| Lightsaber combat by standard WEG rules can become rather drab and boring. By adding techniques to these duels the combat should be much more interesting. | |
| Enter the lightsaber dual per the standard rules, making the required moderate Control and easy Sense roll. When dueling, add your Sense code to your lightsaber combat skill then add or subtract the bonus/penalty and roll to see if you have hit. The difficulty is either the same roll of your opponent or the difficulty of the technique, whichever is higher. To calculate damage, add or subtract as many of your Control dice as you desire to the base damage of the lightsaber and then add or subtract the bonus/penalty of the technique. | |
| If either player fails to beat the difficulty of the technique, they automatically miss even if they beat the roll of the other player. If they fail to beat the difficulty and roll a mishap, there is a fumble of some kind (see mishap table). | |
| Contrary to standard WEG rules I usually do not consider each Skill used in a Force Power roll to be an action. On that note, when using Lightsaber combat, multiple action penalties only apply when making more than one attack per round or when making other actions or using other powers per standard rules. | |
| Unless otherwise specified, each Lightsaber combat roll is both an attack and a defend. Characters may only make one Lightsaber combat action per round, unless multiple combatants or multiple sabers are involved. | |
| In the case of multiple combatants, one Lightsaber combat action may be made for each opponent. If there are three opponents you may make an action against each one that is in combat range or that you expect to be in combat range by the time your action takes place. If you make an action against two of them and the third manages to get close enough to attack you, then you must make a "reactionary" Lightsaber combat roll using the normal attack technique only. | |
| Wielding two lightsabers at once can provide a tremendous advantage in combat. If you have the (A) Dual Lightsaber skill you may make two attacks against a single opponent or one attack against two opponents with no multi-action penalty. | |
| The advanced skills (A) Dual Lightsabers and (A) Double-Bladed Lightsaber require that you have at least 5D in Lightsaber Combat as a prerequisite. They may be improved as with any other advanced skill, costing double the number before the D to advance +1. | |
| In standard WEG rules, simply beating the opponents Lightsaber combat roll was enough to hit them, however that makes lightsaber duels very boring compared to the epic battles you would expect. So, use the following chart to determine hits. |
Difference in Lightsaber Combat rolls |
Results |
| 0 - 5 | Tie |
| 6 - 10 | -1D to Loser's Sense roll for the next strike or, if no more actions are taken that round, -1D to Loser's Perception to gain Initiative for the next round. |
| 11 - 15 | Loser is hit, glancing blow. Reduce damage by one level. If no damage is taken, apply the above effects. |
| 16+ | Loser is hit, apply damage normally. If no damage is taken, apply the above effects. |
| When a character learns both of the Lightsaber combat skills he or she acquires all of the basic techniques. However, more advanced techniques must be taught by a master or created by the character through experience. You begin with one advanced technique for each D of Lightsaber combat and you receive one advanced technique every time you raise your Lightsaber combat or either of the advanced skills by 1D. | |
| Note that the basic techniques include only those directly involving the Lightsaber combat skill. You may use other Force powers while fighting as well as Martial arts and any number of skills. The more variety you use the more dramatic your duel will be. Some of the advanced techniques may include some of these additional actions as part of a combo and require the other skills to be rolled. In this case, the multi-action penalty is taken into account with the Sense bonus or penalty and no further penalties need to be applied unless the user attempts other actions in addition to the combo. | |
| In the case of (A) Dual Lightsabers each weapon can use any of the basic techniques. However most of the advanced techniques are specific to one type of combat. Also note that most of the Dual Lightsaber Techniques use both sabers at once and count as your lightsaber combat action, meaning you cannot use two advanced techniques in the same round unless there is more than one opponent and multiple action penalties would then apply. | |
| If a die code is labeled "NA" on the chart below, it means that you cannot roll for that part of the skill at all. If it is labeled "+0D", then there is no modifier. |
Technique |
Effect |
Sense
|
Control
|
Difficulty |
| Parry | Concentrating on deflecting attacks. May still perform other actions normally. | +3D | NA | Easy |
| Full Parry | Concentrating only on deflecting attacks. May not perform any other actions, rolled again for each attack with no multi-action penalties. | +4D | NA | Moderate |
| Blocking Attack | A short, weak strike. Saber stays in defensive position throughout attack. | +2D+1 | -3D | Moderate |
| Fast Attack | A quick swipe motion. Although weak, it may penetrate defenses easier. | +1D+2 | -2D | Moderate |
| Medium Attack | A mid-ranged attack, gains a small hit bonus with minimal cost to damage. | +1D | -1D | Easy |
| Normal Attack | A mid-ranged attack, used by default. | +0D | +0D | Easy |
| Heavy Attack | A broader, stronger attack. It leaves a small opening in defense. | -1D | +1D | Easy |
| Strong Attack | Slashes in broad arcs, leaves venerable areas. | -2D | +2D | Moderate |
| Jab | A quick forward thrust may catch your opponent off guard and sacrifice no damage. | +1D | +0D | Moderate |
Technique |
Effect |
Sense
|
Control
|
Difficulty |
| Backward Slash | This attack has no penalty for not being able to see the opponent directly behind your character, by twirling around with a quick slash. | +0D | +1D | Difficult |
| Backward Stab | This attack has no penalty for not being able to see the opponent directly behind your character, by flinging the lightsaber over quickly in the hand and thrusting it behind you. | +0D | +0D | Moderate |
| Blur | By swinging in an extremely fast erratic pattern it is possible to temporarily confuse your opponent. A very difficult Perception or Sense check is needed by the opponent to follow the blade. If the roll is failed, the opponent looses 2D from Sense for every 5 points. This penalty is applied to the strike immediately following the technique. | +3D | NA | Difficult |
| Called Strike | This technique allows the user to target specific body parts on their opponent. To strike at a general area (head, torso, arm, leg) subtract 1D from Sense or to strike a specific location (eye, hand, heart, knee, etc.) subtract 2D from Sense. This technique must be combined with another technique, it is not a separate action. If strike is successful, damage is applied to that body part (see Maiming, below). | -1D or -2D | +0D | Difficult |
| Coup de grāce | When a target is prone, this attack can be used to end his suffering by stabbing the lightsaber blade through the torso and into the floor. | +1D | +2D | Moderate |
| Death From Above | If the user makes a Moderate Jumping roll, the character can make an incredibly strong attack from above that can quite literally cleave the opponent in half. | -3D | +5D | Very Difficult |
| Death's Handshake | If the user makes a Difficult Martial Arts roll, he can catch the opponent's head behind his knee and knock him to the ground and automatically behead him on the way down. Note, if the opponent has an active lightsaber the difficulty increases by +30. | +0D | NA | Heroic |
| Disarm |
It is possible to disarm your opponent by striking their blade and twirling your blade around. If the opponent is not careful, the centrifugal motion will sling the opposing blade away. If the hit difference is 11-15 subtract 1D from the loser's Sense roll for the next action in addition to the penalties from the above chart (2D total). If the difference is >15 the saber is removed from the loser and flung 2D meters, using grenade chart. If lightsaber is still on, it may cause damage to nearby objects. |
+2D | NA | Difficult |
| Double Jab | If this pair of quick thrusts is not blocked it causes two separate wounds in the target. The attack is rolled only once but the damage is rolled separately. | +1D | +1D each | Difficult |
| Evasion Attack | By making a Moderate Dodge, Martial Arts, or Jumping roll allows 10 meter lateral movement while attacking. If successful the enemy must beat both the Lightsaber combat and Dodge, Martial Arts, or Jumping roll in order to hit. | +0D | +0D | Difficult |
| Impale | An incredibly strong jab designed to drive the saber completely through the body up to the hilt. | +1D | +2D | Difficult |
| Flurry | A series of fast attacks in rapid succession designed to penetrate the enemy's defenses. | +3D | +0D | Very Difficult |
| Lunge Attack | This quick upward attack can be used to attack any single opponent within 10 meters. | +2D | +0D | Moderate |
| Rancor's Bite | This heavy attack uses extra momentum built up by spinning the saber several times rapidly before striking. | +0D | +3D | Very Difficult |
| Rolling Jab | This jabbing attack is made immediately after a roll across the floor and suffers no multiple action penalties. | +1D | +0D | Moderate |
| Spinning Slash | Spinning quickly and slashing at your opponent results in increased damage, and only exposes your defenses for a small instance. | -2D | +3D | Difficult |
| Vornskr's Maw | A series of spinning attacks designed to both parry and inflict serious injury. | +1D+2 | +2D+2 | Very Difficult |
Technique |
Effect |
Sense
|
Control
|
Difficulty |
| Black Wasp | Two quick slashes followed by an upward strong slash causes good damage for a small sacrifice in the ability to hit. | -1D | +2D | Moderate |
| Called Strike | This technique allows the user to target specific body parts on their opponent. To strike at a general area (head, torso, arm, leg) subtract 1D from Sense or to strike a specific location (eye, hand, heart, knee, etc.) subtract 2D from Sense. This technique must be combined with another technique, it is not a separate action. If strike is successful, damage is applied to that body part (see Maiming, below). You may make called strikes with each saber against a single or multiple opponents. | -1D or -2D | +0D | Difficult |
| Double Backward Slash | This attack has no penalty for not being able to see the opponent directly behind your character, by twirling around quickly slashing with both saber blades. | +1D | +1D | Difficult |
| Double Coup de grāce | When a target is prone, this attack can be used to end his suffering by stabbing the both lightsaber blades through the torso and into the floor. If necessary this technique may be made against two separate prone | +1D | +3D | Moderate |
| Dual Saber Barrier | By making a Difficult Telekinesis roll, the character may release both sabers and spin them around in a erratic circular pattern. Any enemy within a 5 meter radius must Dodge or Parry. Attack does saber damage only, no Control may be added. | +0D | Saber Only | Very Difficult |
| Horizontal Spin Attack | A Moderate Martial Arts roll allows the character to launch themselves horizontally across the room, twirling both blades as they move. Attacks adjacent targets along a 10 meter move but any opponent that blocks better than a tie stops this action. | +0D | +0D | Difficulty |
| Lament Reversal | Two spinning slashes followed by an incredibly powerful downward attack which can easily remove limbs or slash through bodies. | -1D | +4D | Heroic |
| Leap Attack | Making a Moderate Jumping roll allows the character to leap forward up to 5 meters and make a downward downward attack with both blades. This only targets one opponent. | -2D | +3D | Difficult |
| Mantis Kiss | Two fast attacks which form an "X" in front of the opponent's face followed by a called shot to the head with the intent to sever it from the body. The first two attacks are rolled as if they were individual fast attacks and the final called strike is a free action which automatically hits if both of the fast attacks must result in better than a tie. |
+1D+2 +1D+2 +0D |
-2D -2D +2D |
Heroic |
| Rising Thorn |
This technique allows the character to backflip away from an attack and then immediately flip forward again and slash with both blades. A Difficult Martial Arts or Jumping or Dodge roll is needed to make the flip which can function as a Dodge. Both lightsabers must attack the same target. |
-1D | NA | Difficult |
| Saber Circlet | This strong triple turns with both sabers extended is not very controllable but can cause substantial damage to all adjacent targets. No movement is possible during this round as the character must use all his strength for the triple-axle turn. | +0D | +2D | Difficult |
| Spider's Daughter | A Very Difficult Martial Arts roll will allow the character to make a forward flip followed immediately by a spinning kick which causes STR+1D damage. This is immediately followed by a strong slash with both lightsabers. The spinning kick and lightsabers must attack the same target. | +0D | +2D | Difficult |
| Triple Jab | A trio quick thrusts that causes multiple separate wounds in the target. The attack is rolled only once but the damage is rolled separately. | +1D | +1D each | Difficult |
| Windmill Attack | The character twirls and spins both blades in front in an interlocking figure-8 pattern. This makes an attack that is almost impossible to block and also causes tremendous damage. | +3D | +3D | Heroic |
| Strike Location - Characters suffer hits at specific locations. It is important to know where the strike has landed because armor may protect different locations with different values and because of the risk of maiming (see below). If the strike is a hit (per hit chart above), then roll 1D. |
Roll |
Strike Location |
| 1 | Head |
| 2 - 3 | Torso |
| 4 | Right Arm |
| 5 | Left Arm |
| 6 | Leg (roll 1D: odd = left; even = right) |
| Maiming is common in lightsaber combat. Determine the location on the target hit using the Strike Location rule or the Called Strike technique. If the damage result is mortally wounded, the strike location has been rendered unusable and is considered maimed. If the damage result is dead then the location has been completely severed or destroyed. If this is the result of a Called Strike, the body remains mortally wounded, if not, the GM may use his own discretion to determine if the target is dead. The body part remains maimed even if the Jedi uses the Force to heal or reduce injury. Maiming can be repaired through extensive surgery and cybernetic enhancements. (Darth Vader had been maimed several times in the course of his career, hence the life-support system and extreme cybernetics.) |
| Dark Jedi and their light side adversaries enjoy customizing their lightsabers. Building a saber from scratch is often one of the tests a young apprentice must face and countless hours are spent in its construction. Because of this lifetime commitment, a saber becomes an extension of the wielder, so much so that the loss of a weapon can often demoralize its master and cause a 1D penalty to all Force skills until a new weapon is constructed or the original is recovered. | |
| Lightsabers contain seven customizable components: hilt, power cell, emitter, lens, and three crystals. These can all be changed to give virtually limitless combinations to completely personalize a saber. A lightsaber detail chart, as shown below, will show the details of a character's lightsaber. | |
| Hilt: The hilt is the casing that contains the saber's other components. It is roughly cylindrical, with an grip area and various controls. Larger hilts can contain additional focusing crystals and/or more optional components. Small hilts are more easily concealed and potentially more agile. The size of the hilt is expressed in centimeters of length which corresponds to 'units' of capacity for components. Crystals, lenses, and emitters are not included in part of this capacity, only power cells and optional components. | |
| Power Cell: A lightsaber uses almost no energy while active, even when dueling with other sabers. It only uses energy when it cuts through material. All lightsabers contain a power cell, but not all are necessarily the same. Some provide simple bonuses to damage, while others are designed to discharge their energy more rapidly when contact is made with a foreign material. Others generate minor ionic fields that can disrupt the electrical systems of droids or cause stunning damage. | |
| Emitter: The emitter controls the size and shape of the blade. They can confine the beam or spread it out, lengthen or shorten it. A basic emitter provides a normal saber size and consistency. | |
| Lens: The lens focuses the beam by passing it through a crystalline disk. This is an additional component and is not essential for the basic saber to function. | |
| Primary Crystal: The primary or generator crystal is a critical component and is used to generate the beam from the power cell. These crystals are imbued with the Force and it is this connection that allows its Force-sensitive wielder to control the blade and for the weapon to pass certain ability bonuses to its bearer. Primary crystals typically come from the Adegan family, although Corusca gems are also a rare source. A handful of crystal types are available in innumerable hues to create a blade of virtually any color. | |
| Secondary Crystals: Up to two additional crystals may be added to further focus the beam before it passes through the lens and the emitter. These crystals also have a strong connection to the Force and via the Primary Crystal to the user. Many different crystals are available that modify the blade or improve the user's abilities. | |
| All components require a lightsaber repair roll to install. All crystals require a moderate roll, and the difficulty varies with other the individual components. | |
| Lightsaber components can be found or earned during adventures or they may be taken from fallen Jedi. Rare opportunities to buy components or to trade them with other players will be offered from time to time. |
| Lightsaber | Total Damage & Bonus | Difficulty |
| Hilt | Primary Crystal | Power Cell |
| Secondary Crystal | Emitter | |
| Tertiary Crystal | Lens |
Hilt Style |
Description |
Difficulty |
Size |
Bonus/Penalt |
| Standard | A normal, no frills hilt. 3 Crystals | Moderate | 28 | None |
| Small | Concealable and usually used single
handed. 2 Crystals |
Difficult | 20 | +1D when concealing Saber +1D to hit when Dual Wielding |
| Large | Longer grip provides better control when
using aggressive fighting techniques. More room for components. 3 Crystals |
Easy | 34 | +1D to hit when using techniques that give greater than +2D to damage |
| Double | Standard hilt for a double-bladed lightsaber. 2 Emitters, 6 Crystals. | Very Difficult | 48 | None |
| Curved | Curving 'scimitar' style hilt improves
blade control for quick techniques. Requires greater skill to use. 3 Crystals |
Very Difficult | 26 | +1D to hit when using techniques that give +1D or less to damage, including parries Increase base difficulty by 1 level |
Component |
Description |
Difficulty |
Size |
Bonus/Penalty |
| Standard Activation Stud | Press once for On and once for Off | Very Easy | 1 | None |
| Double Off Activation Stud | Press once for On and twice for Off | Easy | 1 | None |
| Pressure Switch | Activates with grip pressure, switches off if dropped | Moderate | 2 | None |
| Lock Switch | Lightsaber may be locked in "On" position for throwing | Moderate | 2 | None |
| Internal Switch | The weapon is activated via telekinesis | Difficult | 2 | None |
| Genetic Sensor | A small sensor activates every fifth round to determine identity of user. Automatically cuts power. | Very Difficult | 4 | None |
| Trapped Hilt | Used in addition to genetic sensor or a dummy activation stud. Does 4D Stun Damage | Very Difficult | 6 | None |
| Improved Trapped Hilt | Used in addition to genetic sensor or a dummy activation stud. Does 6D Stun Damage | Very Difficult | 10 | None |
| Waterproof housing | Weapon is completely watertight | Moderate | 4 | None |
| Concealed Compartment | May hide small items within the lightsaber hilt | Moderate | 10 | None |
| Hilt Coupling | Allows two hilts to be connected to form a double-bladed lightsaber | Very Difficult | 10 | None |
| Recharge Coupling | Allows power cell recharge without removal from hilt | Easy | 2 | None |
| Translator Unit | Recognizes several hundred alien dialects. | Moderate | 4 | +2D Languages |
| Comlink | Installs standard comlink in hilt | Easy | 2 | None |
| Syntherope dispenser | 20 meters of FrictionGrip treated syntherope | Moderate | 4 | +2D Climbing |
| Sensor No-Show | Masks body heat emissions with electromagnetic sheath | Very Difficult | 6 | +2D Sneak |
| Lock Breaking Kit | Aids in opening an electronically sealed door | Very Difficult | 6 | +2D Securtiy |
Power Cell |
Description |
Difficulty |
Size |
Bonus/Penalty |
| Standard | Normal Lightsaber Power Cell | Easy | 10 | None |
| Diatium Cell | Improves damage output | Moderate | 12 | +2 damage |
| Improved Diatium Cell | Improves damage output | Difficult | 14 | +1Ddamage |
| Superior Diatium Cell | Improves damage output | Very Difficult | 16 | +1D+2 damage |
| Ultimate Diatium Cell | Improves damage output | Heroic | 18 | +2D damage |
| Discharge Cell | More energy released when damage occurs Requires recharge after battles |
Difficult | 16 | Damage is increased 1 level |
| Improved Discharge Cell | More energy released when damage occurs Requires recharge after battles |
Heroic | 20 | No Glancing Blows Damage is increased 1 level |
| Ion Cell | Additional Damage to Droids/Electronics | Moderate | 12 | +1D damage vs droids |
| Improved Ion Cell | Additional Damage to Droids/Electronics | Difficult | 14 | +1D+2 damage vs droids |
| Superior Ion Cell | Additional Damage to Droids/Electronics | Very Difficult | 16 | +2D damage vs droids |
| Stun Cell | Stun damage on weapon impact | Moderate | 12 | 4D stun damage |
| Improved Stun Cell | Stun damage on weapon impact | Difficult | 14 | 5D stun damage |
| Superior Stun Cell | Stun damage on weapon impact | Very Difficult | 16 | 6D stun damage |
Emitter |
Description |
Blade Length |
Difficulty |
Bonus/Penalty |
| Standard | Normal Lightsaber Emitter | 1.5 meters | Moderate | None |
| Increased Illumination | 20 meter radius light source | 1.5 meters | Moderate | None |
| Decreased Illumination | 2 meter radius light source | 1.5 meters | Difficult | None |
| Darksaber Emitter | An extremely rare component that forces
the blade's natural color into the UV spectrum |
1.5 meters | Heroic | None |
| Short Blade Emitter | Short blades are easier to control but do less damage | 1 meter | Easy | +1D to hit -1D damage |
| Long Blade Emitter | Long blades do more damage but are easier to block | 2 meters | Difficult | -1D to hit +1D damage |
| Dual Phase Emitter | Blade may change length during combat as an action | 1.3 meters 1.8 meters |
Very Difficult | +2 to hit when set to short +2 damage when set to long |
| Deflection Emitter | Improves chances of block blaster shot | 1.5 meters | Moderate | +1D control to deflect |
| Advanced Deflection Emitter | Improves chances of deflecting blaster shot back | 1.5 meters | Difficult | +1D control to deflect +1D when redirecting bolt |
| Expert Deflection Emitter | Increases damage of reflected blaster shot | 1.5 meters | Very Difficult | +1D control to deflect +1D when redirecting bolt +1D to damage of original bolt |
| Fencing Emitter | Creates tighter blade for jabbing style attacks | 1.5 meters | Difficult | +1D to hit and damage when making jabbing style attacks |
| Expert Fencing Emitter | Creates extremely tight blade for jabbing style attacks | 1.5 meters | Very Difficult | +2D to hit and damage when making jabbing style attacks |
Lens |
Description |
Difficulty |
Bonus/Penalty |
| Synthesized Kunda Lens | Makes it easier to deflect attacks | Difficult | +2 control to deflect +1D to hit, -1D damage |
| Pure Kunda Lens | Makes it easier to deflect attacks | Very Difficult | +1D+1 control to deflect +2D to hit, -1D damage |
| Synthesized Byrothsis Lens | Tightens blade to increase damage | Moderate | +1 damage |
| Pure Byrothsis Lens | Tightens blade to increase damage | Difficult | +2 damage |
| Enhanced Byrothsis Lens | Tightens blade to increase damage | Very Difficult | +1D damage |
| Beam Gem Lens | Improves beam stability | Very Difficult | +1D to hit |
| Improved Beam Gem Lens | Improves beam stability | Heroic | +2D to hit |
| Vibration Lens | Decreases beam stability for extra damage | Very Difficult | +1D+2 damage -1D to hit |
| Improved Vibration Lens | Decreases beam stability for extra damage | Heroic | +2D+1 damage -2D to hit |
| Ossus Dueling Lens | Tightens beam and improves stability | Very Difficult | +1D to hit +1D damage |
| Korriban Dueling Lens | Tightens beam and improves stability | Heroic+10 | -2D to hit +3D damage |
Crystal Type |
Base Lightsaber Damage |
| Adegan: Kathracite | 3D+2 |
| Adegan: Relacite | 4D |
| Adegan: Danite | 4D+2 |
| Adegan: Mephite | 5D |
| Adegan: Pontite | 5D+2 |
| Corusca Gem | 5D |
Crystal |
Description |
Bonus/Penalty |
| Ankarres Sapphire | A rare crystal with nearly legendary healing properties. | +2D to healing rolls |
| Barab Ore Ingot | The only heavy metal known to
amplify lightsaber energy. The radioactive material produces an
extremely volatile blade that nearly looses cohesion. This effect easily causes flammable material to combust when the blade contacts. |
+2 damage |
| Bondar | This crystal sends pulses of neurologically disruptive energy along the blade, temporarily stunning the opponent. | All hits yield at least a Stun effect |
| Damind | These common crystals subtly enlarge a lightsaber blade, giving it slightly more damage and extend its length by 0.1 meters | +1 damage |
| Dragite | This crystal substantially
increase the sound a lightsaber makes when it strikes another object, but
more importantly it provides a small bonus to the characters ability to resist energy damage |
+2 energy armor |
| Eralam | This very rare crystal bonds easily to the character, improving his ability to activate and use the lightsaber. | +1D Lightsaber Combat |
| Firkrann | The electromagnetic field created by this crystal increases the damage to droids and sensitive electronics. | +2D damage vs droids |
| Jenruax | The refined form of the Opila crystal, it further increases the character's ability to sense his opponent's actions. | +1D to initiative checks |
| Kaiburr | Arguably the most powerful and
rare crystal available for lightsaber enhancement. It is strongly connected to the Force and allows the user to draw from this strength to improve their own abilities. |
+1D to all Force skills |
| Kasha | This crystal focuses the blade along with the wielder's mind so as to help the user avoid distractions. | +1D to hit +1D to Concentration and its effect |
| Krayt Dragon Pearl | Found only in the gullet of a greater Krayt Dragon, these pearls have an astounding effect on a lightsaber. | +2D to hit +3D damage |
| Lorrdian Gemstone | Whether it was the presence of
these crystals that gave the Lorrdians their abilities for kinetic
communication or vice versa is an intriguing question. Nonetheless, this crystal increases the perception of the user substantially. |
+1D Perception |
| Luxum | These ancient crystals were
created by Jedi Master Thon from the Dark Side tainted waters of Lake Natth. Why he chose to make crystals with such a connection to the Dark Side remains a mystery. The user's connection with the Dark Side grows each time lightsaber combat in battle. |
1 Dark Side Point |
| Nextor | A fairly common lightsaber crystal that moderately increases blade agility. | +1D to hit |
| Opila | This crystal increases the character's ability to sense his opponent's actions. | +2 to initiative checks |
| Phond | A strange crystalline
byproduct of the manufacture of certain metallic alloys. It increases a lightsaber blade's damage but only in slashing type attacks. |
+1D damage if slashing |
| Qixoni | An extremely rare crystal
bonded to the Dark Side of the Force. It remarkably enhances any manifestations of the Dark Side when used by someone who has been consumed. It also increases the fighting prowess of the user when fighting Jedi. |
+2D to Dark Side Powers +2D to hit vs Jedi +2D damage vs Jedi |
| Rubat | An almost common crystal that moderately enhances a lightsaber blade's stability and cohesion. | +1 to hit +1 damage |
| Ruusan | An uncommon but not quite rare crystal that seems to allow the user to retain and recall information. | +1D Knowledge |
| Sapith | These crystals were formed
from crystallized excrement of the long extinct giant Volice worm of Lwhekk. Lightsabers with this crystal are very agile and do more damage |
+2 to hit +2 damage |
| Sigil | Sigil crystals improve a character's physical abilities such as stamina and resistance to damage. | +1D Strength |
| Solari | These powerful crystals are
linked to the Light Side of the Force. Jedi Masters who are lucky
enough to find one of these crystals make good use of their properties. They disrupt Dark Side energy and have an uncanny ability to penetrate a Dark Jedi's defense and inflict more damage upon the target. |
Dark Side Points may not be earned while present +2D to hit vs Dark Jedi +2D damage vs Dark Jedi |
| Stygium | Energy passing through a Stygium crystal disrupts all types of sensors, including visual. | +2D Sneak |
| Upari | These exceedingly rare
crystals are almost exclusively found in space, orbiting terrestrial
(primarily forest) worlds. They dramatically augment a lightsaber blade, making it more accurate and more devastating. |
+1D to hit +1D damage |
| Velmorite | This crystal is known for its ability to improve hand-eye coordination. | +1D Dexterity |