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  LIGHTSABERS 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Ultimate Guide to  
  Lightsaber Construction & Use 
   
  Compiled by James F Keck 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
   
  Net Guide to Lightsaber Construction 
  1 
   
  by SWRPG.net’s Moridin 
   
   
   
   
  Lightsaber Dueling Specialization 
  7 
   
  by Rancor Pit’s Cheshire 
   
   
   
   
  Star Wars Lightsaber Forms 
  9 
   
  by Volker Maiwald 
   
   
   
   
  D6 System Dueling Blades 
  19 
   
  by Peter Schweighofer 
   
   
  
   
   
  NET GUIDE TO LIGHTSABER 
  CONSTRUCTION 
  Having a Jedi character in the party can be a great 
  asset to any group of adventurers. In combat 
  especially, due to the amazing skill with which one 
  can wield a lightsaber. However, source material thus 
  far on the physical traits of a newly constructed 
  lightsaber are oddly missing. This page has the 
  Official West End Games material for lightsaber 
  construction, as well as some material created 
  especially for the Star Wars RPG Database 
  concerning many of the lightsaber details overlooked 
  in official material. Of course, as West End says, 
  none of this is the be all and end all of lightsaber 
  details, just some suggestions that seemed to make 
  sense. Feel free to tinker with this material, and most 
  of all, enjoy it. 
  SABER CONSTRUCTION 
  One of the rites of passage for a Jedi is for him or 
  her to construct a lightsaber. The lightsaber acts as a 
  focusing device, allowing the Jedi to reach a state of 
  attunement with the Force which enhances his 
  combat capabilities. The "Tales of the Jedi 
  Companion" by West End Games gives a little 
  information on the construction of lightsabers. The 
  following is from that book, page 142 (with 
  modifications for D20 compatibility): 
   
  "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. The loss of a lightsaber can so 
  demoralize a Jedi that he momentarily stumbles in his ability 
  to access the Force (losing 1D (D6)/-2 (D20) in Force skills 
  until he constructs a new blade.  
   
  A lightsaber must have the following parts: a power cell, a 
  handgrip, an activation plate, a safety, a belt ring (optional), a 
  blade length adjuster (optional), an emitter matrix, a recharge 
  socket, a lens assembly, a focusing crystal, and a power 
  conduit. 
   
  Most handgrips have a length of 24 to 30 centimeters, with 
  the blades extending themselves up to 1.5 meters. 
   
  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 Adegan family includes the 
  following crystals in order of rarity (the die code represents the 
  blade's base damage when using that crystal: 
   
   
   
   
   
   
   
   
  To construct a lightsaber from its components parts takes a 
  minimum of one month and requires a successful lightsaber 
  repair roll against a Very Difficult difficulty (D6), or a Craft 
  (lightsaber) check (D20) as per the rules on page 153 of the 
  Core Rulebook. Decrease the difficulty level by one difficulty 
  level for each extra month spent building the saber, to a 
  minimum of Easy (D6), or decrease the DC as per the rules 
  in the Core Rulebook (D20). 
   
  Jedi characters may adjust the lightsabers base damage die code 
  through modifications [the same way as modifying damage die 
  codes for any other weapon]. Characters rely on their lightsaber 
  repair skill to make such improvements." 
   
  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     
  Crystal 
  Damage 
  Kathracite 
  3D+2 (D6) / 2d6 (D20) 
  Relacite 
  4D (D6) / 3d4 (D20) 
  Danite 
  4D+2 (D6) / 2d8 (D20) 
  Mephite 
  5D (D6) / 4d4 (D20) 
  Pontite 
  5D+2 (D6) / 3d6 (D20) 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
  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. 
   
   
   
   
   
   
   
  Obi Wan Kenobi’s 
   
   
  Lightsaber Hilt 
   
   
   
   
   
   
   
  Jedi Master 
   
   
  Yoda’s Lightsaber 
   
   
  Hilt  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Luke Skywalker’s 
   
   
   
   
  Lightsaber Hilt 
   
   
   
   
   
   
   
   
  Darth Tyranus’ 
   
   
  Lightsaber Hilt 
   
  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, reroll and compare it to the Rare lightsaber 
  colors table. 
   
  Standard Lightsaber Colors Table 
  Roll 
  Color Result 
  1 
  Blue (Anakin, Obi-Wan) 
  2 
  Green (Luke, Qui Gon Jinn) 
  3 
  Red (Darth Vader, Darth Maul) 
  4 
  White (Ben Kenobi) 
  5 
  Orange 
  6 
  Roll from "Rare Colors" Table 
   
   
   
   
  Type of 
  Switch 
  Game Effect 
  Difficulty to Install 
  Switch/DC Increase 
  Standard    
      
  One click activates, one click deactivates    
  No extra roll    
  Double Off 
  click 
  One click activates, two clicks deactivates; 
  this is so that the lightsaber does not 
  accidentally shut off in combat. 
  Easy/+5 DC 
  Lock On 
  The lightsaber's On/Off switch can be 
  locked into the 'On' position and can't 
  be turned off with one touch. 
  Moderate/+10 DC 
  Force 
  Activated 
  The wielder must use the Force to make a 
  connection within the handle which allows 
  energy to flow. 
  Very Difficult/+15 DC 
   
  
  Rare Lightsaber Colors Table 
  Roll Color 
  1 
  Crimson 
  2 
  Teal 
  3 
  Royal Blue 
  4 
  Purple 
  5 
  Forest Green 
  6 
  Yellow 
  LENGTH 
  A lightsaber can be anywhere from 1.0 to 1.5 meters 
  in length. Like rolling for color, roll 1D 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 
  lightsaber repair roll against a Moderate difficulty, 
  modified one more difficulty level for each extra 
  length (D6), or made a modification to the DC of 
  the final Craft check (D20).  
   
  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 
  roll a Difficult lightsaber repair roll (Moderate + 1 difficulty 
  level) (D6), or add +5 to his Craft DC (D20). For the third 
  length, he must roll a Very Difficult lightsaber repair roll 
  (Moderate + 2 difficulty) (D6), or add +10 to his Craft DC 
  (D20). 
   
  Should the Jedi fail any one of these rolls, the 
  lightsaber will not function. If all three are passed, 
  the Jedi rolls on the below table for a standard 
  length, then chooses additional lengths (from .5 m to 
  2 m). 
   
  Blade Length Table 
  Roll 
  Standard 
  Length 
  1 
  1.0 Meters 
  2 
  1.1 
  3 
  1.2 
  4 
  1.3 
  5 
  1.4 
  6 
  1.5 
  MISCELLANEOUS MODIFICATIONS 
  The following miscellaneous modifications may be 
  made to a lightsaber. 
  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, with a Very Difficult 
  lightsaber repair roll (D6) or a Craft (lightsaber) 
  check DC 20 (D20), 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) is 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 that 
  alerts the owner via comlink that the weapon is in 
  the hands of an unauthorized bearer. A Difficult 
  lightsaber repair roll (D6) or a modification to the 
  Craft (lightsaber) check of +10 is needed to install 
  this device.  
      
  Pressure-Grip 
  This adapter for the handle of a lightsaber allows for 
  what is, in essence, a "dead man" 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 Moderate 
  lightsaber repair roll (D6) or a 
  modification of the Craft (lightsaber) 
  check of +5 (D20) 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 that can 
  only be accessed if you know what to 
  look for. The cost is no more than the 
  cost of the supplies to construct the 
  handle of the lightsaber, however the 
  difficulty when crafting the blade is 
  increased 
  by 
  one 
  difficulty 
  level 
  (D6)/+5 to DC (D20). 
  Water-Proof Casing 
  When constructing a lightsaber, some 
  Jedi (particularly those at home in a 
  moist environment, like Mon Calamari) 
  add a secondary waterproof casing to 
  the handles of their lightsabers in order 
  to protect the power cell inside. While still not 
  reliable for functioning underwater, 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 consular 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.  
  Stun Damage 
  It is possible for some of the most skilled lightsaber 
  craftsmen to design a lightsaber that does little more 
  than stun an opponent, rather than slicing them as a 
  standard blade does. These blades use a very special 
  
  kind of crystal that alters the harmonics of the 
  lightsaber blade such that it no longer deals normal 
  damage. Instead, the lightsaber does stun damage 
  equal to the standard damage rating of the weapon, 
  but no longer ignores the hardness of items. The 
  cost of this is 5,000 credits minimum for the crystal, 
  plus the difficulty for creating the blade is increased 
  by two difficulty levels (D6)/+10 to the DC (D20). 
  This special crystal can also be used in place of a 
  blade-lengthening 
  one, 
  effectively 
  creating 
  a 
  lightsaber which can be switched from normal 
  damage to the stun setting; use the rules for a 
  variable length blade in addition to the stun damage 
  blade 
  when 
  determining 
  the 
  difficulty 
  of 
  construction. 
  Multi-purpose Use 
  Some Jedi design their lightsabers to have secondary 
  functions, such as a glowrod, a comlink, or a 
  syntherope dispenser. 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 one difficulty level (D6)/+5 to DC 
  (D20). 
  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), or electrocute the user instead 
  (1d6 shock damage). 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 two 
  difficulty levels (D6)/+10 to DC (D20), and the cost 
  varies from 300-1000 for the parts.  
  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. The cost of obtaining a silencing crystal is 
  2000 credits (or more; they are exceedingly rare), and 
  the difficulty to install is increased by three difficulty 
  levels (D6)/+15 to DC (D20). 
   
  FOR THE GAMEMASTER:  USING 
  LIGHTSABERS AS A PLOT DEVICE 
   
  Lightsabers can (and often are) used as the focus of 
  adventures, and are means of telling a better and 
  more fluid story in a role playing game. Of course, it 
  is easy to use the creation of a lightsaber by a PC as a 
  means for furthering the plot of a campaign. The 
  character must find the necessary parts, purchase 
  crystals, and collect all that's needed before he can 
  even begin assembling. However, GM's aren't 
  limited to this tried-and-true method of furthering 
  the plot; there are many ways in which a lightsaber 
  can serve as the focus of the story. 
   
  Perhaps the weapon also houses a Jedi holocron, 
  which is instructing the masterless Jedi in the 
  Rebellion era while the campaign goes along.  
  Conversely, perhaps it is a Sith holocron which is 
  attempting to seduce the fledgling Jedi to the Dark 
  Side of the Force. The weapon's value is also 
  considerably greater once it is discovered to be 
  housing a holocron; bounty hunters, thieves, Dark 
  Jedi, and other groups will be hot on the party's heels 
  in an attempt to obtain the weapon. Instead of a 
  holocron, perhaps it has a holographic map 
  imbedded in its hilt, leading the party to a mysterious 
  planet to explore ancient Jedi/Sith/Krath/etc. ruins, 
  leading them further and further into danger. Or 
  perhaps the weapon houses an electronic key, which 
  will open the entrance to a secret vault somewhere, 
  again putting the party right in the line of fire as the 
  greedy and the deadly pursue the lightsaber with 
  reckless abandon. 
   
  The Force power Inhabit Object could be used to 
  create quite plot device.  As Exar Kun and Callista 
  Ming did, perhaps a Jedi or Sith placed his spirit into 
  his lightsaber for preservation upon his death, and 
  now it has fallen into the hands of the party 
  members. Perhaps it offers the characters gentle 
  nudges and warnings through the Force; or, in the 
  dark of the night, the character awakens from 
  terrible nightmares, slowly driving him over the edge 
  
  towards the Dark Side. At a critical moment, the 
  lightsaber refuses to activate unless the spirit's wishes 
  are heeded, or perhaps the blade randomly ignites at 
  an inopportune time, refusing to shut off. Perhaps 
  the spirit lends some of its energy to the Force ability 
  of the bearer (giving a bonus to Force power rolls), 
  or draws part of the bearer's life essence into itself 
  over time (giving a penalty). 
   
  Maybe the lightsaber has some legendary history 
  behind it, or is a relic of some famous historical 
  event. The lightsaber once belonged to Darth Vader 
  himself, or Cay Quel-Droma, or any one of the other 
  famous Force users.  Perhaps it was discovered on 
  the battleground at Ruusan, or was used to slaughter 
  Jedi during the Purge after the Empire rose. The 
  lightsaber might be part of a matched set that once 
  belonged to a Battlemaster, and its twin has fallen 
  into the hands of the part's enemy. Regardless of 
  what the Gamemaster chooses to do, there are many 
  variants of these themes that could be implemented 
  with ease into any campaign to give it action, 
  mystery, adventure, personal ties, and great character 
  development.  
  
  LIGHTSABER DUELING 
  SPECIALIZATION 
  Introduction 
   
  A Jedi’s training in lightsaber combat extends 
  beyond Force guided hacking and slashing; it is a fine 
  art of union of being, Force, and blade.  Generations 
  ago it was necessary for a Jedi to know how to 
  combat not only common foes, but also the equally 
  lethal techniques of the Sith.  Some Jedi had found it 
  necessary to devote their energy into developing 
  techniques specifically for lightsaber dueling.  Most 
  of the techniques have been forgotten ever since the 
  supposed extinction of the Sith, but a rare few Jedi 
  have preserved the art of lightsaber dueling. 
  General Usage 
   
  Lightsaber dueling is a specialization of the 
  lightsaber skill.  Like other specializations, the 
  lightsaber dueling specialization dice do not start at 
  the base skill dice level, but at the attribute level.  
  The Jedi must advance the lightsaber skill and 
  lightsaber dueling specialization separately.  The 
  specialization’s function is limited to lightsaber vs. 
  lightsaber fighting.  It cannot be used against 
  opponents with any other weapon.  
   
  Example: 
  Jedi Knight Gori Nar has a lightsaber skill of 
  6D+2 and a lightsaber dueling specialization of 
  8D.   If she wishes to attack or defend against a 
  battle droid, she must use her lightsaber skill of 
  6D+2, because she is not engaged in a lightsaber 
  duel with her opponent. 
  CALCULATING TECHNIQUE SUCCESS 
   
  To determine if a Jedi is able to perform a 
  given 
  technique, 
  roll 
  the 
  lightsaber 
  dueling 
  specialization dice only.  (If the Jedi has activated the 
  Lightsaber Combat and Combat Sense force powers, 
  those dice values will be added later.)  If the Jedi 
  meets the base difficulty, then the effect is 
  performed.  The Jedi does not necessarily need to 
  land a hit in order to use the effect.  Techniques such 
  as Advance assume that the attacks will be parried. 
   
  Example: 
  Jedi Gori Nar rolls her 8D of lightsaber dueling to 
  attempt to Advance on Sith Apprentice Darth 
  Arius, and rolls a 31.  The technique is successful.  
  She then adds her 5D Sense dice (as designated by 
  the Lightsaber Combat Force power) and rolls a 20 
  (a total of 51).  Darth Arius wishes to defend and 
  rolls his 7D+2 and achieves a 30. Then he rolls his 
  6D Sense for Lightsaber Combat and rolls a 24 (a 
  total of 54).  Darth Arius successfully defends the 
  strike, but Gori Nar advances 2 meters on Darth 
  Arius’ position as Arius steps back.   
   
  The Jedi may use his/her lightsaber dueling 
  specialization to attack an opponent (instead of using 
  his/her lightsaber skill) without employing any 
  specific technique.   
  Opposed Rolls 
   
  Lightsaber dueling can also be used as an 
  opposed roll to prevent an opponent’s lightsaber 
  dueling technique’s effect from being used. You 
  must have the lightsaber dueling specialization in 
  order to counter a technique’s effect. 
  Example 1: 
  Jedi Gori Nar makes an attempt to disarm Sith 
  Apprentice, Darth Arius.  Gori Nar rolls her 8D 
  of lightsaber dueling (a total of 29), but Darth 
  Arius rolls his lightsaber dueling of 7D+2 (a total 
  of 31).  Gori fails at her attempt to disarm Darth 
  Arius. 
   
  Example 2: 
  Gori Nar is now facing Darth Sabelleus, who has no 
  lightsaber dueling specialization.  Gori’s effects will 
  always succeed so long as she meets the base difficulty.  
  Darth Sabelleus’s lightsaber skill cannot be rolled to 
  oppose Gori’s lightsaber dueling specialization. 
  Calculating Die Penalties and 
  Bonuses  
   
  If a Jedi has activated the Lightsaber Combat 
  Force Power, first roll the lightsaber dueling dice, 
  calculate the total, next roll the Sense dice separately, 
  then add the two totals together. 
   
   
  If the Jedi wishes to perform multiple actions 
  with lightsaber combat up, first determine how many 
  actions the character will perform.  If the Jedi wishes 
  to perform non-Force skill actions, the die penalties 
  must come from the lightsaber dueling specialization 
  
  roll.  If the additional actions use Force skills, make 
  the die deductions from the Sense dice.   
   
   
  If he Jedi is making multiple lightsaber, or 
  lightsaber dueling actions, the die penalties come 
  from the Lightsaber dueling dice. 
   
   
  Penalties from injuries are deducted from the 
  lightsaber dueling specialization. 
   
   
  Die bonuses from Emptiness and Enhance 
  Attribute are added to the lightsaber dueling 
  specialization.  Character points can also be added to 
  the lightsaber dueling rolls.  Force Point rules are 
  applied normally. 
  Techniques 
  For every 1D that the Jedi advances the lightsaber 
  dueling specialization, he/she may learn one of the 
  following techniques. 
   
  Technique 
  Difficulty 
  Effect 
  Advance 
  Moderate 
  The Jedi makes as series of attacks, that even if parries lets the 
  Jedi advance on the defender.  The defender moves backward 
  2m. per round in the direction of the Jedi’s choosing. 
  Push 
  Easy 
  When the Jedi parries an attack, he/she makes a free strength roll 
  (against the attacker’s strength) to use his/her lightsaber to push 
  the attacker backwards and onto the ground.  Standing back up is 
  an action. 
  Quick Strike 
  Moderate 
  The Jedi makes an attack at +2D to sense (to hit), but at -4D (for 
  damage purposes) for that action.  An opposed lightsaber dueling 
  roll cannot negate this technique. 
  Heavy Strike 
  Difficult 
  The Jedi makes an attack at -4D sense (to hit), but at +5D control 
  (for damage purposes) for that action.  An opposed lightsaber 
  dueling roll cannot negate this technique. 
  Feint 
  Difficult 
  This maneuver is meant to “fake out” an opponent by deceptive 
  body language.  Adds +3D to sense (to hit) for that action. 
  Disarm 
  Very Difficult 
  When attacking or defending the Jedi maneuvers his/her 
  lightsaber to send the opponent’s lightsaber flying!  If this is 
  made on an attack, all of the Jedi’s attention is given to 
  disarming, and so he/she may not hit for damage.  Recovering a 
  disarmed lightsaber counts as an action for that round.  If the 
  disarming was a final action for that round, the defender must 
  make an initiative roll to regain the lightsaber before the 
  opponent attacks.  
  Defensive Stance 
  Easy +2 
  Moderate 1D+1 
  Difficult 2D 
  Very Difficult 2D+1 
  Heroic 3D 
  A Jedi can add appropriate bonuses to sense in order to parry an 
  attacker’s strikes.  No offensive actions may be made that round.  
  An opposed lightsaber dueling roll cannot negate this technique. 
  Brawl 
  Very Difficult 
  When attacking or defending, a Jedi May make a free brawling or 
  brawling parry roll against his/her opponent.   
  
  STAR WARS – LIGHTSABER 
  FORMS 
  Created by Volker Maiwald 
   
  Like any other true form of martial arts that deserves 
  to be called like that, the art of lightsaber fighting has 
  seen many styles and variants over the millennia. 
  Some were common and widespread, others were 
  rare and known by only a few Jedi at all. 
   
  Lightsaber Forms work as single skills, like Lore or 
  Knowledge. Additionally they count as advanced 
  skills, i.e. a character needs 5D in Lightsaber before 
  being able to learn a form, with the Exception of 
  Form I, which is the basic Lightsaber style and its 
  maneuvers can be used by any character with Jedi 
  training and the lightsaber skill (only with the basic 
  skill not the dice in other forms). To learn any form 
  of lightsaber fighting art a character has to have a 
  teacher, or other medium that can show the moves 
  and principles of that form. 
   
  With the GMs agreement, the Jedi can also try to 
  create his or her own form, however. 
   
  THE SEVEN PRIMARY FORMS 
  Form I: Shii-Cho 
  This form is the most basic form of lightsaber 
  combat. Its first moves are not so much intended for 
  combat but more to learn body control. Later 
  teachings provide the student with rudimentary 
  fighting moves, while training and especially mastery 
  in that basic form can prove to be very powerful in 
  duels. 
   
   
  Requirements: none 
   
   
   
   
  Action 
  Difficulty 
  Effect 
  Heavy 
  Strike 
  +5 
  A two-handed strike that hits the opponent hard, and therefore 
  deals +1D damage. 
   
  Swing 
  Attack 
  +1 
  The Jedi moves the blade in a wide circle and is able to strike two 
  opponents at once without penalty.  However the opponents have to 
  be within 180 degree in front of the striking character and only 
  receive –1D damage, since the hit is fast and slighter than when hit 
  directly. Additionally the character receives –2D to parry or dodge 
  rolls towards these two opponents, since the move makes the 
  combatant open to attacks. 
   
  Quick 
  Parry 
  +10 
  The fighter parries an incoming attack and moves in a way that 
  blocks the enemy’s movement. The two characters have to make an 
  opposing dexterity roll or the attacker falls to the ground. 
   
  
  Form II: Makashi 
  An elegant and stylized form of lightsaber combat, 
  Makashi does not so much concentrate on strength 
  but on finesse and skill. It needs wits and a quick 
  mind. Makashi includes many thrusts, ruses, and fast 
  attacks, not so much cutting. It is very efficient 
  against other lightsabers and therefore a wielder of 
  this form receives +1D to attack and parry-rolls 
  against other lightsabers. However due to the 
  concentration in melee-combat it lacks in the ability 
  of ranged defense. Therefore a Jedi using Form II 
  receives –1D to attempts of blocking or redirecting 
  ranged attacks. 
   
  Requirements: Dexterity 3D 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Form III: Soresu 
  First developed to counter the development of 
  blaster weapons with parries, Soresu is the most 
  defensive style of the Jedi Order and it is said that a 
  true master of that form cannot be overcome. The 
  practitioner combines Force senses with agility to 
  block any attacks directed at him. As a result the 
  wielder receives +2D to any defensive rolls with that 
  form. However there are almost no real offensive 
  strikes in that form, i.e. the wielder receives –2D to 
  any attacks, including redirected (not blocked) blaster 
  bolts. Soresu duels tend to last long and usually end 
  when the attacker begins to make mistakes due to 
  fatigue or frustration. Then is the time to strike for 
  the Soresu practitioner.  
   
  Requirements: Dexterity 3D+1, Stamina 4D 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Action 
  Difficulty 
  Effect 
  Quick 
  thrust 
  +5 
  The attacker moves quickly forward with the lightsaber, which is 
  difficult to parry. Any attempt to do so is done with a –1D penalty. 
  However due to the quickness of the thrust it deals –1D damage. 
  Ruse 
  +10 
  The wielder makes the defender think he is attacking and therefore 
  misguides his parry, opening him for a real attack. The parry roll of 
  the defender is reduced by 2D for the next attack of the Jedi. 
  Heavy 
  Thrust 
  +5 
  Attacker moves a minimum of 1 and a maximum of five meters and 
  thrusts the blade into the defender, dealing +1D damage. 
  Disarm/ 
  Dismember  
  +10  
  The attacker strikes either the weapon hand, or a limb, to disarm or 
  immobilize the defender. Add +1D damage, armor does only apply if 
  that body parts contain armor. 
   
  
   
   
  Form IV: Ataru 
   
  Ataru is an acrobatic form of fighting, there are 
  many jumps and quick maneuvers in it, intended to 
  attack the opponent from as many angles as possible. 
  It is fast, exhausting and agile.  
   
  Since Ataru combines acrobatics with offensive 
  maneuvers, a Jedi using this form may perform one 
  acrobatic maneuver or may move up to four meters 
  and attack once without the penalty for an additional 
  maneuver. However if restricted in movement (due 
  to space, wounds, etc.) any actions done with Ataru 
  receive a –1D penalty.  
   
  Requirements: Strength 3D, Acrobatics 5D 
  Action 
  Difficulty 
  Effect 
  Sweeping 
  Block 
  +5 
  A circling move with the lightsaber forces the opponent back. 
  Therefore his next attack is done with a –2D penalty. This works for 
  multiple attackers, add +2 to the difficulty for each that is to be 
  affected.  However due to the fast move any attack the defender wants 
  to make is reduced by –2D as well. 
  Quick 
  Parry 
  +5 
  The fighter parries an incoming attack and moves in a way that 
  blocks the enemy’s movement. The two characters have to make an 
  opposing dexterity roll or the attacker falls to the ground. 
   
  Circle 
  Attack 
  +10 
  This only works as a parry to an attack, so the Soresu fighter has to 
  successfully parry that attack (with the +10 difficulty).  The 
  combatants have to make an opposed Stamina roll. If the Soresu 
  fighter is successful, he is not only able to block the attack but moves 
  in a circling turn around to the back of the attacker. He gets a free 
  attack without a penalty for an additional action and only a –1D 
  penalty for using Soresu for an attack. 
  Action 
  Difficulty 
  Effect 
  Double 
  attack 
  +5 
  The Jedi attacks two times with quick strikes from different angles. 
  Any attempt to parry these strikes has to be done with a –1D penalty 
  each. However due to the quickness of the attacks, they deal –1D 
  damage. 
  Tumble 
  Strike 
  +10 
  The character has to pass a moderate Acrobatics roll.  If successful, 
  the attacker is able to somersault over the defender and strike while 
  above him. This makes it difficult to parry or dodge. Any attempt to do 
  this receives -2D. 
  Spinning 
  Attack 
  +10 
  After passing a moderate Acrobatics roll, the attacker spins around 
  his own axis and by that gains extra power for an attack. Then the 
  attack roll is done (without a penalty for an additional action) and 
  when successful add +2D to the damage. 
  
  Form V: Djem So 
  Djem So is an offensive form of Soresu and is 
  almost as effective against blaster weapons. However 
  it does not stick to defence but concentrates on 
  redirecting attacks and moving into an offensive 
  position making counterattack easier. Some warn 
  that this form is very close to the dark side. 
  Whenever a Form V user attacks after he has parried 
  or blocked an attack, he receives a +2D modifier to 
  the attack roll (this includes redirecting blaster bolts). 
  However any attack rolls not countering a first attack 
  are done with a -2D penalty – the legacy of its 
  Soresu origin.  
   
  Requirements: Strength 3D+2 
   
   
  Action 
  Difficulty 
  Effect 
  Heavy 
  Parry 
  +5 
  The Form V user parries a melee attack with a heavy Strike.  Make an 
  opposing Strength test. If successful the Form V user is pushing the 
  opponents weapon aside. If the next action is another attack of the 
  opponent it is done with a –1D penalty. If the next action is an attack of 
  the Form V user, any attempts to parry it are done with a 1D penalty. 
  Two 
  Hand 
  Thrust 
  +10 
  During this maneuver the Form V user grabs the hilt of the weapon 
  with two hands and thrusts sideward at the opponent. It deals +1D+1 
  damage and any attempts to parry it are done with a 1D penalty.   
  Jump 
  Strike 
  +15 
  After passing a moderate Jumping test, the attacker jumps up and 
  grabs the hilt with two hands, strikes as he comes down again – thus 
  adding the speed of the “fall” to the strike. Difficult to block, any 
  attempts to parry are done with a –1D penalty, while the attacker 
  receives +2D to the damage. However since changing course in mid-air 
  is difficult, if not impossible, it is quite easy to dodge that attack. Add 
  +2D to any dodge rolls against this maneuver. 
   
  
  Form VI: Niman 
  Form VI is a conjunction of the Forms I, III, IV and 
  V. It is popular with most non-combat Jedi, 
  diplomats or teachers who want a broad training in 
  lightsaber combat, without concentrating on one 
  aspect of that art. Form VI also includes stares, 
  postures and screams that draw upon the diplomatic 
  skills of a Jedi enabling him to “persuade” 
  opponents that surrender would be the best solution. 
  Due to the rather defensive nature of Form VI users 
  of that power gain +2 to defense rolls, while attack 
  rolls suffer a –2 penalty. Additionally the Niman user 
  receives a number of boni for equaling one point per 
  Persuasion or Intimidation use (that has to be 
  chosen when the Form is learned first). These boni 
  may be distributed to attack or parry rolls during one 
  combat (with a maximum of four per roll).  
   
  Example: Jedi Knight Deck Star-Karian has a skill of 
  Persuasion 4D+2 and Intimidation 5D. He decides to base 
  his Niman-style on a more peaceful approach, thus he will use 
  the Persuasion skill and therefore gets 4 bonus points. Later 
  he enters a combat with four Gamorrean mercenaries. He 
  parries an attack and takes two of the bonus points and then 
  attacks two of the mercs, each with a +1 bonus. 
   
  Requirements: Persuasion or Intimidation 4D 
   
  Vicious stare - The Form VI user and one opponent 
  have to pass an opposing test.  The Form VI user 
  may use either Persuasion or Intimidation for that 
  purpose, while the opponent has to do a Willpower 
  test. The base difficulty for the Form VI user is 
  moderate, however with a +2 for every further 
  opponent that is to be affected. If successful add the 
  difference of the rolls to any aggressive actions done 
  by that opponent.  The opponent cannot gain a 
  positive modifier by that however. 
   
   
   
   
   
   
   
  Action 
  Difficulty 
  Effect 
  Heavy 
  Parry 
  +6 
  The Form VI user parries a melee attack with a heavy strike. Make an 
  opposing Strength test. If successful the Form VI user is pushing the 
  opponents weapon aside. If the next action is another attack of the 
  opponent it is done with a –1D penalty. If the next action is an attack of 
  the Form VI user, any attempts to parry it are done with a 1D penalty. 
  Double 
  attack 
  +6 
  The Jedi attacks two times with quick strikes from different angles. Any 
  attempt to parry these strikes has to be done with a –1D penalty each.  
  However due to the quickness of the attacks, they deal –1D damage. 
  
  Form VII: Juyo 
  Unlike the rhythmic and partly almost dance-like 
  maneuvers of other forms, Juyo is the exact 
  opposite.  It breaks the rhythm and therefore 
  surprises any defender. The break of rhythm is 
  accomplished by intuitive action, guided by the 
  force. As a consequence it can be dangerous to use 
  this form, since it may lead to the dark side.  Very 
  few Jedi usually are able to master this form. Any 
  attack done with Form VII can only be parried or 
  dodged with a –2D penalty and due to the close 
  connection with the Force, the character receives a 
  bonus to initiative rolls (for combat using Form VII) 
  equal to the dice in Sense – to a maximum of 4D. 
  Additionally the Juyo artist receives a +1 bonus to 
  attacks for each dark side point ( for each +3 make it 
  1D and add the rest, e.g. 5 DS Point give a +1D+2 
  modifier ).  This makes Juyo very attractive for Dark 
  Side users and tempts others to give in to the Dark 
  Side.  However since the Dark Side leans more 
  towards aggression it gives a –2 penalty to defensive 
  rolls for each DS Point (2 DS would give –1D-1 of 
  any roll to parry), but at least –1D.  
   
  Requirements: Strength 3D, Sense 2D 
   
   
   
  Action Difficulty Effect 
  Circling 
  Thrust 
  +5 
  The Jedi attacks in what appears to be a strike from an upper direction but 
  at the last moment twists the hand to make it a thrust instead.  This 
  makes it difficult to block. Any attempt to do so is done with an additional 
  –1D penalty. 
  Back-
  Thrust 
  +10 
  After passing a moderate Sense Life test, the Jedi is able to sense an 
  enemy behind him (this may be covered up by Force skills) and thrusts 
  backwards, taking the hilt in both hands. The strength of it give it a +1D 
  modifier to the damage roll. The sense test counts not as an additional 
  action to the attack (therefore no penalties apply). 
  Swing 
  Strike 
  +10 
  The Jedi grabs the lightsaber upside down (the blade is at the lower end of 
  the hand ). He then performs a swinging move like a pendulum, which 
  appears to be of defensive nature. With a sudden lift of the arm and a back 
  swing however the blade strikes at the opponent. This is difficult to block, 
  any attempt to do so is done with a 1D penalty, while the extensive 
  movement adds 1D to the damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  SECONDARY FORMS 
  Due to the less extensively developed nature of 
  the secondary forms they cost –1 Character 
  point to learn when advancing (the minimum 
  cost is still 1 and this does not stack with other 
  modifiers of a comparable nature); e.g. raising 
  Lightsaber: Sokan from 4D+1 to 4D+2 costs not 
  four points but three.  
  Form VIII: Sokan 
  Sokan is a lightsaber style that concentrates on 
  mobility and evasion, not unlike Ataru. It uses quick 
  maneuvers and tumbles as well as fast lightsaber 
  strikes to vital areas of an opponent. Sokan’s basic 
  philosophy is “not to be where the enemy strikes” - 
  as a result Sokan users gain +1D to dodge rolls when 
  using Sokan in combat. However Sokan needs much 
  room to be used. If the Sokan performer is within 
  confined spaces or cannot move due to wounds or 
  similar restraints he receives a –1D penalty for any 
  roll with that art. 
   
  Requirements: Dexterity 3D, Dodge 5D, Acrobatics 
  4D 
   
  Action 
  Difficulty 
  Effect 
  Roll 
  Attack 
  +10 
  The Jedi has to make a successful dodge roll against an enemy attack (without 
  the penalty for an additional action). By that the Jedi makes a forward roll. He 
  then thrusts his own blade into the enemy, adding a +1D modifier to the 
  damage. 
  Spin 
  Jump 
  +5 
  The Jedi jumps up and rolls either left or right and lands at either side of the 
  opponent. That gives him an advantageous position for an attack. If the next 
  action (can be a in the next round) is an attack of the Jedi he receives a +1D 
  modifier to the attack roll. 
   
  Form IX: Shien 
   
  Shien is a rarely practiced art and features an 
  unorthodox grip of the lightsaber. The blade is held 
  horizontally all the time with the tip pointing at the 
  opponent. A strike is performed by “throwing a 
  punch” at the enemy, while the blade is whipped 
  forward in a broad arc. This move restricts the 
  defensive capabilities of the wielder. Therefore any 
  attempt to parry attacks (including blaster bolts) is 
  done with a –1D penalty. But this unorthodox 
  method also improves the own ability to overcome 
  an enemy’s defense. A Shien user receives a +4D 
  bonus to attack rolls. However since this art can be 
  foreseen rather easily, this bonus is reduced by 1D 
  for each round of combat with the same opponent 
  to a minimum of 1D. 
   
  Requirements:  Dexterity 3D 
   
   
   
   
  
   
  Form X: Jar'Kai (Two bladed) 
   
  Form X teaches the art of using two lightsabers in 
  combat. While many Jedi learn the basics of that 
  form, only few ever master it. Form X has one 
  primary weapon used solely for attack, while the 
  second blade can be used for defense or offence. 
  Due to extensive training the Jedi used to using two 
  weapons at once, therefore the penalty for using an 
  additional weapon is reduced to –2, instead of -1D. 
  However off hand penalties still apply where 
  necessary. Some species have more than two hands 
  or comparable limbs. In that case the –2 modifier 
  applies to all limbs carrying a lightsaber. This 
  modifier counts only for Form X maneuvers. If the 
  Jedi wants to use another form with two blades, the 
  standard –1D penalty applies. 
   
  Requirements: Dexterity 3D 
   
   
   
   
   
  Action Difficulty Effect 
  Blade 
  shield 
  +5 
  The Jedi circles both blades in front of him, spinning them and by that 
  creating a shield in front of him.  This gives him a +2D bonus to any parry 
  rolls.  However this has to be the only action of the Jedi in that round 
  besides basic movement. 
  Double 
  Sweep 
  +15 
  The Jedi gabs both sabers upside-down and moves both hands from an 
  outward position and back again.  Any opponent within that 180-degree 
  angle is hit twice. However the quickness reduces the damage by –1D-1. 
   
  MODIFIED FORMS 
  Some Jedi swordsmen are so adapt in one form that 
  they begin to modify it into a personalized style.  
  They work as the basic forms, but have to be bought 
  as specializations. At the beginning one has to buy 
  one complete die, without getting the benefits from 
  it – just to learn the advanced form (Yes this way 
  higher scores in the basic skill mean higher costs to 
  learn the modified form. This is meant to reflect that 
  especially in martial arts it is difficult to relearn new 
  patterns after extensive training of others).  Only 
  then a Jedi can try to advance in that form further.  
  Additionally the Jedi has to have at least 5D in the 
  basic form.  
   
  Action 
  Difficulty 
  Effect 
  Spin 
  Attack 
  +5 
  The Jedi spins around his own axis and by that gains momentum to a 
  following attack. This does +1D damage then. 
  Broad 
  Sweep 
  +5 
  The Jedi hits two opponents with the blade that is within reach. Divide 
  the dealt damage dice between the two. 
  
  Example: The Jedi Master Sumas Vakoth wants to learn the 
  Vaapad style created by Mace Windu. Since it is a Form 
  VII variant she needs at least 5D in Form VII.  She has a 
  score of 6D+2 in that form. She needs to advance to a 
  “virtual” 7D+2 to have access to Vaapad. Thus it costs 6 
  CP for a score of 7D, 7 for 7D+1 and another 7 for the 
  7D+2. Afterward she knows Juyo:  Vapaad with 6D+2. 
  Any further advancement is done like any other specialization 
  (not skill!). 
   
  Obviously a trainer is needed for such variant forms, 
  which are probably very rare, often only one Jedi at a 
  given time knows that style.  But remember a Jedi 
  using a modified form also gains the advantages of 
  the basic form and of course has access to the 
  maneuvers. However only maneuvers of the 
  modified form may be done with the according 
  specialization.  
   
  Example: Jedi Master Tal-Ravis has the skills Soresu 
  9D+2 and Soresu: Jen-Kar 11D. He attempts to make a 
  Circle attack. Since it is a basic maneuver he only has 9D+2 
  to roll (with a –1D penalty since it is an offensive action). 
  Afterwards he performs an Aerial Strike. As this is a 
  modified maneuver he may roll 11D, but still receives the 
  penalty for making an offensive action with Soresu. If he 
  would make a standard attack (or parry) without a special 
  maneuver, he can choose in which style that is to be made. 
   
  Form III Variant: Jen-Kar 
  This variant was developed by Jedi Master Ronen 
  Tal-Ravis in the late days of the Republic. Jen-Kar 
  means “Strong Tree” in the language of his home 
  world Muthan. Jen-Kar modifies the idea of Soresu. 
  It is as defensive (with only one actual offensive 
  move) and intended for use against a large number 
  of enemies – but works as fine against a single one. 
  The Jedi does barely a move when using this form, 
  like a tree in a storm, he bends and turns but he does 
  not change his position. That way the attackers have 
  to come to him and the Jedi spends no strength on 
  movement, but can keep his concentration on 
  defense. This further focus gives another +1D to 
  defensive actions such as parry or block. However 
  the movement restriction reduces any attack rolls by 
  another –1D. Additionally Jen-Kar users are 
  especially trained in defending against attacks in the 
  back. No penalties apply for parries against such 
  attacks. However since Jen-Kar is a very stationary 
  style it may not be used before or after movements 
  of more than one third of the characters movement 
  rate, with the exception of the first action (which is 
  usually an Aerial Strike). 
   
  Requirements: Dexterity 3D+1 
   
  Action 
  Difficulty Effect 
  Aerial 
  Strike 
  +15 
  The Jedi has to pass a moderate Alter or Control roll and then a Jumping 
  test (both without penalties for additional actions, since it is one 
  maneuver). He then jumps high up into the air and comes down at a 
  desired location, with the blade directed downwards.  Before landing the 
  blade is thrust into an opponent.  This is usually referred to as the 
  opening maneuver of Jen-Kar. The Jedi gets himself in a good position 
  and surprises the enemy. This strike deals an extra 2D of damage, while 
  the Jedi himself is difficult to hit. 
  Circle 
  Defense 
  +10 
  The Jedi spins the lightsaber’s blade around in one hand and moves the 
  weapon arm from one side to the other, effectively creating an impassable 
  wall.  This gives another +2D to parry rolls against blasters, but no attack 
  actions may be performed this round. 
   
  Form VII Variant: Vaapad 
  Vaapad takes the “bad side” of a Jedi and channels 
  his negative emotions through combat maneuvers. 
  This is extremely dangerous, since it touches the 
  path of the dark side and so far only Jedi Master 
  Mace Windu has successfully trained (and created) 
  that art, while some others failed. 
   
  Vaapad additionally concentrates on hurting enemies 
  at essential points (without necessarily killing them 
  but making them incapable of continuing combat). 
  
  Add +2 to any damage rolls using Vaapad.  However 
  it can only be used if the performer has at least on 
  Dark Side point. 
   
  Requirements: Strength 3D, Sense 4D, 1 Dark Side 
  Point 
   
   
   
   
   
   
  Action 
  Difficulty Effect 
  Disarm/ 
  Dismember 
  +6 
  The attacker strikes either the weapon hand, or a limb, to disarm or 
  immobilize the defender. Add +1D damage, armor does only apply if 
  that body parts contain armor. He may also target a beings head 
  (raise difficulty by +4), which adds another 1D damage. This 
  maneuver may also be used to only threaten an enemy with such a 
  wounds and by that restrict him in his movement. An opposing 
  Perception (initiative roll) is needed to break from such a “lock”. 
  Random 
  Strike 
  +10 
  The Jedi seems to move the blade in a random and not dangerous 
  way. However it is perilous and therefore the next attack of the Jedi 
  can only be parried with a –1D penalty and it deals +1D damage. 
  Blind 
  Attack 
  +10 
  After passing a difficult Sense Life test the Jedi is able to strike 
  blindly at an enemy, meaning without looking at him (or in darkness 
  or when blinded), which surprises the opponent. Any attempt to parry 
  or dodge this suffers a –2D modifier. This does also count for 
  redirected Blaster bolts. 
  
  D6 SYSTEM 
  DUELING 
  BLADES 
  Combat 
  Variant 
  By Peter Schweighofer 
   
   
   
   
  Melee combat can 
  play a vital role in 
  D6 
  games, 
  especially those for 
  Star 
  Wars 
  and 
  Hercules & Xena. 
  Although the D6 
  and 
  D6 
  Prime 
  Systems have some 
  of the easiest rules, 
  there’s 
  always 
  room 
  for 
  improvement 
  and 
  streamlining, especially when you’re running a game 
  for cinematic, fast-paced effect. 
   
  The Dueling Blades variant focuses on condensing 
  melee 
  combat, 
  substituting 
  simultaneous 
  hit 
  resolution for round-based attacks and defenses. It 
  also produces more varied results besides simple 
  damage. (The system can also streamline brawling 
  confrontations, if you’d like.)  
   
  Dueling Blades handles melee combat simultaneously 
  with opposed rolls. Instead of combatants rolling 
  their melee combat and melee parry skills each turn, have 
  them roll their melee combat skill dice simultaneously. 
  For systems relying on dual combat/parry skills like 
  Star Wars, use the higher skill. For Hercules & Xena, 
  just use the fighting skill.  Each round, opponents roll 
  their combat skill. The higher one wins that round of 
  melee repartee. The actual results depend on how 
  much higher one opponent rolled above the other’s 
  score; check out the Combat Results table below. 
  Example: Smuggler Dan has a melee combat skill of 
  5D, but his melee parry is 6D.  Using the Dueling 
  Blades variant, he’d roll 6D in melee. 
   
  Dueling Blades Rule of Thumb: 
   
  Each combatant rolls her melee/fighting skill 
  dice. The higher total wins that round. The 
  difference between the two indicates combat 
  results. 
   
  Example: Jedi Jane and Bob the Evil Jedi are facing off on 
  a catwalk high above the industrial sector of some starport. 
  Each rolls their lightsaber skill. Jane gets a 19, while Bob 
  gets a miserable 11. Jane wins this round of fighting, and 
  probably knocks Bob off balance (see the table below). 
   
  Forget Defense Totals and minimum difficulty 
  numbers to hit with various melee weapons.  Just roll 
  the appropriate skill dice each round, determine the 
  winner and combat effect.  This system certainly 
  favors those with significantly higher skills, but with 
  Force Points, Character Points and Fate Points, 
  there’s always a chance for the underdog to triumph 
  at a critical moment. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  Combat Effects 
  The Combat Results table above indicates various 
  effects based on how much higher one opponent 
  rolls over another. For D6 System games, this relies 
  on the difference in skill roll totals; for D6 Prime, it’s 
  based on the number of successes rolled above the 
  loser’s score.  
   
  Example: Pandemonios and Articles are fighting over some 
  insult delivered in a tavern. Each is bashing away with their 
  sword.  Pandemonios rolls 6 successes on his fighting skill; 
  Articles only rolls 4 Pandemonios knocks Articles off balance. 
  Next round Articles has a -1D penalty to all his 
  actions...including rolling his fighting skill dice. 
   
  Force Back: The winner’s blows are so well placed 
  and powerful the loser must retreat, often in a 
  direction she’d rather not be heading. The winner 
  (with the gamemaster’s help) determines the 
  direction based on the surroundings and combatants’ 
  placement. The loser might be steered toward 
  another obstacle: a wall, chasm, trap, another 
  opponent. 
   
  Knock Off Balance: The winner manages to knock 
  the loser off balance, either through heavy blows, 
  fancy maneuvering, or forcing the loser onto 
  unsteady ground. This effectively “stuns” the loser, 
  inflicting a -1D penalty against all actions for the 
  next round only. The loser can still act, but at a 
  significant disadvantage. 
          
  Wound: The winner strikes a blow on the loser. 
  Follow normal damage rules for your particular 
  game. If the loser was knocked off balance last 
  round, the -1D penalty may also apply to Strength 
  rolls to resist damage; losing one’s balance exposes 
  Winning Difference 
  Combat Effect 
  D6 
  D6 Prime 
   
  1-5 
  1 Success  
  Force back. 
  6-10 
  2 Successes 
  Knock off balance: -1D to all rolls next round. 
  11-15 
  3 Successes 
  Wound: inflict damage per rules. 
  16+ 
  4+ Successes 
  Trick: successfully executes combat-related maneuver--
  disarms opponent, slices suspenders and drops his pants, 
  throws cape over his head and confuses him. 
  
  more vital areas to hits, or can make certain body 
  parts easier targets. The winner chooses exactly how 
  much damage to inflict, within the range indicated by 
  his weapon and any damage rolls made. 
         
  Trick: The winner is such a good fighter she 
  manages to pull some kind of trick combat 
  maneuver on the loser: disarming him, throwing a 
  cape over his head, knocking him to the ground, 
  slicing his suspenders and dropping his pants. The 
  winner, with the gamemaster’s guidance, can help 
  determine the exact trick effect. 
   
  The winner may always choose a lower option, no 
  matter how high she rolls. A good fighter knows 
  how to produce the desired effect, whether it’s to 
  maneuver an opponent into a tenuous position or 
  wound him just enough. 
   
  Example: Jedi Jane rolls a 28 against Bill the Evil Jedi’s 
  lightsaber score of 15. Theoretically Jane could inflict damage 
  on Bill according to the regular wound rules. However, Jane 
  wants to toy with Bill a bit more. She instead chooses to force 
  him back toward the deep chasm. She could also choose to 
  knock him off balance, lowering his roll next round by -1D.  
  (This option is useful when the winner is trying to get a higher 
  score next round to possibly execute a combat-related maneuver 
  with the “Trick” result.) 
   
  The Dueling Blades option simplifies melee combat 
  into opposing rolls each round, with variable results 
  on the battlefield. This variant is recommended for 
  any melee-heavy games: Hercules & Xena, Star Wars 
  lightsaber combat, a Three Musketeers-type campaign, 
  even a pirate game. 
   
   
   
  ************************************************* 
   
   
  The author of Dueling Blades Combat Variant is a West End Games expatriate, formerly editor of The Official Star Wars 
  Adventure Journal and author of such game products as Platt’s Starport and Smugglers Guides, The Raiders of the Lost Ark 
  Sourcebook, the Star Wars Introductory Adventure Game, Imperial Double-Cross, the Shadows of the Empire Sourcebook, and numerous 
  Journal articles. He’s currently an editor at a historical publishing institute in Williamsburg, Virginia. 
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/SWD6 - Lightsabers - The Ultimate Guide to Lightsaber Construction & Use.pdf