January 16, 2016

Additional Lightsaber Hilt Ideas

So, first post of the new year.  Had meant to post something sooner, but didn't happen for one reason or another.

A few entries ago, I posted a small collection of lightsaber crystals for use with FFG's Star Wars: Force and Destiny RPG.  Today, I'm following up on that with a few different lightsaber hilts.  None of these have seen any degree of serious playtesting, but at the very least they pass the eyeball test of not being too broken.









Crossguard Lightsaber
Considered to be an archaic design by the time of the Galactic Empire, the crossguard lightsaber creates a distinctive appearance over other lightsabers by way of either a single or pair of lateral vents that are placed at a 90-degree angle to the primary blade.  When activated, these lateral vents create a smaller blade, forming energy quillions that can be used both offensively and defensively in combat.

This lightsaber is a crossguard lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook).  This crystal occupies two of the weapon's hard points.

Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 1; Hard Points: 4
Price: 9,900 (r); Rarity: 10
Special: Breach 1, Defensive 1, Sunder, Vicious 1

A crossguard lightsaber hilt without a kyber crystal costs 900 credits, has a Rarity of 8, and has the
Defensive 1 and Vicious 1 qualities.

Lightwhip
Rare and exotic even by the standards of lightsabers, the lightwhip operated on the same general principles as a more traditional lightsaber, emitting a coherent beam of energy, with the key difference being that the blade was frequently several meters in length and very flexible.  Another difference was that the lightwhip made use of multiple smaller crystals instead of the single focusing crystal used in the majority of lightsaber hilts.

This weapon can be used to make Lightsaber combat checks against targets at up to short range, although the difficulty of the attack remains at Average.

For purposes of gameplay, this weapon is treated as having a single crystal.  This lightsaber is a lightwhip hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook).  This crystal occupies two of the weapon's hard points.

Skill: Lightsaber
Damage: 5; Critical: 2; Range: Short
Encumbrance: 1; Hard Points:3
Price: 10,500 (r); Rarity: 10
Special: Breach 1, Ensnare 1, Sunder, Unwieldy3

A lightwhip hilt without a kyber crystal costs 1500 credits, has a Rarity of 8, reduces the damage value of any crystal placed in the hilt by one, and has the Ensnare 1 and Unwieldy 3 qualities.

Two-Part Lightsaber
An uncommon though deceptively simple variation on the standard design of a more traditional basic lightsaber hilt, the two-part lightsaber was conceived with stealth in mind, allowing a Jedi to better conceal their signature weapon and avoid drawing attention to themselves while undertaking covert missions for the Jedi Order; a feature that has proven very useful in the dark times of the Empire's reign as Imperial agents scour the galaxy for Jedi renegades.  The emitter portion of the two-part lightsaber made to quickly and easily detach to the lightaber's grip, and can be reattached just as quickly, enabling the two pieces to present a far more innocuous appearance when traveling the galaxy; to most inspections, the two components are little more than bits of tech gear that are hardly cause for alarm.

When it is disassembled, add two setback dice to all skill checks to identify the separated components as a weapon.  Assembling or disassembling a two-part lightsaber is an incidental, and is treated as a single item for purposes of holstering or drawing the weapon when in its disassembled state.

This lightsaber is a two-part lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook).  This crystal occupies two of the weapon's hard points.

Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 1; Hard Points: 4
Price: 9,450 (r); Rarity: 10
Special: Breach 1, Sunder

A two-part lightsaber hilt without a kyber crystal costs 450 credits and a Rarity of 6.

Blaster-Hilt Lightsaber
Initially devised by the Rebel and Jedi-in-training Ezra Bridger, the blaster-hilt lightsaber has very little in common with the more traditional aesthetics of a lightsaber.  However, it does have the added benefit of providing the wielder with a viable weapon at times when openly brandishing a lightsaber would be foolish, as the hilt guard section can double as a short-range blaster.  While Ezra designed the blaster portion of his lightsaber to only fire stun bolts, the weapon can be constructed to fire standard blaster bolts.

The wielder may switch between blaster-mold and lightsaber-mode as an incidental, however the lightsaber blade must first be deactivated before switching to blaster mode.  In blaster mode, treat the weapon as having the same stat block as a light blaster pistol as detailed on Table 5-5: Ranged Weapons on page168 of the Force and Destiny Core Rulebook).  Due to its highly unusual appearance, attempts to identify a blaster-hilt lightsaber as a lightsaber without having seen it in action have the difficulty increased once; it is still obviously a blaster, albeit one of an unusual design.  If the option to spend a Despair result to force the blaster-hilt lightsaber to run out of ammo is used while operating in blaster-mode, the lightsaber-mode is similarly unavailable until the end of the encounter.

This lightsaber is a blaster-hilt lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook).  This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 2; Hard Points: 3
Price: 9,600 (r); Rarity: 10
Special: Breach 1, Sunder

A blaster-hilt lightsaber hilt without a kyber crystal costs 600 credits and a Rarity of 7.  Given the origins of the design, it should not be available for sale, and instead the Games Master should require the character to construct this hilt as per the guidelines provided either on 177 of the Force and Destiny Core Rulebook or on page 23 of the Hidden Depths Adventure Module instead.



1 comment:

  1. Updated the Lightwhip to include Unwieldy 3, to offset the fact that it's got plenty of reach compared to other lightsabers.

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