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Saga Edition RPG Omnibus
Revision as of 20:05, 7 September 2025 by Tenor1411 (talk | contribs)

All lightsabers (with the exception of the archaic lightsaber) require one or more special energy cells to operate. The cost is ten times the price of an ordinary energy cell, but it lasts almost indefinitely.

Guard Shoto

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 7,000   Weight: 1kg   Availability: Rare

     Damage: 2d4   Stun: —   Type: Energy, Slashing

A rare variant of the short shoto style of lightsaber, the guard shoto (also referred to as the lightsaber tonfa) has a second handle that sticks out from the main hilt at a 90-degree angle. It is possible to hold a guard shoto by either the main hilt or the second handle. If it is held by the second handle, the lightsaber blade can be held parallel to the forearm, allowing it to easily be used for blacks.

     Because a guard shoto is designed primarily to block other lightsabers, it is most useful when its handle is laced with phrik (a lightsaber-resistant metallic compund), which can be an expensive process.

     A character proficient with the guard shoto gains a +2 equipment bonus on Use the Force chacks to block melee attacks or deflect ranged attacks using the Block or Deflect talent. Additionally, lightsabers do not ignore the DR of a guard shoto with a phrik-laced handle.

     A guard shoto requires a special energy cell to operate.

Lightfoil

Lightsaber

     Knights of the Old Republic, page 65.

     Cost: 4,500   Weight: 0.5kg   Availability: Rare

     Damage: 2d8   Stun: —   Type: Energy, Slashing

If the lightsaber is an elegant weapon for a more civilized age, then this is that age and the lightfoil is the pinnacle of that design. More lightweight and balanced than a lightsaber, the lightfoil is wielded with just one hand, as its petite and elegantly designed handles attest. Assembled in secret by Mecrosa’s Sith Knights of the Tapani Sector, each lightfoil is a work of art. The combination of these weapons and the graceful Makashi form of lightsaber combat produces a graceful and deadly fighting style.

     Up until the Cleansing of the Nine Houses, the quality of Mecrosa lightfoil construction is on par with Jedi lightsabers. However, after these Sith are eliminated, mediocre copies of diminished efficacy spring up due to the lack of Force abilities on the part of their makers. Many nobles in the Tapani Sector pay huge sums of money to obtain lightfoils, and for centuries to come the lightfoil is a favored weapon of Tapani Duelists.

     A lightfoil is delicately balanced and its wielder may choose to consider it a Small weapon whenever it would be beneficial. However, a lightfoil may not be wielded two-handed. A lightfoil requires a special energy cell to operate.

Lightfoil, Archaic

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 4,500   Weight: 0.5kg   Availability: Rare

     Damage: 2d8   Stun: —   Type: Energy, Slashing

Lighter than the average lightsaber and more delicately balanced, the archaic lightsaber is wielded with only one hand and was once the favored weapon of may Jedi dueling masters. Originally created by Sith agents in the Tapani Sector, lightfoils promote a more graceful fighting style and are favored by practitioners of the Makashi style of lightsaber combat. Popular in the years leading up to the Great Sith War, the lightfoil in its original form was created in much the same way as othr lightsabers and benefitted from the builder’s master of the Force.

     This is the same weapon as the Lightfoil listed (above) in the Knights of the Old Republic Campaign Guide.

Lightfoil, Modern

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 2,500   Weight: 1kg   Availability: Rare

     Damage: 2d6   Stun: —   Type: Energy, Slashing

After the decline of the Sith in the Tapani Sector, the art of creating a true lightfoil was all but lost. However, craftsfolk in the employ of the nobles from the Tapani Sector continued to try and meet the demand for the archaic weapon millennia after the secrets of building the original lightfoil died with the Sith who had mastered them. The modern lightfoil, still popular among youngTapani Sector nobles, is less potent than its original form but can be built even by those who have to training in the Force.

     A modern lightfoil is delicately balanced, and its wielder may choose to consider it a Small weapon whenever it would be beneficial. However, a lightfoil may not be wielded two-handed.

     A modern lightfoil requires a special energy cell to operate.

Lightsaber

Lightsaber

     Saga Edition Core Rulebook, page 122.

     Cost: 3,000   Weight: 1kg   Availability: Rare

     Damage: 2d8   Stun: —   Type: Energy, Slashing

The lightsaber, simple in design yet difficult to wield and master, features a handgrip hilt that projects a blade of pure energy. The traditional weapon of the Jedi, the lightsaber stands as a symbol of their skill, dedication, and authority.

     The blade of a lightsaber is generated by an energy cell and focused through crystals within the hilt. The saber can cut through most materials (except another lightsaber blade, an energy shield, or a few exotic materials), given enough time. Because only the handgrip has any weight, unskilled users have difficulty judging the position of the blade. The ightsaber’s true potential becomes apparent in he hands of a fully trained Jedi, who can defend and attack with the weapon, deflecting shots or striking opponents with the glowing blade.

     A lightsaber requires a special energy cell to operate.

Lightsaber, Archaic

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 2,000   Weight: 1kg   Availability: Rare

     Damage: 2d6   Stun: —   Type: Energy, Slashing

Before the Great Sith War, lightsabers required significantly higher power output to maintain the stable, solid blade that makes the weapon useful both for offense and defense. as a result, lightsabers required large power cells, some larger than a human hand, to function at full capacity. These power cells were worn on the belt or on the back and were connected to the hilt of the lightsaber via a long, slender cord. Around the same time that pulse-wave weapons were phased out in favor of modern blasters, lightsabers underwent a design revolution that miniaturized the power cells required to fuel the energy blade. With the development of this new technology, the Jedi devised methods of lightsaber creation that integrated these drastically smaller power cells into the hilt of the lightsaber, eliminating the need for the external power pack. With this revolution, the archaic lightsaber design was almost entirely abandoned.

     An archaic lightsaber is somewhat weaker than the classic lightsaber due to the leack of a sophisticated power supply and the distance of the enery ell from the lightsaber’s main body.

     An archaic lightsaber requires a special power pack (which costs 600 credits) to operate.

Lightsaber, Crossguard

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 4,000   Weight: 0.7kg   Availability: Rare

     Damage: 2d8   Stun: —   Type: Energy, Slashing

An extremely rare lightsaber variant that is usually only found in the hands of skilled lightsaber duelist, the corrguard lightsaber (sometimes referred to as a forked lightsaber) has a special hilt that emits two lightsaber blades. The first blade is the standard, full-length blade common to all lightsabers. The crossguard lightsaber also emits a second blade, less than a human handspan in length and narrower than the standard blade, at an angle away from both the hilt and the main blade. This secondary blade is used to protect the wielder’s hand from lightsaber attacks that slide down the blade. The crossguard lightsaber also enables the wielder to parry incoming lightsaber attacks between either of the two blades, making it easier to block lightsaber attacks.

     When using a crossguard lightsaber with the Block talent, each successive Use the Force check made to block an incoming attack incurs only a cumulative −2 penalty, instead of the normal −5 penalty. However, a crossguard lightsaber can be difficult to master against ranged opponents, and as such the wielder takes a −2 penalty on all Use the Force checks made to use the Deflect talent.

     A crossguard lightsaber requires a special energy cell to operate.

Lightsaber, Double-Bladed

Lightsaber

     Saga Edition Core Rulebook, page 123.

     Cost: 7,000   Weight: 2kg   Availability: Rare

     Damage: 2d8/2d8   Stun: —   Type: Energy, Slashing

The double-bladed lightsaber consists of two sabers fused at their hilts. These weapons are rare and require even greater skill to wield than single-bladed lightsabers. One or both blades can be ignited at once.

     With both blades ignited, a double-bladed lightsaber is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a −10 penalty (although certain feats and talents can reduce these penalties).

     A double-bladed lightsaber requires two special energy cells to operate.

Lightsaber, Dual-Phase

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 6,000   Weight: 0.5kg   Availability: Rare

     Damage: 2d8   Stun: —   Type: Energy, Slashing

A dual-phase lightsaber is a lightsaber variant that, at first glance, appears to be identical to a standard lightsaber, with a small handle emitting an energy blade about 1.3 meters long. However, dual-phase lightsabers include a complex array of multiple lightsaber crystals within the handle of the weapon, allowing the user to switch the blade’s length from the standard length out to a length nearly 3 meters. ual-phase lightsabers are extremely popular during the days of the Jedi Civil War and the surrounding time periods due to the large number of lightsaber-wielding opponents a Jedi is likely to face. The longer blade setting allows the wielder to keep an opponent at adistance during a duel, but lightsabers on this setting are also more unwieldy, making it difficult to defend against enemies that get up close to the wielder.

     In its basic setting, a dual-phase lightsaber functions as a normal lightsaber. As a swift action, the wielder can switch to the extended blade setting. While on this setting, the lightsaber increases the wielder’s reach by 1 square, but the wielder also takes a −2 penalty to Reflex Defense against attacks made by adjacent targets.

     If you use a lightsaber crystal with a special effect when constructing a dual-phase lightsaber, that crystal’s effect applies to both the default setting and the extended blade setting (see sidebar).

     A dual-phase lightsaber requires a special energy cell to operate.

Lightsaber, Dueling

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 3,000   Weight: 0.3kg   Availability: Rare

     Damage: 2d8   Stun: —   Type: Energy, Slashing

The dueling lightsaber isn’t so much a variant lightsaber as it is a hilt style engineered specifically to enhance lightsaber duels. Count Dooku and his aprentices, Komari Vosa and Asajj Ventress, wield dueling lightsabers that feature a curved hilt designed to maximize the potential of a one-handed, finesse-based fighting style.

     When you wield a dueling lightsaber one-handed, you gain a −1 equipment bonus on attack rolls whenver you make an attack of opportunity with the weapon.

     A dueling lightsaber requires a special energy cell to operate.

Lightsaber, Great

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 5,000   Weight: 5kg   Availability: Rare

     Damage: 2d10   Stun: —   Type: Energy, Slashing

Favored by Large species, the great lightsaber produces an oversized lightsaber blade. The blade of a great lightsaber is much longer and thicker than that of a normal lightsaber, and the handle itself is nearly as long as that of a double-bladed lightsaber. Only Large (or larger) creatures can use the great lightsaber in conjunction with feats that affect light weapons or lightsabers (such as the Weapon Finesse feat or talents from the Melee Duelist prestige class).

     A great lightsaber requires a special energy cell to operate.

Lightsaber, Long-Handle

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 4,500   Weight: 2kg   Availability: Rare

     Damage: 2d8   Stun: —   Type: Energy, Slashing

A weapon favored by the Sith Lord Darth Nihl, the long-handle lightsaber caters to a particular fighting style. The handle where the weapon is gripped is several times larger than the standard lightsaber handle, providing a much larger surface area upon which the wielder can place their hands. Likewise, this longer grip makes it easier to swing the weapon around the body, using arms, legs, shoulders, hips, and other joints as fulcrums upon which the lightsaber can be levered.

      The fighting style used with a long-handled lightsaber take advantage of the larger grip to allow the wielder to rotate the weapon around their body. When you wiled the lightsaber two-handed, you can choose to forego doubling your Strength bonus to damage and instead increase the lightsaber’s base damage to 2d10. Additionally, a character with the Long Haft Form feat can use the long-handle lightsaber as a double weapon. If you have this feat, you can attack with both ends of the weapon as a full-round action, but both attack rolls take a −10 penalty; certain feats and talents can reduce these penalties. The haft end of the lightsaber deals 1d6 damage.

     A long-handle lightsaber requires a special energy cell to operate.

     Also listed in the Legacy Era Campaign Guide, page 62.

Lightsaber, Short

Lightsaber

     Saga Edition Core Rulebook, page 123.

     Cost: 2,500   Weight: 0.5kg   Availability: Rare

     Damage: 2d6   Stun: —   Type: Energy, Slashing

Small Jedi characters such as Master Yoda favor the short lightsaber, sometimes called a shoto. Jedi skilled at two-weapon fighting often use the shoto as their off-hand weapon of choice.

     A short lightsaber requires a special energy cell to operate.

Lightsaber Pike

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 4,000   Weight: 2kg   Availability: Rare

     Damage: 2d8   Stun: —   Type: Energy, Slashing

The favored weapon of the Emperor’s Shadow Guard, the lightsaber pike resembles a conventional polearm in many respects. The long haft of the weapon is made of phrik alloy, meaning that a lightsaber does not ignore the pike’s damage reduction. At the end of the handle is a slightly shorter and thicker lightsaber blade, which can be activated as a swift action using a switch about midway down the weapon’s haft. A lightsaber pike increases the wielder’s reach by 1 square but imposes a −2 penalty on Use the Force checks to use the Block or Deflect talent.

     A character with the Long Haft Form feat can use the lightsaber pike as a double weapon. If you have this feat, you can attack with both ends of the weapon as a full-round action, but both attack rolls take a −10 penalty; certain feats and talents can reduce these penalties. The non-lightsaber end of the pike deals 1d6 damage.

     A lightsaber pike requires a special energy cell to operate.

Lightwhip

Lightsaber

     Jedi Academy Training Manual, page 50.

     Cost: 5,000   Weight: 1kg   Availability: Rare

     Damage: 2d4   Stun: —   Type: Energy, Slashing

A lightwhip is similar to a lightsaber in that it emits a beam of energy from its handgrip. The device differs, though, in that the “blade” is long and flexible, giving it the properties of a whip. Although a lightwhip has greater reach, it lack the power of a more traditional lightsaber.

     A lightwhip has a reach of 2 squares. When you hit a target with a lightwhip, it deals normal damage and you can initiate a grab or a grapple against the target. A target that is grabbed or grappled can attempt to escape the lightwhipe (requiring a DC 15 Acrobatics check). You can use the Pin and Trip feats with the lightwhip, but you cannot use the Crush or Throw feats. Any character that ends its turn in a grab or grapple from a lightwhip takes damage equal to the weapon’ base damage (you do not add your Strength bonus, half your heroic level, or any other modifiers to this damage).

     A lightwhips requires an energy cell to operate.

     Threats of the Galaxy, page 84.

When using a lightwhip to Pin or Trip a target, the wielder must be proficient with lightsabers but doesn’t need to have the Pin or Trip feat.