; the technique lasts for the duration of the encounter, or until you switch to a different Lightsaber Form. Alternatively, Sith who have purchased the Lightsaber Form Focus Perk for a Form always have that Form's technique active.
When first engaging in combat with a lightsaber, a character is free to enter any Form they know. Should they wish to change Forms in the middle of combat, however, a DC 15 Dexterity Save must be made and a Swift Action used. Forms cannot be changed more often than once per round.
Shii-Cho/Form 1: The basic beginners Form, utilizing simple, wide, sweeping movements best suited to fighting multiple opponents.
Makashi/Form 2: Often referred to as ‘Lightsaber Fencing’, Makashi incorporates parries, jabs, cuts, and other light movements in a one-on-one dueling technique.
Soresu/Form 3: The most defensive form, Soresu utilises a formidable, economic guard and precise movements to safeguard the wielder with an impenetrable defense.
Ataru/Form 4: A highly athletic form, Ataru utilises flips, jumps, dodges, and rapid, light attacks to engage foes and overwhelm single opponents.
Djem So/Form 5: A highly aggressive form, Djem So utilises heavy blows and strikes to overwhelm opponents with sheer power. A variant, Shien, is used to engage blaster-wielding foes and direct their own shots back at them.
Niman/Form 6: The most diverse form, Niman incorporates aspects of all previous forms, sacrificing many of their strengths to eliminate their weaknesses. It is equally effective in all situations, and can be easily paired with the Force in combat.
Juyo/Form 7: An incredibly ferocious form, Juyo utilises numerous incredibly quick, powerful attacks to overwhelm opponents, giving the illusion that a wielder is in several places at once.
Jar'kai: Jar'kai is not an independent Lightsaber Form, it is represented by one or more of the various Two-Weapon Fighting perks in conjunction with a Lightsaber Form. Jar'kai has no situational effect but its technique may be substituted for the technique of the Lightsaber Form you are in whenever you are wielding two Lightsabers.
Lightsaber Defence
As a Swift Action you can use your Lightsaber to parry your opponents' attacks, gaining a +1 deflection bonus to your Reflex Save until the start of your next turn. You must have a Lightsaber drawn and ignited to use this ability, and you don't gain the deflection bonus if you are Flat-Footed or otherwise unaware of the incoming attack.
This ability is gained automatically when you first receive Lightsaber training. Additionally, taking the Lightsaber Defence I and Lightsaber Defence II Perks increases this bonus to Reflex Save to +2 and +3, respectively.
Lightsaber Throw
You can throw a Lightsaber as a Standard Action, treating it as a Thrown Weapon. You are considered proficient with the Thrown Lightsaber, and you apply the normal Range penalties to the attack roll. The Thrown Lightsaber deals normal weapon damage if it hits. If your target is no more than 9m (6 squares) away, you can pull your Lightsaber back to your hand as a Swift Action by making a DC 20 Telekinesis check.
Most Weapon types are grouped into similar types called Weapon Groups - after all, a blaster pistol is similar enough to a slugthrower pistol that somebody familiar with one could confidently use the other. The exception to this is the Exotic Weapon type. Exotic Weapons (such as Sith Swords or Wookiee Bowcasters) are unique weapons with little-to-no similiarity with any other weapon and require focused training to wield effectively.
Unarmed Combat is not covered by Combat Proficiencies. A character wishing to improved their unarmed skills must do so through purchasing the Martial Arts Perk tree; a character without any of the Martial Arts Perks is considered to have rank 1 in Unarmed Combat and deals 1d4+Str. Mod. damage, and further provokes an Attack of Opportunity whenever they make an Unarmed Attack.
Explosives such as mines or charges are not covered by any particular Combat Proficiency (except for grenades, the throwing of which falls under Thrown Weapon). Instead they are under the purview of the Sabotage Skill.
Weapon Sizes
The size of a weapon compared to your size determines whether the weapon is light, one-handed, two-handed, or too large for you to use.
Light: If the weapon's size is smaller than your size (A Human using a Small weapon such as a Blaster Pistol), then the weapon is light. Light weapons can be used while Grappling, and light melee weapons can be used with the Weapon Finesse Perk.
One-Handed: If the weapon's size category is the same as your size (A Human using a Medium weapon such as a Heavy Blaster Pistol), then the weapon is one-handed.
Two-Handed: If the weapon's size category is one step larger than your size (A Human using a Large weapon, such as a Light Repeating Blaster), then the weapon requires two hands to use (And sometimes a special mount such as a Tripod). Attempting to wield a Two-Handed Weapon one-handed inflicts Disadvantage any checks made using the Weapon.
Too Large to Use: If the weapon's size category is two or more steps larger than your size (An Ewok using a Large weapon, such as a Blaster Cannon), the weapon is too large to use. The exceptions to this are Vehicle or starship-mounted mounted weapons, which are housed in a unit that aids in their use.
Weapon Ranges
All ranged weapons apply the wielder's Dexterity modifier to the attack roll. Ranged attacks made at point blank range suffer no penalty. However, ranged attacks made at short, medium, or long range take a penalty on the attack roll, as presented in the below table:
Weapon Type | Point-Blank (-5 ATK/Disadvantage) | Very Close (No Penalty) | SHORT (-2 ATK) | MEDIUM (-5 ATK) | LONG (-10 ATK) |
Pistols | 0-1.5m (0-1 square) | 1.5-30m (2-20 squares) | 31-60m (21-40 squares) | 61-90m (41-60 squares) | 91-120m (61-80 squares) |
Rifles | 0-1.5m (0-1 square) | 1.5-45m (2-30 squares) | 46-90m (31-60 squares) | 91-225m (61-150 squares) | 226-450m (151-300 squares) |
Heavy Weapons | 0-1.5m (0-1 square) | 1.5-75m (2-50 squares) | 76-150m (51-100 squares) | 151-375m (101-250 squares) | 376-750m (251-500 squares) |
Thrown Weapons | 0-1.5m (0-1 square) | 1.5-9m (2-6 squares) | 10-12m (7-8 squares) | 12-15m (9-10 squares) | 16-18m (11-12 squares) |
Primitive Weapons | 0-1.5m (0-1 square) | 1.5-30m (2-20 squares) | 31-60m (21-40 squares) | 61-90m (41-60 squares) | 91-120m (61-80 squares) |
Force Powers also possess ranges, which function differently to those of Weapon Ranges. These are discussed in Step 8: Force Powers.
Weapon Groups
Simple Weapons: Simple Weapons are melee armaments that, while not powered, are still in common use throughout the galaxy. Examples are axes, swords, maces, staves and knives.
Pistols: This weapon group covers one-handed ranged weapons such as blaster and slugthrower pistols. They possess shorter range and often lesser firepower but are extremely portable and easy to handle.
Rifles: This grouping covers most two-handed ranged weapons such as blaster and slugthrower rifles and carbines as well as sniper rifles and other long-range weapons.
Heavy Weapons: Heavy Weapons are portable weapons of high destructive power, such as missile launchers, concussion rifles, and blaster cannons. These weapons are extremely heavy, but make up for their lack of accuracy with pure firepower. This Weapon Group also covers the operation of starship-scale weapons.
Primitive Weapons: This grouping covers arms both melee and ranged that have fallen almost completely out of favor on civilized worlds. It includes bows, crossbows, spears and clubs.
Advanced Melee Weapons: Advanced Melee Weapons are melee weapons that have been enhanced by technology in some fashion such as the Vibroblade, Force Pike, or Electrostaff.
Thrown Weapons: Thrown Weapons is a broad weapon group covering any weapon intended to or capable of being accurately thrown at a target. This includes primed grenades, spears, and throwing knives. Attempting to Throw a Weapon that is not designed for it (such as throwing your sword at a foe) is considered an Improvised Weapon instead.
Improvised Weapons: Improvised Weapons are not a specific weapon group; rather, it is using an item as a weapon when it is not designed for it, such as using a protocol droid's arm as a club. When using an Improvised Weapon, use your rank in the Weapon Group most closely corresponding to the weapon (eg. a table leg used as a club would be a Primitive Weapon, a red hot poker used as a sword would be considered a Simple Weapon) but your Attack check is at disadvantage. The damage dealt is determined by the GM.
Exotic Weapons
As previously mentioned, Exotic Weapons are so unique that they must be learned individually. Each exotic weapon is its own proficiency and does not confer ability with any other kind of weapon. Consult a moderator if you are unsure whether or not a weapon would count as exotic. Examples of Exotic Weapons include (but are not limited to):
Weapon Focus
If you possess the Weapon Focus Perk for a weapon, you receive a +2 bonus to your Attack and Damage checks when wielding that type of weapon and treat your target's Damage Threshold as 5 points lower than it normally is. The Weapon Focus Perk is applied to a specific weapon rather than a specific Weapon Group, eg. 'Weapon Focus: Quarterstaff' vs. 'Weapon Focus: Simple Weapons'. The Weapon Focus Perk also applies to Exotic Weapons.
Armour Proficiency
Armour Proficiencies function slightly differently to the normal 1-4 ranking system. There are four classifications of armour: light, medium, heavy, and powered. The first rank purchased in Armour Proficiency always awards proficiency in light armour; however, when you purchase further ranks you gain proficiency in your choice of the remaining classifications. For example, at rank 2 you may choose to take proficiency in heavy armour, powered armour at rank 3, and medium armour at rank 4.
Wearing armour confers three key bonuses. First, you apply the armour's Soak score to reduce incoming damage (to a minimum of 1 point of damage dealt). Second, you apply the armour's bonus to your Fortitude Save (if any). And third, if you are proficient in that armour type you apply any Equipment bonuses awarded by the armour to other checks or saves (if any). However, wearing armour also imparts a penalty to your Attacks and the Acrobatics, Athletics, Endurance, Legerdemain, and Stealth Skills; proficiency in the armour type can reduce or remove this penalty.
The armour proficiencies are as follows:
Armor Proficiency (Light): You're proficient with Light armor and know how to move about without it slowing you down. You suffer no Attack or Skill penalties while wearing light armour, and receive any Equipment bonuses it provides. Without this proficiency, a character wearing Light armor suffers a -2 penalty to the Acrobatics, Athletics, Endurance, Legerdemain, and Stealth Skills, as well as Attack checks, and receives no Equipment bonuses from the armor.
Armor Proficiency (Medium): You're used to moving in Medium armor - it slows you down a little bit, but not usually enough to make a difference, and the extra protection is more than worth it. While wearing Medium Armor, you suffer a -2 penalty (rather than -5) to the Acrobatics, Athletics, Endurance, Legerdemain, and Stealth Skills, and receive any Equipment bonuses it provides. A character wearing Medium armor without this proficiency also suffers a -5 penalty to their Attack check.
Armor Proficiency (Medium): Through extensive training and experience you've learned to mitigate many of the difficulties of wearing Heavy armor, becoming a mobile and almost impenetable wall. While wearing Heavy armor you suffer a -5 penalty (rather than -10) to the Acrobatics, Athletics, Endurance, Legerdemain, and Stealth Skills, and receive any Equipment bonuses it provides. A character wearing Heavy armor without this proficiency also suffers a -5 penalty to their Attack check.
Armor Proficiency (Powered): You've learned to operate powered variants of armor types, enjoying the fearsome benefits of Powered Armor. You can use Powered Armor variants of any armor set you already possess the Armor Proficiency for. A character attempting to operate Powered Armor without this proficiency suffers disadvantage to any Dexterity-based Skill Checks in addition to the normal penalties for armor of that class. Powered Armor also grants +1 to a character's Strength score if it is Light armor, or +2 if it is Medium or Heavy armor.
When listing armour proficiency in your character sheet, use the following format:
Armor Proficiency: Rank (Classifications), eg. 'Armour Proficiency: 3 (Light, Heavy, Powered).
Lightsabers
Lightsabers, like Exotic Weapons, function differently from common Weapon Groups. First, Lightsaber Proficiencies are divided into Lightsaber Types and Lightsaber Forms; proficiency in both is required to wield a Lightsaber. Proficiency in wielding a type of Lightsaber (eg. 'Can Use Single-Bladed Lightsabers') is binary and requires only 1 Combat Proficiency to purchase; you are either Proficient or you are not. Lightsaber Forms are ranked from 1-4; there are 7 Forms, each of which is best suited to certain situations.
All lightsaber types ignore Soak except from armor specifically noted as lightsaber resistant, they likewise destroy any weapon that is not similarly resistant.
Lightsabers further allow the use of the Deflect and Redirect actions, which allow the user to intercept and return blaster fire (solid ammunition may be Deflected, but is vaporised on contact and cannot be Redirected). A lightsaber can also be imbued with additional properties (such as more or different types of damage) by installing a power crystal into the Lightsaber; this requires additional ranks in the Craft (Lightsaber) Skill.
A character cannot begin purchasing Proficiencies with a Lightsaber until they are formally trained to use Lightsabers as part of their Dark Side Path. The sole exception to this is the Dark Force Adept Basic Path; Sith on this Path instead gain and can purchase Proficiency with Lightsabers at level 5. Beings following a Class cannot gain Proficiency with lightsabers, but the Noble gains the ability to use a Lightfoil (a lightsaber variant) and purchase ranks in the Makashi lightsaber form as part of their Starting Class at level 9.
Lightsabers are acutely connected to their wielder. When a being wields a Lightsaber possessing a crystal they have bonded to them, they may substitute their Spirit Modifier for their Strength Modifier when making their Attack check. The process of building a Lightsaber automatically includes bonding a crystal to the Sith.
Lightsaber Types
Below is a list of the most common types of Lightsabers. Proficiency with lightsaber types do not involve Ranks, you are either proficient in a type of lightsaber or you are not. All lightsaber types ignore Soak except from armor specifically noted as lightsaber resistant, they likewise destroy any weapon that is not similarly resistant.
All lightsabers deal 2d8 damage, except for Lightshotos and Guard Shotos which deal 1d8 damage, and Lightclubs which deal 3d8 damage. All lightsabers also have one or more benefits to their use.
Single-Bladed Lightsaber: The standard lightsaber type.
Effect: +2 to disarm and riposte rolls except when dual-wielding with anything other than a Shoto (see below). This is a Medium-sized Weapon.
Saberstaff: Also known as a double-bladed lightsaber, this lightsaber has a blade on each end of its grip.
Effect: Counts as dual-wielding two single-bladed lightsabers while both blades are active. When only one blade is active opponents suffer -2 on disarm rolls made against this weapon. May be wielded one-handed but not while dual-wielding with another weapon. This is a Large-sized Weapon.
Lightshoto: A shorter variant of the single-bladed lightsaber often used as a second weapon.
Effect: +2 to block rolls made with this weapon but deals 1d8 damage. This is a Small-sized Weapon.
Guard Shoto: A short lightsaber with a second handle on its side, designed to be used like a tonfa and often referred to as a lightsaber tonfa.
Effect: +4 to block rolls made when this weapon, but -2 to attack rolls and deals 1d8 damage. This is a Small-sized Weapon.
Two-Handed Lightsaber: Also known as a lightclub, this is an exceptionally long Lightsaber that requires two hands.
Effect: This weapon does 3d8 damage but, as the name suggests, requires both hands to wield. This is a Large-sized Weapon.
Lightwhip: Either a lax band of energy or a collection of energized metal tails. Incredibly difficult to master and wield safely.
Effect: After taking damage from this weapon, a target must succeed on a DC 15 Dexterity Save or have their maximum movement halved on their next turn. This is a Medium-sized Weapon which may be wielded one-handed, but not dual-wielded. Has Reach.
Lightpike: A Lightsaber designed to resemble and be wielded like a spear or other polearm.
Effect: This weapon has Reach and may attack up to two squares away, requires two hands to wield. The non-lightsaber end of the pike deals 1d8 damage. This is a Large-sized Weapon.
Long-Handled Lightsaber: A saber with a normal length blade but a longer handle.
Effect: Opponents suffer -2 on disarm rolls made against this weapon and the wielder adds +2 to block rolls. This is a Medium-sized Weapon which may be wielded one-handed, but not dual-wielded.
Lightfoils: Light, one-handed ceremonial dueling weapons most commonly used by the Noble houses of the Tapani sector.
Effect: +2 to riposte rolls and +1 to attack rolls made in the Makashi Lightsaber Form. This is a Small-sized Weapon.
Crossguard Lightsaber: An archaic design incorporating a crossguard made of energy for further protection.
Effect: + 1 to block rolls made with this weapon and deals an additional 1d4 damage when riposting. This is a Medium-sized Weapon.
Lightsaber Forms
As previously noted, Lightsabers themselves do not have Ranks. Rather, they rely on Lightsaber Forms. A character’s effectiveness with a Lightsaber Form is determined bythe number of Ranks the character has in the Form. Each Lightsaber Form is tailored to a certain type of combat situation and provides bonuses to that situation; these bonuses stack with those received from Lightsaber type.
Additionally, each Lightsaber Form also possesses a special technique or ability unique to that Form; this is denoted after each Form's modifiers. You may activate this technique by spending a Force Boon; the technique lasts for the duration of the encounter, or until you switch to a different Lightsaber Form. Alternatively, Sith who have purchased the Lightsaber Form Focus Perk for a Form always have that Form's technique active.
When first engaging in combat with a lightsaber, a character is free to enter any Form they know. Should they wish to change Forms in the middle of combat, however, a DC 15 Dexterity Save must be made and a Swift Action used. Forms cannot be changed more often than once per round.
Shii-Cho/Form 1: The basic beginners Form, utilizing simple, wide, sweeping movements best suited to fighting multiple opponents.
Makashi/Form 2: Often referred to as ‘Lightsaber Fencing’, Makashi incorporates parries, jabs, cuts, and other light movements in a one-on-one dueling technique.
Soresu/Form 3: The most defensive form, Soresu utilises a formidable, economic guard and precise movements to safeguard the wielder with an impenetrable defense.
Ataru/Form 4: A highly athletic form, Ataru utilises flips, jumps, dodges, and rapid, light attacks to engage foes and overwhelm single opponents.
Djem So/Form 5: A highly aggressive form, Djem So utilises heavy blows and strikes to overwhelm opponents with sheer power. A variant, Shien, is used to engage blaster-wielding foes and direct their own shots back at them.
Niman/Form 6: The most diverse form, Niman incorporates aspects of all previous forms, sacrificing many of their strengths to eliminate their weaknesses. It is equally effective in all situations, and can be easily paired with the Force in combat.
Juyo/Form 7: An incredibly ferocious form, Juyo utilises numerous incredibly quick, powerful attacks to overwhelm opponents, giving the illusion that a wielder is in several places at once.
Jar'kai: Jar'kai is not an independent Lightsaber Form, it is represented by one or more of the various Two-Weapon Fighting perks in conjunction with a Lightsaber Form. Jar'kai has no situational effect but its technique may be substituted for the technique of the Lightsaber Form you are in whenever you are wielding two Lightsabers.
Lightsaber Defence
As a Swift Action you can use your Lightsaber to parry your opponents' attacks, gaining a +1 deflection bonus to your Reflex Save until the start of your next turn. You must have a Lightsaber drawn and ignited to use this ability, and you don't gain the deflection bonus if you are Flat-Footed or otherwise unaware of the incoming attack.
This ability is gained automatically when you first receive Lightsaber training. Additionally, taking the Lightsaber Defence I and Lightsaber Defence II Perks increases this bonus to Reflex Save to +2 and +3, respectively.
Lightsaber Throw
You can throw a Lightsaber as a Standard Action, treating it as a Thrown Weapon. You are considered proficient with the Thrown Lightsaber, and you apply the normal Range penalties to the attack roll. The Thrown Lightsaber deals normal weapon damage if it hits. If your target is no more than 9m (6 squares) away, you can pull your Lightsaber back to your hand as a Swift Action by making a DC 20 Telekinesis check.