Post by Darth Xaos on Apr 30, 2015 0:46:30 GMT
Overview
This thread covers the rules for our combat system. Note that this system needn’t always be employed; a Game Master may choose to conduct some fights as purely narrative. This system’s purpose is to allow a more clear-cut method for important fights, player vs. player confrontations or other instances where strategic combat is called for. The GM will make it clear to the players when this system is being used for a combat.
Strategic combat centers on Action Points (AP for short). An Action Point is spent for each, individual action performed in a player’s post. For example, throwing a grenade, firing a flare gun into the sky and kicking your astromech droid for getting you into yet another fine mess would cost in total 3 AP. Some actions are so quick or simple that the Game Master may rule them free actions; such as taunting your enemy or pressing a nearby button. Free actions, naturally, cost 0 AP.
All characters have a base pool of 3 AP. They receive additional action points equal to their total Ranks in the weapon they currently wield. Furthermore, bonus AP are provided by the Core Stat associated with the weapon. See ‘Weapon Groups’ below for more on what weapons are associated with which stat.
Bonus AP based on Core Stat:
3-: Inability to use a weapon based on this Core Stat
4-5: -3 AP penalty
6-7: -2 AP penalty
8-9: -1 AP penalty
10-11: No AP bonus or penalty
12-13: +1 AP bonus
14-15: +2 AP bonus
16-17: +2 AP bonus
18+: +3 AP bonus
Special rules for melee combat
You may move and attack with a single AP if your target is within striking range of your weapon. When jumping while in striking range of an enemy’s melee weapon you must make a defensive action first.
Special rules for unarmed combat
When fighting unarmed or with a natural attack you are effectively armed with a weapon you possess one Rank in that uses an average of Strength and Agility. This may be improved via the Martial Arts Perks. The special rules for melee also apply to unarmed.
Special rules for ranged combat
Contrasting with melee, one attack with a ranged weapon often equals multiple shots as shown below.
Pistol, or equivalent: A single, precise shot or several (2-3) rapid shots.
Rifle, Carbine, or equivalent: A short volley of shots (3-6).
Sniper Rifle, or equivalent: A single shot.
Heavy explosive weapon (eg. rocket launcher): A single shot.
Heavy repeater weapon (eg. Imperial Heavy Repeater or E-Web): A heavy volley of shots (6-10)
Primitive ranged weapon: A single shot
Using a ranged weapon while within the striking range of a foe with a melee weapon imposes a -2 penalty on AP. This is negated by the Point Blank Shot Perk. Moving and shooting are normally always separate actions but the Shot on the Run Perk combines firing and moving into a single action.
Cover plays a key role in ranged combat. Emerging from and returning to a piece of cover costs 1 AP for both actions. This AP expenditure does not cover the attack made during this movement unless the character possesses Shot on the Run (as noted above). You may blind-fire over or around cover without emerging at a significant penalty to accuracy.
When utilizing a ranged weapon as a melee weapon (i.e. using it like a club), it is equivalent to a Strength-based Rank 1 Simple Weapon, regardless of your actual Rank in Simple Weapons.
Fighting with multiple weapons
A character may fight with a weapon in their off-hand to gain + 1 AP but this imposes -1 to Damage Resistance (see below). The Two-Weapon Fighting Perk negates the penalty and the further Perks in the Two-Weapon Fighting tree each provide another +1 AP. Wielding a weapon in the off-hand imposes a -1 penalty on most Alter Force Powers, which rely heavily on gesture. When using multiple weapons that use different Core Stats apply the less favorable Stat’s AP modifier. The Ambidexterity Perk changes this to an average of the two. Double-headed weapons count as fighting with two weapons and also impose a +1 AP bonus when facing multiple foes and a -1 AP penalty when facing a single foe. Species with more than two hands get +1 AP for each weapon beyond the first. Bonus AP from Two-Weapon Fighting Perks are added only once for multi-armed species, multiple off-hand weapons do not confer additional bonuses from this Perk tree.
Using the Force in combat
Force Powers do not cost AP. Instead you may use a number each turn based on your Spirit stat as shown here.
1-4: Once per turn
5-6: Twice per turn
7-10: Three times per turn
11-14: Four times per turn
15-16: Five times per turn
17-18: Six times per turn
Furthermore, using the Force can be draining, especially during the strain of combat. So, if you use any number of Force Powers during your turn then you may have to wait a number of turns to use the Force again. This is referred to as ‘cooldown’, and is based on your Spirit stat as shown below.
3 or less: Must wait four turns between using Force Powers
4-7: Must wait three turns between using Force Powers
8-11: Must wait two turns between using Force Powers
12-15: Must wait one turn between using Force Powers
16+: Can use Force Powers every turn
Force Powers can, however, be sustained over multiple turns. A sustained Power only counts against Force uses per turn on the first turn it’s activated and can remain active over cooldown periods. A Force Power can be sustained for a number of turns equal to your per turn Force Power uses plus the number of Ranks you have in the Power being used. For every Power you have sustained beyond the first you lose one turn from this total. You can sustain a maximum number of Force Powers equal to your per turn Force Power uses.
Damage Resistance
Damage Resistance represents your ability to withstand an attack that connects with you. It is determined by the Rank of armor being worn (see Armor Proficiency, below) and the Toughness Core stat. When wearing armor, apply your Toughness modifier to your armor’s Rank to determine your total Defense Rating, which will reduce the damage the attack deals (note that your DR cannot be reduced below 0).
Damage Resistance from Toughness:
3-: -4 DR Penalty
4-5: -3 DR penalty
6-7: -2 DR penalty
8-9: -1 DR penalty
10-11: No DR bonus or penalty
12-13: +1 DR bonus
14-15: +2 DR bonus
16-17: +2 DR bonus
18+: +3 DR bonus
Combat Proficiencies
Weapon Groups
The vast majority of weapons in the galaxy have many similarities with other weapons and as such training in one weapon gives knowledge of other, similar weapons. This is represented by weapon group proficiencies. The majority of weapons in a group utilize the same Core Stat for determining bonus AP. There are some exceptions though, for example a bow utilizes Agility despite being a Primitive Weapon. Some few weapons use the average of Strength and Agility. Consult a moderator if you are unsure of an individual weapon’s disposition.
Blaster Weapons (Agility): This weapon group covers all conventional ranged weapons that utilize laser or plasma shots.
Heavy Weapons (Strength): 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.
Primitive Weapons (Strength): 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.
Simple Weapons (Strength): 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.
Slugthrowers (Agility): Any firearm that uses a solid projectile (known as a slug or bullet) is considered a slugthrower. As the projectile is solid rather than energy it cannot be deflected by a lightsaber blade, only destroyed.
Vibroweapons (Strength): Vibroweapons are simple weapons that use a power cell to vibrate violently on impact, causing increased damage. The first hit from a vibroweapon that a target suffers each turn ignores DR equal to the wielder’s Ranks in vibroweapons. A vibroweapon with a dead power cell uses the wielder’s simple weapon group Ranks instead.
Exotic Weapons
Some 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. Likewise, individual Exotic Weapon might rely on Strength, Agility or the average of the two when calculating bonus AP. Consult a moderator if you are unsure whether or not a weapon would count as exotic.
Armor Proficiency
This is a single proficiency with three Ranks. The first Rank is light armor, second medium, and third heavy. Each Rank of armor worn confers one Rank of Damage Resistance. You may wear armor you are not proficient in but this imposes a penalty on Action Points equal to the armor’s Rank. Wearing armor can also affect certain Skills (see the Skills thread for more). Armors also come in powered variants; powered armor may only be worn when a character possesses the Power Armor Training perk, and provides an additional +1 Damage Resistance on top of the armor's base. Power armor also grants a +1, +2, or +3 bonus to the Strength Core Stat for Light, Medium, and Heavy powered armor respectively, at the cost of a -1, -2, or -3 penalty to the Agility Core Stat.
There also exist certain organic armors that form symbiotic bonds with their host. Such armor counts as powered armor that is lightsaber resistant but requires no power source or proficiency. The drawbacks to such potent bio-armor are that, once donned, such armor cannot be removed except through careful surgery and the armor feeds off its host. A character must eat larger portions of food than usual when in the armor and, should they neglect to acquire enough nutrition within a twenty-four hour period, a -1 penalty to Strength, Toughness and Agility is imposed as the armor feeds off its host's body. This penalty last until sufficient nutrition is acquired over the course of forty-eight hours.
Special rules for lightsabers
Lightsaber proficiencies are divided into lightsaber types and lightsaber Forms. Both are needed to wield a lightsaber. Strikes from lightsabers ignore all DR except those provided by special, lightsaber-resistant armor or Force Powers. Lightsabers can deflect blaster bolts at the cost of 1 AP per bolt. An additional AP per bolt can be spent to redirect the shot back at its target. The maximum number of ranged attackers a lightsaber wielder can counter blaster fire from is equal to their Agility bonus plus the ranged weapons score of the lightsaber Form they are using (if this total is positive) multiplied by their Rank in that Form. If this total is 0 or less than the wielder may deflect from a number of sources equal to their Ranks in the Form they are using.
An individual's lightsaber may have a number of modifications equal to their Ranks in Craft (lightsaber). This only applies to major modifications like special crystals or emitters and not to minor modifications like waterproofing, a curved handle, interlocking pommels, etc. If a character does not receive the Lightsaber Training Special Ability as part of their Basic Path (i.e. if they are a Dark Side Adept) then they may begin to purchase or be trained in lightsaber proficiencies at level 5.
Lightsaber types
Below are the most common types of lightsaber. Proficiency with lightsaber types do not involve Ranks, you are either proficient in a type of lightsaber or you are not.
Single-Bladed Lightsaber: The standard lightsaber type.
Adds +1 to Makashi Ranks when wielded one-handed with no off-hand weapons, adds +1 to Shii-Cho and Djem So when wielded with two hands and adds +1 to Ataru and Juyo when one is wielded in each hand.
Saberstaff: Also known as a double-bladed lightsaber, this lightsaber has a blade on each end of its grip.
When wielded in two-bladed mode adds +2 bonus to a Form's multiple enemies score and subtracts -1 AP when facing a single opponent. When wielded in one-bladed mode counts as a long-handled lightsaber (see below). Can be built to detach into two single-bladed lightsabers.
Lightshoto: A shorter variant of the single-bladed lightsaber often used as a second weapon.
+1 AP bonus when used as an off-hand weapon in Makashi, Soresu, and Ataru.
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.
+1 AP bonus when used as an off-hand weapon in Shii-Cho, Djem So, Niman, and Juyo.
Two-Handed Lightsaber: Also known as a lightclub, this is an exceptionally long Lightsaber that requires two hands.
When wielded adds +2 to Djem So Ranks, +1 to Shii-Cho Ranks, +1 to Soresu Ranks, subtracts -2 from Makashi Ranks, -1 from Ataru and -1 from Juyo.
Lightwhip: Either a lax band of energy or a collection of energized metal tails. Incredibly difficult to master and wield safely.
When wielded adds +2 to Ataru and Juyo Ranks, subtracts -1 from Makashi and Soresu Ranks.
Lightpike: A Lightsaber designed to resemble and be wielded like a spear or other polearm.
When wielded adds +1 to Opponent armed with close combat weapon score, subtracts -1 from Ataru Ranks.
Long-Handled Lightsaber: A saber with a normal length blade but a longer handle.
Adds + 1 Djem So, Shii-Cho and Juyo Ranks when wielded with two hands.
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 by two factors. First is the number of Ranks the character has in the Form. Bonus Ranks or Rank penalties may be applied, however, by the current combat situation. Each Form has situational modifiers (shown below) that modify the user’s Ranks depending on the combat situation.
If more than one situation applies compare the two ratings. If the ratings are only one step removed (say, a 1 and a 2) then use the lower number. If they are two steps removed use the number between them (with a 0 and a 2, for example, it would be 1). If they are three steps removed then use the lower of the two middle numbers (comparing a -1 and a 2 would result in a 0). If four steps removed (as only a -2 and a 2 can be) then the rating is 0. If more than two situational ratings apply then use the middlemost rating or the rating applied to the most situations (for example, a -1 and two 0s would result in a 0).
An Example in Action: Darth Depitus has run afoul of Corellian law and now finds himself surrounded by a squad of police armed with Blaster Pistols. Depitus only knows Shii-Cho so, as he activates his lightsaber, he enters the Shii-Cho Form. Depitus faces multiple enemies armed with ranged weapons. Shii-Cho’s rating for multiple enemies is 2 while its rating for opponents armed with ranged weapons is 0. This results in a situational rating of 1. Therefore, Depitus is considered a Rank higher than he actually is until the combat situation changes. Since Depitus has two Ranks in Shii-Cho he’ll be fighting as though he had three.
Whether a Form relies on Strength, Agility or an average of the two for bonus AP is noted next to its entry.
Apprentices are limited in how many Ranks they may have in Lightsaber Forms. If an Apprentice is level four or lower then they may only have three Ranks in Shii-Cho, all other Forms are limited to two Ranks. Starting at level five, an Apprentice may have a second Form at three Ranks. However, Marauders and Inquisitors are exceptions to this - once they reach level five they may purchase up to three Ranks in any Form. However, they still may not purchase the Lightsaber Form Focus perk until they are seventh level. All Form restrictions are removed at level seven for non-Marauders/Inquisitors.
Shii-Cho/Form 1 (Strength): The basic beginners Form, utilizing simple, wide, sweeping movements.
Opponent armed with close combat weapon: 0
Multiple Enemies: 2
Opponent armed with Lightsaber: -1
Opponent armed with ranged weapon: -1
Makashi/Form 2 (Agility): Often referred to as ‘Lightsaber Fencing’, Makashi incorporates parries, jabs, cuts, and other light movements.
Opponent armed with close combat weapon: 0
Multiple Enemies: -1
Opponent armed with Lightsaber: 2
Opponent armed with ranged weapon: -2
Soresu/Form 3 (Agility): The most defensive form, Soresu utilises a formidable, economic guard and precise movements to safeguard the wielder, even against multiple foes.
Opponent armed with close combat weapon: 0
Multiple Enemies: 0
Opponent armed with Lightsaber: -1
Opponent armed with ranged weapon: 2
Ataru/Form 4 (Agility): A highly athletic form, Ataru utilises flips, jumps, dodges, and rapid, light attacks to engage foes.
Opponent armed with close combat weapon: 2
Multiple Enemies: -1
Opponent armed with Lightsaber: 1
Opponent armed with ranged weapon: -2
Djem So/Form 5 (Strength): 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.
Opponent armed with close combat weapon: 0
Multiple Enemies: -1
Opponent armed with Lightsaber: 0
Opponent armed with ranged weapon: 1
Niman/Form 6 (Average of Strength and Agility): 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. All of Niman's scores are zero. However, for every Rank, starting at Rank three, possessed in Niman a character may increase a score to one. Note which scores have been increased next to your bio's Niman proficiency.
Juyo/Form 7 (Average of Strength and Agility): 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.
Opponent armed with close combat weapon: 1
Multiple Enemies: -1
Opponent armed with Lightsaber: 1
Opponent armed with ranged weapon: 0
Vaapad: Less a style of fighting and more a state of mind, Vaapad allows an individual to safely channel their most intense emotions and use it to fuel their fighting style. A character knows the secrets of Vapaad when they have a total of five Ranks in Juyo.
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.
This thread covers the rules for our combat system. Note that this system needn’t always be employed; a Game Master may choose to conduct some fights as purely narrative. This system’s purpose is to allow a more clear-cut method for important fights, player vs. player confrontations or other instances where strategic combat is called for. The GM will make it clear to the players when this system is being used for a combat.
Strategic combat centers on Action Points (AP for short). An Action Point is spent for each, individual action performed in a player’s post. For example, throwing a grenade, firing a flare gun into the sky and kicking your astromech droid for getting you into yet another fine mess would cost in total 3 AP. Some actions are so quick or simple that the Game Master may rule them free actions; such as taunting your enemy or pressing a nearby button. Free actions, naturally, cost 0 AP.
All characters have a base pool of 3 AP. They receive additional action points equal to their total Ranks in the weapon they currently wield. Furthermore, bonus AP are provided by the Core Stat associated with the weapon. See ‘Weapon Groups’ below for more on what weapons are associated with which stat.
Bonus AP based on Core Stat:
3-: Inability to use a weapon based on this Core Stat
4-5: -3 AP penalty
6-7: -2 AP penalty
8-9: -1 AP penalty
10-11: No AP bonus or penalty
12-13: +1 AP bonus
14-15: +2 AP bonus
16-17: +2 AP bonus
18+: +3 AP bonus
Special rules for melee combat
You may move and attack with a single AP if your target is within striking range of your weapon. When jumping while in striking range of an enemy’s melee weapon you must make a defensive action first.
Special rules for unarmed combat
When fighting unarmed or with a natural attack you are effectively armed with a weapon you possess one Rank in that uses an average of Strength and Agility. This may be improved via the Martial Arts Perks. The special rules for melee also apply to unarmed.
Special rules for ranged combat
Contrasting with melee, one attack with a ranged weapon often equals multiple shots as shown below.
Pistol, or equivalent: A single, precise shot or several (2-3) rapid shots.
Rifle, Carbine, or equivalent: A short volley of shots (3-6).
Sniper Rifle, or equivalent: A single shot.
Heavy explosive weapon (eg. rocket launcher): A single shot.
Heavy repeater weapon (eg. Imperial Heavy Repeater or E-Web): A heavy volley of shots (6-10)
Primitive ranged weapon: A single shot
Using a ranged weapon while within the striking range of a foe with a melee weapon imposes a -2 penalty on AP. This is negated by the Point Blank Shot Perk. Moving and shooting are normally always separate actions but the Shot on the Run Perk combines firing and moving into a single action.
Cover plays a key role in ranged combat. Emerging from and returning to a piece of cover costs 1 AP for both actions. This AP expenditure does not cover the attack made during this movement unless the character possesses Shot on the Run (as noted above). You may blind-fire over or around cover without emerging at a significant penalty to accuracy.
When utilizing a ranged weapon as a melee weapon (i.e. using it like a club), it is equivalent to a Strength-based Rank 1 Simple Weapon, regardless of your actual Rank in Simple Weapons.
Fighting with multiple weapons
A character may fight with a weapon in their off-hand to gain + 1 AP but this imposes -1 to Damage Resistance (see below). The Two-Weapon Fighting Perk negates the penalty and the further Perks in the Two-Weapon Fighting tree each provide another +1 AP. Wielding a weapon in the off-hand imposes a -1 penalty on most Alter Force Powers, which rely heavily on gesture. When using multiple weapons that use different Core Stats apply the less favorable Stat’s AP modifier. The Ambidexterity Perk changes this to an average of the two. Double-headed weapons count as fighting with two weapons and also impose a +1 AP bonus when facing multiple foes and a -1 AP penalty when facing a single foe. Species with more than two hands get +1 AP for each weapon beyond the first. Bonus AP from Two-Weapon Fighting Perks are added only once for multi-armed species, multiple off-hand weapons do not confer additional bonuses from this Perk tree.
Using the Force in combat
Force Powers do not cost AP. Instead you may use a number each turn based on your Spirit stat as shown here.
1-4: Once per turn
5-6: Twice per turn
7-10: Three times per turn
11-14: Four times per turn
15-16: Five times per turn
17-18: Six times per turn
Furthermore, using the Force can be draining, especially during the strain of combat. So, if you use any number of Force Powers during your turn then you may have to wait a number of turns to use the Force again. This is referred to as ‘cooldown’, and is based on your Spirit stat as shown below.
3 or less: Must wait four turns between using Force Powers
4-7: Must wait three turns between using Force Powers
8-11: Must wait two turns between using Force Powers
12-15: Must wait one turn between using Force Powers
16+: Can use Force Powers every turn
Force Powers can, however, be sustained over multiple turns. A sustained Power only counts against Force uses per turn on the first turn it’s activated and can remain active over cooldown periods. A Force Power can be sustained for a number of turns equal to your per turn Force Power uses plus the number of Ranks you have in the Power being used. For every Power you have sustained beyond the first you lose one turn from this total. You can sustain a maximum number of Force Powers equal to your per turn Force Power uses.
Damage Resistance
Damage Resistance represents your ability to withstand an attack that connects with you. It is determined by the Rank of armor being worn (see Armor Proficiency, below) and the Toughness Core stat. When wearing armor, apply your Toughness modifier to your armor’s Rank to determine your total Defense Rating, which will reduce the damage the attack deals (note that your DR cannot be reduced below 0).
Damage Resistance from Toughness:
3-: -4 DR Penalty
4-5: -3 DR penalty
6-7: -2 DR penalty
8-9: -1 DR penalty
10-11: No DR bonus or penalty
12-13: +1 DR bonus
14-15: +2 DR bonus
16-17: +2 DR bonus
18+: +3 DR bonus
Combat Proficiencies
Weapon Groups
The vast majority of weapons in the galaxy have many similarities with other weapons and as such training in one weapon gives knowledge of other, similar weapons. This is represented by weapon group proficiencies. The majority of weapons in a group utilize the same Core Stat for determining bonus AP. There are some exceptions though, for example a bow utilizes Agility despite being a Primitive Weapon. Some few weapons use the average of Strength and Agility. Consult a moderator if you are unsure of an individual weapon’s disposition.
Blaster Weapons (Agility): This weapon group covers all conventional ranged weapons that utilize laser or plasma shots.
Heavy Weapons (Strength): 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.
Primitive Weapons (Strength): 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.
Simple Weapons (Strength): 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.
Slugthrowers (Agility): Any firearm that uses a solid projectile (known as a slug or bullet) is considered a slugthrower. As the projectile is solid rather than energy it cannot be deflected by a lightsaber blade, only destroyed.
Vibroweapons (Strength): Vibroweapons are simple weapons that use a power cell to vibrate violently on impact, causing increased damage. The first hit from a vibroweapon that a target suffers each turn ignores DR equal to the wielder’s Ranks in vibroweapons. A vibroweapon with a dead power cell uses the wielder’s simple weapon group Ranks instead.
Exotic Weapons
Some 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. Likewise, individual Exotic Weapon might rely on Strength, Agility or the average of the two when calculating bonus AP. Consult a moderator if you are unsure whether or not a weapon would count as exotic.
Armor Proficiency
This is a single proficiency with three Ranks. The first Rank is light armor, second medium, and third heavy. Each Rank of armor worn confers one Rank of Damage Resistance. You may wear armor you are not proficient in but this imposes a penalty on Action Points equal to the armor’s Rank. Wearing armor can also affect certain Skills (see the Skills thread for more). Armors also come in powered variants; powered armor may only be worn when a character possesses the Power Armor Training perk, and provides an additional +1 Damage Resistance on top of the armor's base. Power armor also grants a +1, +2, or +3 bonus to the Strength Core Stat for Light, Medium, and Heavy powered armor respectively, at the cost of a -1, -2, or -3 penalty to the Agility Core Stat.
There also exist certain organic armors that form symbiotic bonds with their host. Such armor counts as powered armor that is lightsaber resistant but requires no power source or proficiency. The drawbacks to such potent bio-armor are that, once donned, such armor cannot be removed except through careful surgery and the armor feeds off its host. A character must eat larger portions of food than usual when in the armor and, should they neglect to acquire enough nutrition within a twenty-four hour period, a -1 penalty to Strength, Toughness and Agility is imposed as the armor feeds off its host's body. This penalty last until sufficient nutrition is acquired over the course of forty-eight hours.
Special rules for lightsabers
Lightsaber proficiencies are divided into lightsaber types and lightsaber Forms. Both are needed to wield a lightsaber. Strikes from lightsabers ignore all DR except those provided by special, lightsaber-resistant armor or Force Powers. Lightsabers can deflect blaster bolts at the cost of 1 AP per bolt. An additional AP per bolt can be spent to redirect the shot back at its target. The maximum number of ranged attackers a lightsaber wielder can counter blaster fire from is equal to their Agility bonus plus the ranged weapons score of the lightsaber Form they are using (if this total is positive) multiplied by their Rank in that Form. If this total is 0 or less than the wielder may deflect from a number of sources equal to their Ranks in the Form they are using.
An individual's lightsaber may have a number of modifications equal to their Ranks in Craft (lightsaber). This only applies to major modifications like special crystals or emitters and not to minor modifications like waterproofing, a curved handle, interlocking pommels, etc. If a character does not receive the Lightsaber Training Special Ability as part of their Basic Path (i.e. if they are a Dark Side Adept) then they may begin to purchase or be trained in lightsaber proficiencies at level 5.
Lightsaber types
Below are the most common types of lightsaber. Proficiency with lightsaber types do not involve Ranks, you are either proficient in a type of lightsaber or you are not.
Single-Bladed Lightsaber: The standard lightsaber type.
Adds +1 to Makashi Ranks when wielded one-handed with no off-hand weapons, adds +1 to Shii-Cho and Djem So when wielded with two hands and adds +1 to Ataru and Juyo when one is wielded in each hand.
Saberstaff: Also known as a double-bladed lightsaber, this lightsaber has a blade on each end of its grip.
When wielded in two-bladed mode adds +2 bonus to a Form's multiple enemies score and subtracts -1 AP when facing a single opponent. When wielded in one-bladed mode counts as a long-handled lightsaber (see below). Can be built to detach into two single-bladed lightsabers.
Lightshoto: A shorter variant of the single-bladed lightsaber often used as a second weapon.
+1 AP bonus when used as an off-hand weapon in Makashi, Soresu, and Ataru.
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.
+1 AP bonus when used as an off-hand weapon in Shii-Cho, Djem So, Niman, and Juyo.
Two-Handed Lightsaber: Also known as a lightclub, this is an exceptionally long Lightsaber that requires two hands.
When wielded adds +2 to Djem So Ranks, +1 to Shii-Cho Ranks, +1 to Soresu Ranks, subtracts -2 from Makashi Ranks, -1 from Ataru and -1 from Juyo.
Lightwhip: Either a lax band of energy or a collection of energized metal tails. Incredibly difficult to master and wield safely.
When wielded adds +2 to Ataru and Juyo Ranks, subtracts -1 from Makashi and Soresu Ranks.
Lightpike: A Lightsaber designed to resemble and be wielded like a spear or other polearm.
When wielded adds +1 to Opponent armed with close combat weapon score, subtracts -1 from Ataru Ranks.
Long-Handled Lightsaber: A saber with a normal length blade but a longer handle.
Adds + 1 Djem So, Shii-Cho and Juyo Ranks when wielded with two hands.
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 by two factors. First is the number of Ranks the character has in the Form. Bonus Ranks or Rank penalties may be applied, however, by the current combat situation. Each Form has situational modifiers (shown below) that modify the user’s Ranks depending on the combat situation.
If more than one situation applies compare the two ratings. If the ratings are only one step removed (say, a 1 and a 2) then use the lower number. If they are two steps removed use the number between them (with a 0 and a 2, for example, it would be 1). If they are three steps removed then use the lower of the two middle numbers (comparing a -1 and a 2 would result in a 0). If four steps removed (as only a -2 and a 2 can be) then the rating is 0. If more than two situational ratings apply then use the middlemost rating or the rating applied to the most situations (for example, a -1 and two 0s would result in a 0).
An Example in Action: Darth Depitus has run afoul of Corellian law and now finds himself surrounded by a squad of police armed with Blaster Pistols. Depitus only knows Shii-Cho so, as he activates his lightsaber, he enters the Shii-Cho Form. Depitus faces multiple enemies armed with ranged weapons. Shii-Cho’s rating for multiple enemies is 2 while its rating for opponents armed with ranged weapons is 0. This results in a situational rating of 1. Therefore, Depitus is considered a Rank higher than he actually is until the combat situation changes. Since Depitus has two Ranks in Shii-Cho he’ll be fighting as though he had three.
Whether a Form relies on Strength, Agility or an average of the two for bonus AP is noted next to its entry.
Apprentices are limited in how many Ranks they may have in Lightsaber Forms. If an Apprentice is level four or lower then they may only have three Ranks in Shii-Cho, all other Forms are limited to two Ranks. Starting at level five, an Apprentice may have a second Form at three Ranks. However, Marauders and Inquisitors are exceptions to this - once they reach level five they may purchase up to three Ranks in any Form. However, they still may not purchase the Lightsaber Form Focus perk until they are seventh level. All Form restrictions are removed at level seven for non-Marauders/Inquisitors.
Shii-Cho/Form 1 (Strength): The basic beginners Form, utilizing simple, wide, sweeping movements.
Opponent armed with close combat weapon: 0
Multiple Enemies: 2
Opponent armed with Lightsaber: -1
Opponent armed with ranged weapon: -1
Makashi/Form 2 (Agility): Often referred to as ‘Lightsaber Fencing’, Makashi incorporates parries, jabs, cuts, and other light movements.
Opponent armed with close combat weapon: 0
Multiple Enemies: -1
Opponent armed with Lightsaber: 2
Opponent armed with ranged weapon: -2
Soresu/Form 3 (Agility): The most defensive form, Soresu utilises a formidable, economic guard and precise movements to safeguard the wielder, even against multiple foes.
Opponent armed with close combat weapon: 0
Multiple Enemies: 0
Opponent armed with Lightsaber: -1
Opponent armed with ranged weapon: 2
Ataru/Form 4 (Agility): A highly athletic form, Ataru utilises flips, jumps, dodges, and rapid, light attacks to engage foes.
Opponent armed with close combat weapon: 2
Multiple Enemies: -1
Opponent armed with Lightsaber: 1
Opponent armed with ranged weapon: -2
Djem So/Form 5 (Strength): 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.
Opponent armed with close combat weapon: 0
Multiple Enemies: -1
Opponent armed with Lightsaber: 0
Opponent armed with ranged weapon: 1
Niman/Form 6 (Average of Strength and Agility): 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. All of Niman's scores are zero. However, for every Rank, starting at Rank three, possessed in Niman a character may increase a score to one. Note which scores have been increased next to your bio's Niman proficiency.
Juyo/Form 7 (Average of Strength and Agility): 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.
Opponent armed with close combat weapon: 1
Multiple Enemies: -1
Opponent armed with Lightsaber: 1
Opponent armed with ranged weapon: 0
Vaapad: Less a style of fighting and more a state of mind, Vaapad allows an individual to safely channel their most intense emotions and use it to fuel their fighting style. A character knows the secrets of Vapaad when they have a total of five Ranks in Juyo.
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.