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  STARWARS Second Edition Lightsaber’s Companion 
   
   
  Table of Contents 
  1. Lightsaber Types ............................................................ 2 
  1.1. 
  Training lightsabers ............................................ 2 
  1.2. 
  Sith Training lightsabers ..................................... 2 
  1.3. 
  Curved-hilt lightsaber ......................................... 2 
  1.4. 
  Shoto (or Short Lightsaber) ................................. 2 
  1.5. 
  Guard shoto ......................................................... 2 
  1.6. 
  Double-bladed lightsaber .................................... 3 
  1.7. 
  Lightwhip ............................................................ 3 
  1.8. 
  Fiber-cord linked lightsabers (or Paired 
  lightsabers) .......................................................... 3 
  1.9. 
  Long-handle lightsaber ....................................... 3 
  1.10. Crossguard lightsaber .......................................... 3 
  1.11. Lightclub (or Great lightsaber)............................ 3 
  1.12. Lightsaber pike.................................................... 3 
  1.13. Wrist Hilt Lightsaber .......................................... 4 
  1.14. Blade-length adjust lightsaber ............................. 4 
  1.15. Dual-phase .......................................................... 4 
  1.16. Electrum .............................................................. 4 
  1.17. Underwater Lightsaber ........................................ 4 
  2. Lightsaber construction .................................................. 4 
  2.1. 
  Construction Principles ....................................... 4 
  2.2. 
  Lightsaber Crystal ............................................... 5 
  2.3. 
  Building a Lightsaber .......................................... 6 
  3. Lightsaber cutting power .............................................. 10 
  4. Resisting the lightsaber ................................................ 10 
  5. Lightsaber styles ........................................................... 11 
  5.1. 
  Introduction ....................................................... 11 
  5.2. 
  The “Classical” Seven Lightsaber Forms.......... 11 
  5.3. 
  The “Non-Classic” Lightsaber methods ............ 11 
  6. The “Classical” Seven Lightsaber Forms detailed ....... 12 
  6.1. 
  Form I: Shii-Cho, the Way of the Sarlacc, or the 
  Determination Form. ......................................... 12 
  6.2. 
  Form II: Makashi, the Way of the Ysalamiri, or 
  the Contention Form. ........................................ 13 
  6.3. 
  Form III: Soresu, the Way of the Mynock, or the 
  Resilience Form. ............................................... 15 
  6.4. 
  Form IV: Ataru, Way of the HawkBat, or the 
  Agression Form. ................................................ 17 
  6.5. 
  Form V: Shien/Djem So, the Way of the Krayt 
  Dragon, or The Perseverance Form. ................. 19 
  6.6. 
  Form VI: Niman, the Way of the Rancor, or the 
  Moderation Form. ............................................. 21 
  6.7. 
  Form VII: Juyo (Vaapad), the Way of the 
  Vornskyr, or the Ferocity Form. ........................ 22 
  7. The “Non-Classic” Lightsaber methods detailed ......... 25 
  7.1. 
  Sokan – using terrain to one's advantage. ......... 25 
  7.2. 
  Dun Moch – distracting and taunting an 
  opponent, a Sith technique. ............................... 25 
  7.3. 
  Tràkata – taking advantage of a lightsaber's 
  ability to be turned quickly on and off. ............. 27 
  7.4. 
  Trispzest – a type of aerial lightsaber combat. .. 27 
  7.5. 
  Mounted Lightsaber Combat. ............................ 27 
  7.6. 
  Jar'Kai – two-handed lightsaber combat, using 
  one blade for attack, another for defense. ......... 28 
  7.7. 
  Double-bladed lightsaber combat. ..................... 28 
  7.8. 
  Lightwhip combat. ............................................ 29 
  7.9. 
  Fiber-cord linked lightsabers (or Paired 
  lightsabers) combat. .......................................... 29 
  7.10. Form “Zero” – avoiding combat when not 
  necessary. .......................................................... 29 
   
   
   
   
   
  
   
  2 
  "This was the formal weapon of a Jedi Knight. Not as clumsy or random as a blaster. More skill than simple sight was required 
  for its use. An elegant weapon, it was a symbol as well. Anyone can use a blaster or a fusion cutter—but to use a lightsaber well was 
  a mark of someone a cut above the ordinary." 
  ―Obi-Wan Kenobi 
   
  Designed as much for elegance in combat as for ceremony, the lightsaber, also known as a "laser sword", was a distinctive 
  weapon, the very image of which was inextricably bound with the mythos of the Jedi Order and their polar opposites, the Sith. The 
  lightsaber also became synonymous with the Jedi Order's values to uphold peace and justice throughout the galaxy. This perception 
  endured, despite the many conflicts with Sith and Dark Jedi. 
  It was a blade of pure plasma energy suspended in a force containment field that kept individuals from feeling the plasma's heat. 
  The plasma was emitted from a hilt which was almost always crafted by the wielder to match their own needs, preferences, and style. 
  Because the saber contained all its weight in the hilt and generated a strong gyroscopic effect, it was very difficult for the untrained to 
  wield. In the hands of an expert of the Force, the lightsaber was a weapon to be greatly respected and feared. To wield a lightsaber 
  was to demonstrate incredible skill and confidence, as well as masterful dexterity and attunement to the Force. 
   
  1. Lightsaber Types 
  Although the standard Lightsaber as used by Luke Skywalker, Obi-Wan Kenobi and Darth Vader has always been the most 
  commonly used Jedi weapon, the variety of different types of “light” weapons was as wide as the variety of different Jedi that used 
  them. 
  1.1. 
  Training lightsabers 
  Training lightsabers, also known as practice sabers, were low-powered lightsabers used by Jedi Initiates and 
  younglings.  
  Using the training weapons, younglings learned the basics of wielding a lightsaber. Like a regular lightsaber set to low 
  power, they could not sever limbs or pierce flesh. Skin contact was painful, producing burns which could cause serious 
  welts and bruises. 
  - 
  Damage 1D 
  1.2. 
  Sith Training lightsabers 
  A Training Saber was a practice weapon used by students at the Sith academy on Korriban around the time of the New 
  Sith Wars. 
  The training saber had a durasteel blade with blunt edges, and was balanced to mimic real lightsabers. The blade of a 
  training saber was covered with millions of microscopic toxin-filled barbs taken from pelko bugs that would cause burns to 
  the skin on contact and temporarily paralyze the surrounding area to mimic the effect of losing a limb. 
  - 
  Damage stun 5D 
  1.3. 
  Curved-hilt lightsaber 
  The curved-hilt lightsaber was a standard lightsaber design that was often seen during the prime of 
  Form II lightsaber combat, both among the Jedi and Sith Orders. 
  The degree of the curve at the top of the hilt in relation to the hand holds was the important factor. 
  The curve at the bottom of the hilt (if present) only affected electronics and power core placement. The 
  bottom curvature on many lightsabers was mostly ornamental. 
  - 
  +1D to lightsaber skill while using Form II of lightsaber combat 
  1.4. 
  Shoto (or Short Lightsaber) 
  The shoto (sometimes simply called short lightsaber) was a lightsaber with a shorter hilt that 
  produced a drastically shorter blade than its more common counterparts. Relatively rare in comparison 
  to ordinary lightsaber types, shotos were sometimes used in the off-hand of a Jedi or Sith duelist. The 
  smaller blade allowed for easier use in combat by those Jedi, such as Jedi Masters Yoda, who were of a 
  smaller stature. 
  - 
  +1D to lightsaber skill parrying rolls, -1D to lightsaber skill attack rolls 
  1.5. 
  Guard shoto 
  Guard shoto (also referred to as "lightsaber tonfa") was a rare perpendicular-gripped type of short 
  lightsaber with a second handle sticking from the main hilt at 90 degrees. Though it could be gripped by 
  either hilt, when wielded by the perpendicular handle, it was especially useful at blocking other 
  lightsabers. The only known users of these were the Jedi Maris Brood and Sinya, a Black Sun member. 
  - 
  +1D+2 to lightsaber skill parrying rolls, -1 pip to lightsaber skill attack rolls 
  
   
  3 
  1.6. 
  Double-bladed lightsaber 
  The double-bladed lightsaber—also called a Saberstaff, Lightsaber Lance, 
  Doublesaber, Lightstaff, or the Sith lightsaber, was a specialized form of lightsaber. 
  Utilizing the same technology as a standard lightsaber, the double-bladed lightsaber 
  was designed with two weapons connected to one another at opposing angles, 
  resulting in a long staff-like weapon. The length given by the two blades resulted in a 
  weapon that was twice as powerful, with "more slaughter per swing" as some put it. 
  The user could activate each blade independently of the other. 
  - 
  Special skill (-3D lightsaber skill if not trained user), difficulty to use increased one level, one free lightsaber Parry 
  without Penalty 
  1.7. 
  Lightwhip 
  A lightwhip, also known as an energy whip or a laser whip, was a rare variation of the lightsaber. 
  Like the lightsaber, it emitted a coherent beam of energy. However, the blade was long and flexible 
  and had the properties of a whip. In some ways, they were less efficient than lightsabers, and far more 
  dangerous to the user. 
  - 
  Special skill (-5D lightsaber skill if not trained user), difficulty to use increased one level, 
  parrying a lightwhip is one difficulty higher for defender 
  1.8. 
  Fiber-cord linked lightsabers (or Paired lightsabers) 
  Fiber-cord linked lightsabers or Paired lightsabers were dual lightsabers that are joined together 
  by a fiber cord into a double-bladed lightsaber. 
  - 
  Special skill (-5D lightsaber skill if not trained user), difficulty to use increased one level, 
  one free lightsaber Attack without Penalty 
   
   
  1.9. 
  Long-handle lightsaber 
  The long-handle lightsaber was a variation on the traditional Jedi weapon with a handle several 
  times larger than one of the standard lightsaber. Requiring from wielder a particular fighting style, 
  this weapon was easy to swing around the body, using joints of the body as fulcrums upon which 
  the lightsaber could be levered. 
  - 
  +2 pips to lightsaber skill rolls 
  1.10. Crossguard lightsaber 
  The crossguard lightsaber was a type of lightsaber seen very rarely. So far, the only Jedi known to use 
  such a weapon was Roblio Darté, whose lightsaber had two blue blades. 
  The crossguard lightsaber was essentially a regular lightsaber with a second blade emitter protruding 
  near the first one at a 45 degree angle to the axis of the hilt. Roblio Darté's hilt was also built with a slight 
  curve, though whether this was a standard feature in cross-guard sabers, or simply personal preference 
  remains unknown. 
  - 
  +2 pips to lightsaber skill parrying rolls 
   
  1.11. Lightclub (or Great lightsaber) 
  The lightclub, or great lightsaber, was a weapon similar to a lightsaber. However, special focusing crystals and power 
  systems enabled this rare lightsaber to project a blade up to three meters in length. These large lightsabers were generally 
  used only by beings of immense stature. Gorc, a mutated Gamorrean Dark Jedi, used such a weapon. 
  - 
  Damage increased 1D, user’s lightsaber skill reduced 1D 
  1.12. Lightsaber pike 
  The lightsaber pike, also known as lightsaber lance, was a unique weapon that 
  resembled a primitive poleaxe in many aspects. The long handle of the weapon was made 
  of phrik alloy, which allowed it to resist lightsabers. At the end of the handle was a 
  lightsaber blade that was shorter and thicker than a normal one. The blade could be 
  activated by a switch further down the weapon's haft. Including the blade, the weapon was 
  almost as long as the wielder's body, and could keep enemies at a distance, giving the 
  wielder the advantage of a longer reach. 
  - 
  One free lightsaber Parry without penalty if room enough to use the pike efficiently 
  
   
  4 
  1.13. Wrist Hilt Lightsaber 
  Another rare variation where the lightsaber is attached to the wrist instead of clipped to a belt. 
  This makes it easier and faster to have the lightsaber ready since the weapon is always close at hand. 
  It also makes concealing the lightsaber much easier, allowing for surprise attacks. Due to the deceitful 
  and aggressive nature of this variation, it was not endorsed by the Jedi Order, but has found some 
  favor with various Darksiders. Kinsuj Inkstu was known to use two wrist hilts. 
  Albeit its canceling nature, wrist hilt lightsaber are not practical to use for attack or parry since the 
  loss of the wrist mobility. 
  - 
  -1D to lightsaber skill parrying rolls, -1D to lightsaber skill attack rolls 
  1.14. Blade-length adjust lightsaber 
  The most basic of lightsaber modifications, the ability to alter the length of the beam or cutting 
  section from shoto size to standard length. Anakin Skywalker's lightsaber is dual-phase capable, 
  for example. Darth Vader's lightsaber has buttons on his hilt allowing him to change the blade 
  length at will. 
   
   
  1.15. Dual-phase 
  "Dual-phase blades seem to be something of a fad among Jedi at certain points"  
  ―Luke Skywalker 
  This type of lightsaber used a combination of focusing crystals to create a blade that could 
  extend up to double the original length with a simple activation. Unlike typical lightsabers, 
  which often possessed a manual adjuster for reducing the blade emission, the dual-phased 
  blade could be triggered in an instant, adding an element of surprise to catch an opponent off 
  guard. Additionally, dual-phase lightsabers also had a blade-width adjust. Gantoris wielded 
  such a lightsaber, as did Corran Horn. 
  Records from circa 400 BBY indicate that Keiran Halcyon constructed a special dual phase lightsaber that could go 
  from the standard 1.3 meters to a length of three meters with flick of a switch. Most dual phase lightsabers date from the 
  Jedi Civil War, when lightsaber duels were common and the Sith were at the height of their power. As more beings became 
  aware of the Jedi fighting skills and the Jedi themselves strove to end disputes without drawing their weapons, duels grew 
  less frequent and dual-phase lightsabers went out of style.  
  - 
  Regular blade: as per standard lightsabers; Extended blade: as per Lightclub (i.e.: Damage increased 1D, user’s 
  lightsaber skill reduced 1D) plus eventual surprise element. 
  1.16. Electrum 
  A lightsaber with a hilt forged from gold-like electrum was often called an "electrum 
  lightsaber." The electrum finish gave the lightsaber a majestic, regal appearance. In the last 
  days of the Old Jedi Order, electrum lightsabers were reserved for senior members of the Jedi 
  Council. Mace Windu's and Darth Sidious' lightsabers were examples of such. 
  1.17. Underwater Lightsaber 
  Underwater Lightsaber—While most lightsabers shorted out when the blade touches water, this 
  blade was made to operate underwater due to two crystals employing a bifurcating cyclical-ignition 
  pulse. Generally only Jedi from aquatic races would go to the trouble of constructing a waterproof 
  saber, as only they had the mobility to use it effectively underwater. However, there were several 
  other non-aquatic lightsaber-wielders who modified their weapons, so they were functional 
  underwater. 
   
  2. Lightsaber construction 
  "The crystal is the heart of the blade. The heart is the crystal of the Jedi. The Jedi is the crystal of the Force. The Force is the 
  blade of the heart. All are intertwined: the crystal, the blade, the Jedi. You are one."  
  ―Luminara Unduli 
  2.1. 
  Construction Principles 
  The ritual of constructing one's own lightsaber was an integral part of Jedi training, and involved not just technological 
  skill, but also a close attunement to the Force. In the days of the Old Republic, the ice caverns of Ilum were used as a 
  ceremonial site where Padawans came to build their first lightsabers. It was here and in similar places that the Jedi would 
  choose the best focusing crystal(s) for them through meditation and communion with the Force, and then complete the 
  assembly of their lightsaber. 
  
   
  5 
  Traditionally, constructing a lightsaber took about a month. This includes 
  assembling the pieces, both by hand and with the Force, and meditating to imbue the 
  crystals. A Jedi would often spend weeks putting it together, making sure that each 
  part fit perfectly, and that it met their exact preferences in length, color, blade 
  frequency, and so on; at the height of the Clone Wars, though, it was reported that 
  one could be built in as little as two days.  
  The lightsaber's hilt consisted of an alloy cylinder traditionally 25 to 30 
  centimeters long; however, design and dimensions of hilts varied greatly in part to 
  the preferences and needs of each creator. The hilt casing contained the intricate 
  components that created and shaped the unique blade. High-powered energy was unleashed through a series of positively 
  charged focusing lenses and energizers, manifesting a beam of energy that extended outward from the base to a length of 
  about a meter, then arced circumferentially back to a negatively charged fissure ringing the emitter. A superconductor 
  completed the power loop by feeding the transformed energy back into the internal power cell, where the energy loop 
  began anew. By adding up to three focusing crystals of varying attributes, the blade's length and power output could be 
  adjusted using control mechanisms built into the hilt's shaft.  
  Whether by the fledgling Padawan, the experienced master, or a Jedi artisan, construction of the lightsaber began with 
  the acquisition of the necessary components with which to build the weapon. All lightsabers contain some common basic 
  components: 
  • A Lightsaber hilt 
  • An activation stud plate 
  • A safety switch 
  • A Pommel cap 
  • A power cell 
  • A power conduit 
  • An emitter matrix 
  • A Focusing lens 
  • One to three crystals 
  Many lightsabers made use of a pressure sensor in the hilt's grip that deactivated the blade whenever it was released, 
  acting as a deadman switch. Other lightsabers were constructed to continue functioning when thrown or dropped, 
  sometimes utilizing a locking mechanism, or simply created without the pressure sensor. 
  Traditionally, the crystal was the last component to be sought. It was the very life essence of the weapon, and gave it 
  both its color and potency. Much scrutiny went into the selection of this final and most important element of the lightsaber. 
  With all the components in hand, the Jedi would begin the assembly process. Because of the intricacies of the 
  technology used, the Force was employed to bind the components at a molecular level. This micro-manipulation of the 
  components enabled the closed loop design to operate with near-perfect efficiency. Because each Jedi personally 
  constructed his or her own weapon from scratch, no two lightsabers were exactly the same. Some Padawans built their 
  lightsabers to resemble their Master's as a sign of respect.  
  The knowledge of lightsaber construction largely disappeared after Order 66, but Luke Skywalker found the records and 
  the materials he needed to construct his own lightsaber in Obi-Wan Kenobi's hut on Tatooine. It is important to note that 
  Wade Vox and Jaden Korr were able to successfully construct a lightsaber without any formal Jedi instruction. 
  2.2. 
  Lightsaber Crystal 
  A lightsaber crystal was a term used to describe any variety of crystals, gems, stones, 
  or other objects used as the focus in the construction of a lightsaber. 
  At the heart of every lightsaber was a set of crystals that resonated to produce the 
  efficient, powerful blade. While the most common crystals used in the process were from 
  the Adega system, Ilum, and Dantooine (in the so-called "Crystal Cave"), Jedi and Sith 
  used a variety of crystals to produce various colors, effects and unique abilities. Some 
  crystals could even enhance the Force skills of a particular user. Other gems, such as 
  colored crystals or diamonds, were used exclusively for prismatic effects. However not all 
  lightsaber crystals were actually crystals at all. There were plenty of exceptions where a 
  Jedi or Sith would use a different material or substance in place of a crystal, such as 
  physical remains, shards of glass, and even special micro machinery. 
  There were a number of different stones, minerals, and crystals that could be used in the construction of a lightsaber. 
  Some jewels were known for creating different colors and effects in the lightsabers in which they were placed. Often, the 
  rarer the crystal, the more powerful its effects on a lightsaber was.[ 
  Before placing the crystal in the lightsaber, the Jedi or Sith must imbue them with the Force. To do this, the Force-user 
  must meditate on the crystals for many days. Luke Skywalker meditated on his crystals in Ben Kenobi's home for many 
  days with only R2-D2 to keep him company. 
  
   
  6 
  While the Jedi used natural crystals, the Sith often used synthetic crystals. Darth Sidious made Darth Maul use a special 
  furnace to make his own crystals. Maul worked constantly for several days to make the four crystals needed for his double-
  bladed lightsaber. Their creation required intense concentration, as Darth Maul had to use the Force to make them the 
  proper shape and to ensure that the crystals were free from impurities. He was particularly proud of this achievement and 
  believed it to be an example of the Sith's superiority over the Jedi. Sith synthetic crystals create a slightly more powerful 
  blade when energized by the dark side of the force, but the advantage is very slim. 
  However, it should be noted that Sidious did not make his subsequent apprentices—Tyranus and Vader—create their 
  crystals in such a manner, instead supplying them himself. 
  Luke Skywalker used a special furnace he found in Obi-Wan Kenobi's home to prepare his crystal. In both Skywalker 
  and Maul's cases, the creator channeled their Force energies into the crystals as it was formed, making it unique in every 
  way, including in color. 
  Around 4,000 BBY, lightsaber crystals were used to indicate a Jedi's chosen class. Blue indicated a Jedi Guardian, a 
  Jedi who used the force on a more physical level. Green indicated a Jedi Consular, a Jedi who preferred to ponder the 
  mysteries of the Force and fight the dark side at its heart. Yellow indicated a Jedi Sentinel, a Jedi who honed their skills in a 
  balance of combat and scholarly pursuits. 
  This distinction fell out of practice in later years when most Jedi used blue or green crystals, based on the supply on the 
  various source worlds. Purple, yellow, and orange crystals were still used by some Jedi until the fall of the Jedi Order, but 
  they were exceedingly rare, and often passed down through generations. The Galactic Empire banned trade and possession 
  of all lightsaber crystals. 
  During the Great Sith War epoch, many lightsabers were created using Kunda Stones, a natural geologic formation from 
  the planet Kadril, in place of crystals. These stones boasted numerous practical applications in medicine and 
  communications; however, when added to other focusing crystals, they produced a broader beam. 
  2.3. 
  Building a Lightsaber 
  To build a lightsaber takes a minimum of one month and requires a successful Lightsaber Repair roll against a Very 
  Difficult Difficulty. Decrease the difficulty by one level for each extra month spent constructing the saber to a minimum of 
  Easy. 
  Jedi may adjust a lightsabers base damage die code through modifications (as indicated in the “Improving Vehicles, 
  Vessels and Weapons” section of the Star Wars Roleplaying Game Revised and Expanded). Characters rely on their 
  Lightsaber Repair skill to make such improvements. 
  At the time of construction a Jedi may decide to make the Lightsaber to contain one, two or three crystals, for each extra 
  crystal added it increases the difficulty by one level (e.g. for two crystals it increases to Heroic, or for three it increases to 
  Heroic +10). One crystal must always be a focusing crystal, this creates the blade setting its basic damage causing 
  capabilities and color, the other crystals are power crystals, which modify the way the blade behaves. 
  Once the lightsaber is constructed, it is far easier to swap crystals in and out of the completed weapon, only taking an 
  Easy Lightsaber repair roll and 10 minutes for each crystal to be changed. Also as long as the weapon has a focussing 
  crystal it will work even if it doesn’t have the full complement of crystals it was designed for. 
  • Focusing Crystals 
  There are five main standard types of Focusing Crystals known to exist. These determine both the color and 
  damage that the blade does. These five are: 
  Name 
  Colour 
  Damage 
  Kathracite 
  Standard 
  3D+2 
  Repacite 
  Standard 
  4D 
  Danite 
  Standard 
  4D+2 
  Mephite 
  Standard 
  5D 
  Pontite 
  Standard or Special 
  5D+2 
  To determine the color of each crystal roll on the following tables. 
  Standard Colours 
  1- Blue 
  2- Red 
  3- Orange 
  4- Green 
  5- Yellow 
  6- Special Colour (Roll again on Special Colour table) 
   
  
   
  7 
  Special Colours 
  1- Bronze 
  2- Silver 
  3- Violet 
  4- Viridian (Silvery Green) 
  5- Cyan 
  6- White 
  • Power Crystals 
  These crystals modify the flow of energy into the Lightsabers blade, changing the way it works to a small 
  degree, making it faster, easier to control, more damaging, or changing the type of damage that the weapon does. 
  If the crystal allows the weapon to do multiple types of damage, then it is up to their wielder which of these he 
  adds his Control bonus to for using Lightsaber Combat (e.g. a saber 5D Energy Damage (as standard) +2D Physical, 
  would allow a wielder with a 5D Control Bonus to either do 12D Energy or Physical damage, depending on which 
  the wielder decided to use). 
  Energy Damage merely adds to the base damage of the weapon (e.g. the same 5D saber with a 5D control skill 
  but this time with a +2D Energy bonus would do 12D energy damage), 
  Ion Damage adds to the damage of the weapon only against Droids and Electronics, burning out circuitry and 
  electronic systems while only doing the normal base damage to organic beings or physical objects (e.g. the 5D saber 
  with a 5D control skill, but this time with a +2D Ion bonus would do 12D to a Droid or Landspeeder, but only 10D 
  to a wall or an organic being). 
  Physical Damage adds to the damage of the weapon only against living tissues while only doing the normal 
  damage to physical or droid/electronic targets (e.g. the 5D saber with a 5D control skill, but this time with a +2D 
  Physical bonus would do 12D to a Human or alien, but only 10D to a wall or a droid). 
  Energy Damage stacks with either of the other two, but Physical and Ion damage do not stack together, so a 
  saber that does 5D Damage +2D Energy +1D Physical +2D Ion, can do 8D Energy or Physical damage, or 9D (+2D 
  energy +2D Ion) against Droids and Electronics. 
  While some crystals may give a higher Physical bonus than Ion bonus apparently making the Ion bonus void (a 
  saber that does 5D Damage +2D Energy +2D Physical +1D Ion, could against a Droid do 9D Physical or Energy 
  Damage, or do 8D Ion Damage), it must be noted that Ion damage passes through force shields (meaning that in the 
  previous example the entire 8D damage would pass straight through any force shield, providing a flexibility in use 
  that perhaps is not immediately apparent on a first look). 
  Name 
  Origin and effects 
   
  Bondar 
  Mined on distant asteroids in the Alderaan system, they produce a 
  volatile lightsaber beam that pulses on impact, potentially stunning an 
  opponent. 
  Effects: On a successful hit on exposed flesh, the target receives a 3D 
  stun effect in addition to other damage, this stun effect lasts one round. 
   
  Damind 
  Damind was a type of lightsaber crystal used in the construction of 
  lightsabers used by the Sith. The desert world of Daminia was the only 
  known source of damind.  
  When set in a lightsaber's crystal chamber, damind created a wider 
  and longer blade than seen on a standard lightsaber, able to more-easily 
  deflect blaster fire.  
  Effects: +1D Parry Skill with this weapon. 
   
  Eralam 
  Once mined on the third moon of Erai, ancient Sith bombardment 
  shatter much that remained. If they can be found, these crystals produce a 
  clear, superior lightsaber beam. 
  Effects: +2 Pips Lightsaber skill with this weapon, +2 Pips Energy 
  Damage. 
   
  Firkrann 
  This heavy crystal is collected by the natives of Rafa V. If used in 
  lightsaber construction it produces an electrically charged beam that is 
  devastating to droids. 
  Effects: +2D Ion Damage (added to damage against electronics). 
   
  Jenruax 
  The refined form of Opila, this crystal has been cleansed of all 
  impurities. When set in a lightsaber's crystal chamber, jenruax made the 
  blade more agile and thus, more efficient at deflecting blasterfire. 
  Effects: +1D+2 Parry Skill with this weapon. 
   
  
   
  8 
  Krayt Dragon 
  Pearl 
  Taken from the gullet of a Krayt Dragon, this crystalline “pearl” 
  appears to have refractory qualities that might allow it to function as a 
  lightsaber crystal once properly adapted. 
  Effects: +2 pips Lightsaber skill with this weapon, +2 Pips Energy 
  Damage. 
   
  Luxum 
  Ambria was a world in the grip of the dark side. Through years of 
  mental battle, strange Jedi Master Thon contained the evil to Lake Natth. 
  Long Meditation can form this powerful crystal from the tainted water. 
  Effects: +2 Pips Lightsaber skill with this weapon, +1D Ion Damage 
  (added to damage against electronics). 
   
  Nextor 
  This crystal is mined in the mountains of planet M’haeli, and when 
  used in lightsaber construction it produces a volatile blade that can cause 
  surprising amounts of damage. 
  Effects: Roll and add on a 5 or 6 on the Wild Die when rolling for 
  damage with this weapon, not just on a 6. 
   
  Opila 
  Found in the asteroid fields of the Fyrth system, this crystal can be 
  used in lightsaber construction to produce an intense beam that seems 
  extraordinarily quick to the cut. 
  Effects : +1D Energy Damage, Roll 2 dice for each 6 you get on the Wild 
  Die when rolling damage for this weapon instead of just re-rolling the 
  Wild Die. 
   
  Phond 
  The strange byproduct of rare impurities bonding during the making 
  of certain alloys and some random external condition, this crystal 
  produces a fiercely burning lightsaber beam. 
  Effects: +2D Physical Damage 
   
  Rubat 
  Used in lightsaber construction, Rubat crystal is mined on Phemis. It 
  produces a clearly defined blade that a Jedi can easily track, making it 
  easier to hit opponents. 
  Effects: +2 Pips Lightsaber skill with this weapon. 
   
  Sapith 
  This crystallized material was excreted once every 11 years by the 
  ancient Volice worm of Lwhekk, now extinct. It produces a more intense 
  lightsaber beam, granting better control. 
  Effects: +2 Pips Lightsaber skill with this weapon, +1D Energy Damage. 
   
  Sigil 
  Mined in the Sigil System, this crystal is a costly but valued addition 
  to a lightsaber. It produces a fiercely bright beam that sears on contact, 
  inflicting great damage. 
  Effects: +1D Energy Damage. 
   
  Solari 
  Can only be used by Light Side Jedi 
  There are many famous lightsaber crystals spoken of in the history of 
  the Jedi Order, though none is as powerful as the legendary Solari 
  Crystal. An artefact of true light side power, only those Jedi who are pure 
  in spirit can wield a lightsaber equipped with this gleaming white gem. 
  When the great Jedi Ood Bnar initiated his life-cycle change after a 
  thousand years serving the Jedi Order, he bequeathed the Solari Crystal to 
  his most promising student, a young female Jedi named Shaela Nuur. 
  When Shaela disappeared shortly after the time of the Great Hunt, the 
  Solari Crystal vanished with her. 
  Effects: +1D Lightsaber skill with this weapon, +1D Energy Damage, 
  +1D+2 Physical Damage vs Dark Side. 
   
  Upari 
  Strangely, this crystal is usually encountered scattered in the orbit of 
  primarily forest worlds. It is brittle but versatile, and a Master Jedi can 
  get it to produce many effects. 
  Effects: +1D Lightsaber skill with this weapon, +1D+2 Energy Damage. 
   
  • Special Focusing Crystals 
  Heart of the Guardian (Color: Orange, Base Damage: 5D) 
  Though its origins have been lost, the legendary artifact known as the heart of the Guardian was rumored to have 
  been instrumental in the founding of the guardian order of the Jedi. Nothing further is mentioned in any Jedi archive, 
  but both Sith and Jedi whisper their own legends. According to the Jedi, the Heart will appear in a time of greatest 
  turmoil and deliver the galaxy into salvation. The Sith, however, believe it to be an object of their heritage, which 
  with bring the galaxy under their dominion. 
  
   
  9 
  The Heart of the Guardian appears to be a magnificently shaped lightsaber crystal of unknown composition. 
  Analysis by Suvam Tan has yielded inconclusive results, not being able to identify what mineral it is made of. 
  Suvam has even begun to wonder if it is a normal crystal at all, for at times it almost seems as if it were alive. 
  All known lightsaber crystals seem to have a strange resonance with the Heart of the Guardian, their properties 
  being altered or enhanced when in close proximity to it. Additionally, energy focused through the heart results in a 
  beam of unique clarity and color. 
  The Alternative effects for each Power Crystal when coupled with the Heart of the Guardian are as follows: 
  Name 
  Special effects 
  Bondar 
  4D Stun Effect for 2 rounds in addition to other damage. 
  Damind 
  +1D Parry Skill with this weapon, +2 Pips Energy Damage. 
  Eralam 
  +1D Lightsaber skill with this weapon, +1D Energy Damage. 
  Firkrann 
  +3D Ion Damage (added to damage against electronics). 
  Jenruax 
  +2 Pips Energy Damage, +2D+1 Parry Skill with this weapon. 
  Krayt Dragon Pearl 
  +1D Lightsaber skill with this weapon, +1D+2 Energy Damage. 
  Luxum 
  +1D Lightsaber skill with this weapon, +2D Ion Damage (added to damage 
  against electronics). 
  Nextor 
  +1 Pip Lightsaber skill with this weapon, +1 Pip Energy Damage. Roll and 
  add on a 5 or 6 on the Wild Die when rolling for damage with this weapon, 
  not just on a 6. 
  Opila 
  +2 Pips Lightsaber skill with this weapon, +1D Energy Damage, Roll 2 dice 
  for each 6 you get on the Wild Die when rolling damage for this weapon 
  instead of just re-rolling the Wild Die. 
  Phond 
  +3D+1 Physical Damage. 
  Rubat 
  +2 Pips Lightsaber skill with this weapon, +2 Pips Energy Damage. 
  Sapith 
  +1D Lightsaber skill with this weapon, +1D+1 Energy Damage. 
  Sigil 
  +2 Pips Lightsaber skill with this weapon, +2D+2 Energy Damage. 
  Solari 
  +2 Pips Lightsaber skill with this weapon, +3D+1 Energy Damage, +1D+1 
  to Parry with this weapon. 
  Although the Solari crystal was an artifact of light side power, the Heart of 
  the Guardian and Mantle of the Force lightsaber crystals could remove the 
  light side restriction and allow a non-lightsider to use the crystal. 
  Upari 
  +1D+1 Lightsaber skill with this weapon, +2D Energy Damage. 
  Mantle of the Force (Color: Sky Blue, Base Damage: 4D+2) 
  The Mantle of the Force is an item assembled by Suvam Tan from pieces found in the ruins of Exar Kun’s temples on the 
  fourth moon orbiting Yavin. It appears to be the remains of an even older artifact of unknown origin. It is not known if it 
  was used by Exar Kun, or just uncovered when his temples were destroyed. Nor is it known what the original properties of 
  the item were, but given the current abilities, in its original state it must have been fearsome indeed. 
  The Mantle is a crystalline lattice, resembling a lightsaber crystal in many ways, but having the property of being able to 
  radically alter the flow of energy that passes through it. When combined with other crystals, the mantle warps their 
  properties, often enhancing them to incredible levels. 
  Additionally, the Mantle seems to act as a focusing tool for Force-sensitive individuals, leading to the idea that the original 
  artifact may once have been a powerful tool of the Sith, or perhaps something they took with them when the dark Jedi 
  originally split from the Order. 
  The Alternative effects for each Power Crystal when coupled with the Mantle of the Force are as follows. 
  Name 
  Special effects 
  Bondar 
  4D Stun Effect for 2 rounds in addition to other damage. 
  Damind 
  +1 Pip Lightsaber skill with this weapon, +1 Pip Energy Damage, +2 Pips 
  Force Skills while this weapon is activated and in hand. 
  Eralam 
  +1D Lightsaber skill with this weapon, +1D Energy Damage. 
  Firkrann 
  +1D Lightsaber skill with this weapon, +3D Ion Damage (added to damage 
  against electronics). 
  Jenruax 
  +2 Pips Lightsaber skill with this weapon, +1D+2 to Parry with this weapon. 
  Krayt Dragon Pearl 
  +1D+1 Lightsaber skill with this weapon, +1D to Parry with this weapon. 
  Luxum 
  +1D Lightsaber skill with this weapon, +2D Ion Damage (added to damage 
  against electronics). 
  Nextor 
  +1 Pip Lightsaber skill with this weapon, +1 Pip Energy Damage. Roll and 
  add on a 5 or 6 on the Wild Die when rolling for damage with this weapon, 
  
   
  10 
  not just on a 6. 
  Opila 
  +2 Pips Lightsaber skill with this weapon, +1D Energy Damage, Roll 2 dice 
  for each 6 you get on the Wild Die when rolling damage for this weapon 
  instead of just re-rolling the Wild Die. 
  Phond 
  +3D+1 Physical Damage. 
  Rubat 
  +1D Force Skills while weapon is activated and in hand. 
  Sapith 
  +1D Lightsaber skill with this weapon, +1D+1 Energy Damage. 
  Sigil 
  +2 Pips Lightsaber skill with this weapon, +2D+2 Energy Damage. 
  Solari 
  +1D+1 Lightsaber skill with this weapon, +2D+2 Energy Damage. 
  Although the Solari crystal was an artifact of light side power, the Heart of 
  the Guardian and Mantle of the Force lightsaber crystals could remove the 
  light side restriction and allow a non-lightsider to use the crystal. 
  Upari 
  +2 Pips Lightsaber skill with this weapon, +1D Energy Damage, +2D+2 to 
  Parry with this weapon. 
   
  3. Lightsaber cutting power 
  A lightsaber blade was a massless form that neither radiated heat nor 
  expended energy until it came into contact with something solid. The power 
  of the energy blade was so great that it could cut through almost anything, 
  although the speed through which it cut depended on the density of the 
  subject. One important note about lightsaber wounds is that they rarely 
  bleed profusely, even when a limb had been severed. This is because the 
  energy blade cauterized the wound as it passed, and thus even a severe 
  wound did not tend to bleed heavily. 
  When cutting through dense material, the immense electromagnetic field generated by the arc causes resistance rather than 
  letting solid matter enter and interrupt the arc. This gives the blade a feeling of being solid when immersed in dense material. 
  Rarely, some solid materials can actually pass through the electromagnetic field and short out the arc. Other Electromagnetic 
  energy fields and coherent energy are also repelled by lightsabers' arcs. These include most force fields, blaster bolts, and other 
  lightsaber blades 
   
  4. Resisting the lightsaber 
  Aside from the blade of another lightsaber, there were rare materials that could withstand a lightsaber blade, but with varying 
  degrees of success: 
  • 
  Cortosis, although a rare and expensive metal, was a common defense against 
  lightsabers. One of the reasons it was so expensive was the need to refine it. Pure, 
  unrefined, Cortosis ore was, for unexplained reasons, ionized and anyone who 
  touched it would be killed instantly. There were three known methods of forging 
  cortosis armor and weapons, each with varying effects: 
  The first method was to make the armor or weapon with a cortosis weave, which 
  utilized the ore's primary elements. When contacted by a lightsaber's blade, the 
  cortosis fibers that were worked into the metal caused a surge that shorted out the 
  energy blade. The lightsaber could be reactivated immediately, but it gave the opponent the momentary upper hand. 
  The most common and inexpensive method employed during the Jedi Civil War was the use of a variant cortosis alloy 
  that resisted the lightsaber blade itself, although it did not cause the lightsaber to deactivate. This enabled troops to fight 
  Jedi or Sith blade-to-blade. 
  The rarest type of cortosis came in the form of a refined metal with all the impure elements removed. Thus purified, 
  there were no "weaker" metals for the lightsaber to damage, and unique conducting elements remained to short out the 
  energy blade. This refined alloy, nicknamed a cortosis shield was most often employed as armor. 
  • Lightfoil were small and elegant energy swords based upon lightsabers. They were popular among certain nobles of the 
  Tapani sector, especially those that called themselves "saber rakes". Lightfoils were weaker than authentic lightsabers due 
  to the poor quality focusing crystals used in their manufacture and the relatively low level of craftsmanship compared to 
  Jedi artisans. They did not require any connection to the Force to create, and were fully usable by non-Force sensitives. 
  • Phrik, was a rare metallic compound that could withstand a lightsaber blade, although unlike the aforementioned metal, 
  Phrik did not possess the ability to cause the blade to short out. Phrik was most notably used in the construction of the 
  electrostaffs wielded by General Grievous's MagnaGuards. Other notable uses of Phrik included elements of Palpatine's 
  lightsaber and Dark Trooper armor. 
  • Darkswords were an ancient type of sword made from a special material that could parry lightsabers. Unlike cortosis, this 
  material did not possess the ability to temporarily deactivate a lightsaber blade it made contact with. 
  
   
  11 
  • Armorweave was a cloth said to give some resistance to lightsabers, although the protection the reinforced material 
  afforded was limited. 
  • Sith Alchemy was employed during the eras of the first Sith Empire to augment the properties of metals so as to counter 
  the seemingly unstoppable lightsaber. The Sith also made use of such elements as cortosis in the forging of their Sith 
  swords. After the original Sith Empire, the most notorious use of Sith alchemy was in the construction and reinforcement of 
  Darth Vader's armor. 
  • Mandalorian Iron: A metal used by the Mandalorian warriors. 
  • Force Weapon: Weapons imbued with the power of the Force could be used to parry a lightsaber's blade without harm. 
  • Water: All lightsabers, unless specially made, would short out when they were submerged in water, due to rapid chain 
  reactions and the instant overpowering of water on the blade. In rain, a lightsaber would steam up, but not short out. 
  Other counteracting materials existed in the galaxy, such as various energy shields. Some animals, such as lava dragons, were 
  possessed of natural armor that reflected the blade. Superconductive materials (such as Ultrachrome) have a degree of resistance to 
  lightsaber strikes 
   
  5. Lightsaber styles 
  5.1. 
  Introduction 
  Each Jedi chose the style of lightsaber combat that best suited him or her. For example, 
  Master Yoda used the Ataru form to compensate for his lack of reach and height; Mace 
  Windu used Vaapad to tap into his anger and employ it constructively (albeit without 
  giving himself over to the dark side); Count Dooku's practice of the Makashi form fit first 
  of all his intention to frequently engage in lightsaber-to-lightsaber combat, and second his 
  emphasis on class and elegance as well as precision. The Jedi Exile was a practitioner of all 
  of these forms, but only excelled to the point of mastery in a few of them. She often used 
  her knowledge of multiple styles to great effect in combat, allowing her to switch styles 
  during fights and confuse her enemies. 
  5.2. 
  The “Classical” Seven Lightsaber Forms 
  The seven forms were not merely swordplay moves; they represented seven different kinds of philosophy. In addition, a 
  lightsaber was not necessary to execute the seven forms: each form could be applied in unarmed combat. Jedi Masters 
  Mace Windu, Obi-Wan Kenobi and Kit Fisto had demonstrated such talent during the Battle of Haruun Kal and the Bio-
  Droid Threat respectively. 
  - 
  Form I: Shii-Cho; "Way of the Sarlacc" or "Determination Form" 
  - 
  Form II: Makashi; "Way of the Ysalamiri" or "Contention Form" 
  - 
  Form III: Soresu; "Way of the Mynock" or "Resiliance Form" 
  - 
  Form IV: Ataru; "Way of the HawkBat" or "Aggression Form" 
  - 
  Form V: Shien / Djem So; "Way of the Krayt Dragon" or "Perseverance Form" 
  - 
  Form VI: Niman; "Way of the Rancor" or "Moderation Form" 
  - 
  Form VII: Juyo (Vaapad); "Way of the Vornskyr" or "Ferocity Form" 
  5.3. 
  The “Non-Classic” Lightsaber methods 
  The following forms were not considered a part of the seven main or "classic" forms. Some were systematized methods 
  of lightsaber combat, while others were merely techniques or principles of combat applied to lightsaber combat. They were 
  mostly based on other forms, with the exception of Form “Zero”, which emphasized avoiding conflict whenever possible. 
  Their main difference with the “Classic” Lightsaber forms is that they are not directly linked to any kind of philosophy 
  (again with perhaps the exception of Form “Zero”). 
  - 
  Sokan – using terrain to one's advantage. 
  - 
  Jar'Kai – two-handed lightsaber combat, using one blade for attack, another for defense. 
  - 
  Form “Zero” – avoiding combat when not necessary. 
  - 
  Dun Moch – distracting and taunting an opponent, a Sith technique. 
  - 
  Trakata – taking advantage of a lightsaber's ability to be turned quickly on and off. 
  - 
  Trispzest – a type of aerial dueling. 
  - 
  Mounted Lightsaber Combat 
  - 
  Double-Bladed Lightsaber Combat 
  - 
  Lightwhip combat 
  Several techniques fell outside the traditional and practiced forms of the Jedi. General Grievous could employ more 
  varied movements. His attacks were intended to misdirect and confuse traditionally trained sword fighters. Grievous was 
  exceptionally capable of this due to the flexibility of his joints, robotic reflexes, and his many limbs. Only the most 
  experienced and talented Jedi could withstand his attacks. For example, Grievous could hold one lightsaber in each of his 
  four hands, spinning two of them very rapidly in front of him as a shield. Grievous used this against Obi-Wan Kenobi on 
  Utapau, but Obi-Wan managed to overcome this by biding his attack and finally timing his strike through the whirling 
  lightsaber shield. 
  
   
  12 
  Another unique lightsaber style was that of Adi Gallia who held her saber with a one-handed reverse grip (backhand 
  style) resulting in wide, long swings. This was a personal variation of Form IX, much as Vaapad was Mace Windu's 
  personal variation of Form VII. A variation of this form was used by the leader of the Force-users known as the Jensaarai 
  (led by the Saarii-Kaar) encountered by Corran Horn. This form was developed by an Anzati Dark Jedi during the Clone 
  Wars, who was eventually killed by Corran's grandfather. This form holds the weapon like a dagger, with one hand on the 
  hilt and another on the pommel with the blade pointing toward the ground. This style favors one who is quick, combining 
  quick strikes with sweeps at the legs. Horn was almost defeated by this style before distracting the Saarii-Kaar with a 
  mental projection of her master, allowing his wife to stun her. 
  Dark Jedi Boc's combat style was an unorthodox mixture of the dual saber based Form X and highly aggressive 
  jumping attacks directed straight at his opponent. He used this against Kyle Katarn in a duel on Ruusan, but—with some 
  help from his friend Jan Ors and the Force—Katarn was able to defeat Boc. 
   
  6. The “Classical” Seven Lightsaber Forms detailed 
  In the following additive rules, the lightsaber skill is only considered to be the basic of the training to use a lightsaber without 
  any special effect. Non Force sensitive character can use the lightsaber with this skill. Thanks to the help of the Force (powers 
  such as Lightsaber Combat) a Jedi can use the lightsaber more efficiently. But with the years of thinking, meditation, training… 
  and the help of the Force, the Jedi have managed to find other ways to use the lightsaber. 
  So, with those years, are successively born what is now known as the seven traditional lightsaber Forms. Those seven 
  traditional Forms are use of the century long sought of Force-combat methods philosophies. 
  Being combat methods philosophies, these Forms skills might be used in conjunction with any hand to hand fighting skills as 
  long as the using prerequisites are fulfilled. 
  But before being eventually used without a lightsaber, those philosophies have to be learned through the Force channel the 
  lightsaber represents. 
  Every Jedi may be trained in each of the “Classical” Seven Lightsaber Forms. But only ONE of those Forms may be learned up 
  to the Master level, for those Forms/Philosophies represents such closeness to the Jedi mind spirit. 
  Those combat philosophies are developed in an average way between regular and advanced skills. 
  - 
  The development cost is the same as the regular skills when the Jedi has some means of teaching (teacher, book, 
  holocron…). 
  - 
  The development cost is the double as the regular skills when the Jedi has no means of teaching and must find the 
  style philosophy way himself. 
  - 
  Each “Classical” Seven Lightsaber Forms skills start at 1D for a cost of 2 character points, whatever the Dexterity 
  attribute or the lightsaber (lightweapon) skill. 
  Each of the seven lightsaber form has its own prerequisites to be learned (such as “First Aid” skill at 5D is necessary to begin 
  to learn the advanced “Medicine” skill). Report to each lightsaber form for those prerequisites. 
  The benefit of using an advanced lightsaber Form skill with a lightsaber (or light weapon) or other kind of weapon (bare hand 
  included) is also described under each Form description. 
  Differing with regular advanced skills: 
  - 
  The benefits (positive or negative) of those advanced combat philosophies apply only after the character has 
  decided how many action he is doing in the round, and apply to each skill referring to the advanced combat 
  philosophies. 
  - 
  The need of focus to perform one Form prevents the Jedi to switch from one Form to another to easily. So, the Jedi 
  must prepare himself for the change 2 rounds before the change apply (i.e.: “Round 1”, the Jedi thinks he needs to 
  change of Form; “round 2”, the Jedi prepares himself for the change; “round 3”, the Jedi changes his fighting 
  Form). It is possible for the Jedi to abort the change of Form but at cost of 1 action in “round 2” or 2 actions in 
  “round 3”. 
   
  6.1. 
  Form I: Shii-Cho, the Way of the Sarlacc, or the Determination Form. 
  As the weapons technology of the lightsaber was developed, the need for a form of combat arose. Thus Form I, also 
  called Way of the Sarlacc, was born. Shii-Cho was the most ancient style of lightsaber combat, developed by early Jedi 
  Masters during the transition from metal swords to lightsabers, to incorporate key principles of ancient sword-fighting 
  traditions. Existing as the simplest form even four thousand years before the Battle of Yavin, Shii-Cho was among the 
  many forms known to the Jedi, including Kreia and the Jedi Exile. Due to its simplicity, it was often the first form taught, 
  so almost all lightsaber duelists included some aspect of Shii-Cho in their swordplay. 
  Sun djem was a goal of early Form I duelists, as disarming or destroying the opponents' weapons could ensure victory 
  without causing injury, which was always a Jedi objective. However with the rise of Form II, sun djem became nearly 
  impossible as Makashi duelists were well trained to prevent their own weapons being taken or destroyed. 
  
   
  13 
  In the Old Jedi Order, younglings started out by learning Form I at a very early age, before 
  beginning a Padawan apprenticeship with a Jedi Master. Their first years, they spent studying no 
  other form. It was done so, because, as Kreia commented, Form I was the simplest of the forms, 
  yet still powerful. Their training included learning to deflect plasma bolts from training remotes 
  while being blindfolded or covered up by a practice helmet. Lightsaber instructors such as Yoda 
  and Cin Drallig taught Form I to thousands of students during their Jedi careers. 
  Form I was born thousands of years before the Battle of Yavin, when contained beams of 
  energy replaced metal swords. This fighting form is really an extension of the traditional metal-bladed techniques it was 
  created from, with its basics of attacks, parries, body target zones and practice drills, and the principles of blade contact 
  remained essentially the same. 
  Kit Fisto, one of the most notable practitioners of Form I during the Clone 
  Wars, successfully wielded the style through many battles and duels, 
  demonstrating his skill against the likes of General Grievous and Asajj Ventress. 
  He demonstrated a high amount of versatility with the form, effectively applying 
  his skills towards the usage of multiple blades and lightwhips. However, Fisto 
  proved unable to defeat Darth Sidious with the style, highlighting one of its 
  primary weaknesses. Form I was ideal when heavily outnumbered and effective 
  against many opponents, but a single opponent, especially one as powerful as Sidious, is able to find flaw in it. 
  Obi-Wan Kenobi commented Form I as wild, raw, and deadly, requiring much emotional heat, and Kit Fisto noted how 
  hard it was to control the pull of Form I, disabling opponents rather than killing them; however, Kenobi sometimes did 
  infuse elements of Shii-Cho into his swordplay, including the rematch with Count Dooku onboard the Invisible Hand. 
  Dooku himself commented Shii-Cho swordplay as deliberate as a lumberdroid, moving step by step, cutting off the angles, 
  clumsy but relentlessly dogged, certainly one of the most basic of fighting forms. 
  Form I was said to allow focus and a slightly improved chance of connecting with the opponent. Because the ancient 
  Jedi did not have lightsaber-wielding enemies, Form I was not developed with lightsaber-to-lightsaber combat in mind. 
  Nonetheless, because of its few advantages and disadvantages, Shii-Cho was an effective form to fall back on when no 
  other form would do to suit the current combat situation. 
  - 
  Prerequisites to learn and use with a lightsaber or a lightweapon: Lightsaber (or lightweapon): 4D; Lightsaber 
  combat (or Jar'Kai (daisho) Combat (Two Lightsaber Combat), Double-Bladed Lightsaber Combat, Lightwhip 
  Combat, …); Control: 1D; Sens: 1D. 
  - 
  Prerequisites to use without lightsaber (or lightweapon): Hand to hand attack and parry: 5D each; Jedi Armed 
  Combat or Martial Combat (or …) Force power. 
  - 
  Form I benefits: 
  . 
  Skill 1D (Rookie): +1 pip to attack and parry (melee combat and multiple enemies only). 
  . 
  Skill 2D (Rookie): +2 pips to attack and parry (melee combat and multiple enemies only). 
  . 
  Skill 3D (Rookie): +1D to attack and parry (melee combat and multiple enemies only). 
  . 
  Skill 4D (Trainee): +1D+1 to attack and parry; +1 pip for a “called shot” to perform Sun djem; (all those 
  melee combat and multiple enemies only). 
  . 
  Skill 5D (Trainee): +1D+2 to attack and parry; +2 pips for a “called shot” to perform Sun djem; (all those 
  melee combat and multiple enemies only). 
  . 
  Skill 6D (Trainee): +2D to attack and parry; +1D for a “called shot” to perform Sun djem; (all those melee 
  combat and multiple enemies only). 
  . 
  Skill 7D (Master): +2D+1 to attack and parry; +1D+1 for a “called shot” to perform Sun djem (all those 
  melee combat and multiple enemies only); +1 pip to parry ranged weapon (multiple enemies only). 
  . 
  Skill 8D (Master): +2D+2 to attack and parry; 1D+2 for a “called shot” to perform Sun djem (all those melee 
  combat and multiple enemies only); +2 pips to parry ranged weapon (multiple enemies only). 
  . 
  Skill 9D (Master): +3D to attack and parry; +2D for a “called shot” to perform Sun djem (all those melee 
  combat and multiple enemies only); +1D to parry ranged weapon (against multiple enemies only). 
  . 
  Skill 10D (Grand-Master): +3D to attack and parry; +2D for a “called shot” to perform Sun djem (all those 
  melee combat and multiple enemies only); +1D to parry ranged weapon; one free action (attack, parry or 
  ranged weapon parry) those two against multiple enemies only. 
  6.2. 
  Form II: Makashi, the Way of the Ysalamiri, or the Contention Form. 
  After Form I's proliferation as a lightsaber combat technique, Form II came about as 
  a means of lightsaber-to-lightsaber combat. It was described as being very elegant, 
  powerful, and requiring extreme precision, allowing the user to attack and defend with 
  minimal effort, while his opponents tired themselves out. Practitioners often wielded the 
  blade one-handed for greater range of movement and fluidity. The form relied on 
  parries, thrusts, and small, precise cuts—as opposed to the blocking and slashing of the 
  other forms. Form II countered sun djem, the goal of early Form I masters, by being well 
  trained in prevention of disarming and weapon destruction. 
  Form II emphasized fluid motion and anticipation of a weapon being swung at its target, and so required very fluid 
  movements of both the blade and the body.  
  
   
  14 
  Feints would also be commonly used to confuse or set-up their opponents for a trap, a tactic that Count Dooku 
  commonly used in his duels during the Clone Wars. Precise footwork and movements were required for maintaining proper 
  distance from the opponent during defense and/or when moving in for an attack. The blade manipulation required for this 
  form was very refined and required intense focus, such as Dooku's hurling objects at Anakin while using a one-handed bind 
  to keep Obi-Wan at bay. Timing, accuracy, and skill, rather than strength, were relied on to defeat one's opponent, and with 
  a skilled practitioner, the results were extremely potent. 
  The footwork of Makashi practitioners followed a single line, front and back, shifting the feet to keep in perfect balance 
  as the practitioner attacked and retreated. Makashi was a style based on balance, on back-and-forth charges, thrusts, and 
  sudden retreats. Elegance, gallantry, enchantment, finesse, artfulness, and economy were the core of Makashi. Dooku 
  displayed this to the extreme during the duel aboard the Invisible Hand, using his footwork to evade Anakin and Obi-Wan 
  so that he could fight them one-on-one instead of at the same time. Makashi duelists also trained themselves to avoid 
  enslavement to form; as such enslavement opened the practitioner to be defeated by predictability and the unforeseen. 
  Makashi users were often elegant, precise, calm, and confident to the point of arrogance (as befit Dooku's personality). 
  Form II users were supremely confident in their chances for victory, and often looked so relaxed when they were fighting 
  they even appeared to be dancing.  
  Despite its effectiveness, Form II was not without its weaknesses. Among the first 
  of these was the fact that it was somewhat harder to deflect blaster shots with this style. 
  Makashi was developed before blasters had become common place in the galaxy, and 
  Form II training taught its practitioners to defend solely against blades. Skilled users 
  could overcome this obstacle with minimal effort, however. 
  Another drawback was that Makashi was most potent when used against a single opponent, and therefore was reduced 
  in strength when fighting groups of adversaries. Exceptionally skilled users could still fare very well against multiple foes, 
  however. Dooku, for example, could fight up to four adversaries at once with little difficulty. Others, such as Asajj 
  Ventress, compensated for this difficulty by wielding multiple blades. 
  But the greatest flaw with this system of combat was that it could not withstand strikes from the later styles, which 
  emphasized power brute force as opposed to the elegance and precision Makashi specialized in. As shown during Dooku's 
  fatal duel with Anakin, Makashi simply did not generate the necessary kinetic energy to meet Skywalker's preferred form, 
  Djem So, on an even footing. The sheer, raw power of Form V wore down Dooku's defenses, physically exhausting him 
  and draining his reserves of Force power. 
  - 
  Prerequisites to learn and use with lightsaber or lightweapon: Lightsaber (or lightweapon): 6D; Lightsaber 
  combat (or Jar'Kai (daisho) Combat (Two Lightsaber Combat), Double-Bladed Lightsaber Combat, Lightwhip 
  Combat, …); Control: 4D; Sense: 2D. 
  - 
  Prerequisites to use without lightsaber (or lightweapon): Hand to hand attack and parry: 7D each; Jedi Armed 
  Combat or Martial Combat (or …) Force power. 
  - 
  Form II benefits: 
  . 
  Skill 1D (Rookie): +1D to attack and parry single opponent only in melee combat unless the opponent is using 
  Form V, in which case that bonus becomes a malus of -2D. Makashi user also suffers a penalty of -2D attack 
  and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. They also gain a 
  +1 pip to parry against Sun djem attack. 
  . 
  Skill 2D (Rookie): +1D+1 to attack and parry single opponent only in melee combat unless the opponent is 
  using Form V, in which case that bonus becomes a malus of -2D. Makashi user also suffers a penalty of -2D 
  attack and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. They also 
  gain a +2 pip to parry against Sun djem attack. 
  . 
  Skill 3D (Rookie): +1D+2 to attack and parry single opponent only in melee combat unless the opponent is 
  using Form V, in which case that bonus becomes a malus of -1D+2. Makashi user also suffers a penalty of -
  1D+2 attack and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. 
  They also gain a +1D to parry against Sun djem attack. 
  . 
  Skill 4D (Trainee): +2D to attack and parry single opponent only in melee combat unless the opponent is using 
  Form V, in which case that bonus becomes a malus of -1D+2. Makashi user also suffers a penalty of -1D+2 
  attack and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. They also 
  gain a +1D+1 to parry against Sun djem attack. 
  . 
  Skill 5D (Trainee): +2D+1 to attack and parry single opponent only in melee combat unless the opponent is 
  using Form V, in which case that bonus becomes a malus of -1D+1. Makashi user also suffers a penalty of -
  1D+1 attack and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. 
  They also gain a +1D+2 to parry against Sun djem attack. 
  . 
  Skill 6D (Trainee): +2D+2 to attack and parry single opponent only in melee combat unless the opponent is 
  using Form V, in which case that bonus becomes a malus of -1D+1. Makashi user also suffers a penalty of -
  1D+1 attack and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. 
  They also gain a +2D to parry against Sun djem attack. 
  . 
  Skill 7D (Master): +3D to attack and parry single opponent only in melee combat unless the opponent is using 
  Form V, in which case that bonus becomes a malus of -1D. Makashi user also suffers a penalty of -1D attack 
  and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. They also gain a 
  +2D+1 to parry against Sun djem attack. 
  
   
  15 
  . 
  Skill 8D (Master): +3D+1 to attack and parry single opponent only in melee combat unless the opponent is 
  using Form V, in which case that bonus becomes a malus of -2 pips. Makashi user also suffers a penalty of -2 
  pips attack and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. They 
  also gain a +2D+2 to parry against Sun djem attack. 
  . 
  Skill 9D (Master): +3D+2 to attack and parry single opponent only in melee combat unless the opponent is 
  using Form V, in which case that bonus becomes a malus of -1 pip. Makashi user also suffers a penalty of -1 
  pip attack and block against an enemy with a ranged weapon or multiple enemies wielding any weapon. They 
  also gain a +3D to parry against Sun djem attack. 
  . 
  Skill 10D (Grand-Master): +4D to attack and parry single opponent only in melee combat. They also gain a 
  +3D to parry against Sun djem attack. The mastery of the Makashi form is such that they are no more maluses 
  left. 
  6.3. 
  Form III: Soresu, the Way of the Mynock, or the Resilience Form. 
  "Defense will not slay my enemy." 
  "You lack the physical strength required for the powerful attacking strikes of Djem So or the other aggressive forms. 
  You must rely on quickness, cunning and, most of all, patience to best your enemies."  
  ―Darth Zannah learns from Darth Bane the effectiveness of Soresu[src] 
  Originally, Form III was developed as a counter to blaster weapons used by multiple opponents. Due to the rise in 
  distribution of blaster weapons, more and more Jedi were forced to adopt a fighting style which allowed them to combat 
  enemies firing from several directions, mostly basing their "attack" on redirected blaster fire. Previous styles had allowed 
  wide, sweeping strokes which left the Jedi open to blaster fire. Form III, however, required maintaining a constant shield of 
  deflective strokes by making short, quick sweeps, close to the body, leaving the Jedi less exposed to ranged fire. Form III 
  was the most defensive of the seven forms.  
  "Form three allows you to parry incoming attacks with minimal effort. Your opponent must expend precious energy 
  with each blow, slowly tiring while you remain fresh and strong."  
  ―Darth Bane to Darth Zannah 
  The philosophy of Soresu was described as "being within the eye of the storm." The practitioner maintained a centered 
  frame of concentration, undisrupted by the conflict around them. They did this to maintain the calm center where the outer 
  storm of combat could not harm them. Thus, Soresu commanded powerful defensive techniques that seemed to adapt to 
  almost any circumstance, at the cost of never reaching past the figurative eye of the storm. The Soresu technique used little 
  to none of the attack power needed by those who concentrate on the storm itself. Those who studied this style used the 
  primarily defensive technique to wear down aggressive opponents by defending long onslaughts with minimal counter-
  attacking. They waited until their adversary spent most of their energy, then employed an alternate, more aggressive attack. 
  They waited for eventual lapses in their opponent's own defense.  
  The key to truly mastering Soresu may have come from a mastery of the concept and philosophy of Soresu. Jedi Master 
  Obi-Wan Kenobi, despite his preference for Soresu, applied Shii-Cho elements and Ataru acrobatics into his swordplay, as 
  evidenced by his recollection of his intense duel with the Sith Lord Count Dooku onboard the Invisible Hand. This, 
  however, he did to confuse Dooku, as he later switched back to his true form, Soresu. In his duel against General Grievous, 
  Kenobi used pure Form III swordplay.  
  "Good. Do not block. Redirect. Wait for opponents to become weary or frustrated. Let them make a mistake, then seize 
  the opening and make them pay."  
  ―Darth Bane to Darth Zannah during her lightsaber training 
  Soresu utilized motions that occurred very close to the body, in an attempt to 
  achieve near-total protection and expend as little energy as possible while 
  executing moves. Form III stressed quick reflexes and fast positional transition, 
  in order to overcome the rapidity with which a blaster could be fired. This 
  technique minimized the body's exposure, making a well-trained practitioner 
  nearly invincible. Followers of Soresu preferred to remain on the defensive until 
  their opponent left an opening that a Soresu practitioner could exploit.  
  Observers generally described Soresu as a passive form of combat. Jedi with 
  extreme patience and reserved personality often employed the form - in fact, during the Clone Wars, Soresu was the most 
  commonly used lightsaber form in the Jedi Order. Its popularity was not always as such; it was not until the death of Qui-
  Gon Jinn on Naboo that many Jedi switched from Form IV to Soresu.  
  Form III involved preparation for prolonged battles where the user observed and learned as much as possible about their 
  opponent's or opponents' technique while engaged in combat. Also, by being more capable in lengthy battles, a Soresu user 
  had the ability to gain control of a combat situation, creating multiple options for the Jedi employing the form. A Form III 
  user could choose to kill, disarm, or even reason with their opponent.  
  Many Soresu practitioners survived the lengthy Battle of Geonosis, owing to the endurance gained from the form and its 
  specialization in fending off and deflecting blaster fire. Soresu's greatest power lay in the endurance and control a 
  practitioner eventually developed.  
  
   
  16 
  Jedi Master Mace Windu noted that, unlike any of the other combat styles, Soresu was not an answer to a particular type 
  of weakness. Vaapad was an answer to Windu's inner darkness; Ataru was Yoda's answer to his limited reach and advanced 
  age; and Djem So helped Anakin release his own powerful emotions. Toward the end of the Clone Wars, Master Windu 
  acknowledged Obi-Wan Kenobi as "The master of Soresu." It was because of this fact that Kenobi was chosen by the Jedi 
  High Council as the Jedi best suited to defeat General Grievous. During their duel, the Jedi Master was capable of parrying 
  all four of Grievous's lightsabers, gradually disarming the cyborg general. Earlier, during his duel with Count Dooku 
  aboard the Invisible Hand, Kenobi's expertise in Soresu allowed him to parry the Count's elegant Makashi strikes.  
  Soresu was considered the consummate Jedi combat form in that it embraced a passive way of life and a literal 
  expression of the Jedi tenet to defend rather than attack. Obi-Wan himself considered Soresu very simple, so restrained and 
  defense-oriented that Form III was nearly passive. As a master, Obi-Wan could defend himself against any attack less than 
  twenty strikes per second. Darth Vader used elements of Form III in his variant of Form V. 
  "The smaller blades give you greater speed and maneuverability. Grip the handle lightly in your fingers. Control the 
  weapon with your wrist and hand rather than the muscles of your arm. You will sacrifice reach and leverage, but you will 
  be able to create a shield of impenetrable defense."  
  ―Darth Bane 
  Soresu was a very favorable form of combat for Jedi up until the Great Jedi Purge. The defense and control it allowed a 
  practitioner made for suitable outcomes in favor of the user when faced with hurried opponents who left themselves 
  vulnerable to counterattack. However, its defense required a very large amount of focus from the wielder and even a 
  momentary fault in concentration could spell defeat. Jedi with less focused minds would usually abandon this style of 
  combat to capitalize on the benefits of other styles that required less dedication to prolonged fighting. Form III utilized 
  strikes and blocks with the lightsaber at very fast speeds with the blade extremely close to the wielder's body. This form 
  also utilized some acrobatics such as those seen in Form IV to make the wielder even harder to catch.  
  Form III was effective against single powerful enemies, as well as large battles with multiple enemies. Form III was 
  also the most effective form for deflecting blaster bolts, since it was originally designed to combat blaster-wielding 
  opponents, and since the movements are very swift and close to the body, there would basically be no open space between 
  attacks that could leave the wielder open to blaster fire. Jedi who mastered Soresu were known to have an unbreakable 
  defense, and the most successful when dealing in situations when a quick victory was not as favorable as total 
  understanding and calculated action. Soresu users will only attack the enemy to deliver the disarming strike (unless fighting 
  against battle droids), and will keep defending until they see an opening in the enemy. Soresu masters had an unbreakable 
  defense, as mentioned above, and could trap opponents in their own attacks, as demonstrated by Obi-Wan Kenobi during 
  his duel with General Grievous on Utapau, as well against Darth Vader on Mustafar. 
  "A… defensive technique. But effective. Use it if you do not wish to be hit, or if you are facing many opponents with 
  blasters. With a lightsaber blade and enough skill in deflection, it is an excellent offense against blasters, but in other 
  situations, it merely delays the inevitable."  
  ―Kreia 
  Truly focused masters of Soresu were very formidable due to their strong defense technique. Soresu, however, 
  facilitated survival more than victory. Form III initiates were more than capable of defending themselves from attack, but 
  they needed a large amount of experience to learn how to trap an opponent in their own offense. Masters had to maintain an 
  incredibly strong focus on the center of the combat circle, since the defensive tactics of the form included guards and 
  parries engaged very close to the body. Jedi who left small lapses in their otherwise strong defense left little room to avoid 
  injury.  
  Form III did not favor Jedi Generals in a lengthy fight with troops left alone on the battlefield. Jedi found this situation 
  usually inevitable during the Clone Wars. General Obi-Wan Kenobi provided a good example of this situation when he 
  needed to leave his regiment of troops to conduct his reconnaissance search for General Grievous.  
  - 
  Prerequisites to learn and use with lightsaber or lightweapon: Lightsaber (or lightweapon): 5D; Lightsaber 
  combat (or Jar'Kai (daisho) Combat (Two Lightsaber Combat), Double-Bladed Lightsaber Combat, Lightwhip 
  Combat, …); Control: 2D; Sense: 4D. 
  - 
  Prerequisites to use without lightsaber (or lightweapon): Hand to hand attack and parry: 6D each; Jedi Armed 
  Combat or Martial Combat (or …) Force power. 
  - 
  Form III benefits: 
  . 
  Whatever the skill level, Soreru is such a defensive philosophy that a Jedi using this form cannot attack without 
  being first attacked, if attacking at all… 
  . 
  Skill 1D (Rookie): +2D to defense against any opponent (both melee combat and ranged attack); -3D to 
  counterattack (only!) any opponent. 
  . 
  Skill 2D (Rookie): +2D+1 to defense against any opponent (both melee combat and ranged attack); +1 pip for 
  deviating blaster bolts; +1 pip to stamina roll while engaged in Soresu style fight; -2D+2 to counterattack 
  (only!) any opponent. 
  . 
  Skill 3D (Rookie): +2D+2 to defense against any opponent (both melee combat and ranged attack); +2 pips 
  for deviating blaster bolts; +2 pips to stamina roll while engaged in Soresu style fight; -2D+1 to counterattack 
  (only!) any opponent. 
  
   
  17 
  . 
  Skill 4D (Trainee): +3D to defense against any opponent (both melee combat and ranged attack); +1D for 
  deviating blaster bolts; +1D to stamina roll while engaged in Soresu style fight; -2D to counterattack (only!) 
  any opponent. 
  . 
  Skill 5D (Trainee): +3D+1 to defense against any opponent (both melee combat and ranged attack); +1D+1 
  for deviating blaster bolts;  +1D+1 to stamina roll while engaged in Soresu style fight; -1D+2 to 
  counterattack (only!) any opponent. 
  . 
  Skill 6D (Trainee): +3D+2 to defense against any opponent (both melee combat and ranged attack); +1D+2 
  for deviating blaster bolts; +1D+2 to stamina roll while engaged in Soresu style fight; -1D+1 to counterattack 
  (only!) any opponent. 
  . 
  Skill 7D (Master): +4D to defense against any opponent (both melee combat and ranged attack); +2D for 
  deviating blaster bolts; +2D to stamina roll while engaged in Soresu style fight; -1D to counterattack (only!) 
  any opponent. 
  . 
  Skill 8D (Master): +4D+1 to defense against any opponent (both melee combat and ranged attack); +2D+1 
  for deviating blaster bolts; +2D+1 to stamina roll while engaged in Soresu style fight; -2 pips to counterattack 
  (only!) any opponent. 
  . 
  Skill 9D (Master): +4D+2 to defense against any opponent (both melee combat and ranged attack); +2D+2 
  for deviating blaster bolts; +2D+2 to stamina roll while engaged in Soresu style fight; -1 pip to counterattack 
  (only!) any opponent. 
  . 
  Skill 10D (Grand-Master): +5D to defense against any opponent (both melee combat and ranged attack); +3D 
  for deviating blaster bolts; +3D to stamina roll while engaged in Soresu style fight; no more malus to 
  counterattack (only!) any opponent. 
  6.4. 
  Form IV: Ataru, Way of the HawkBat, or the Agression Form. 
  The history of Ataru stretched back through the Old Republic, to at least as early as the Mandalorian Wars, where it was 
  commonly employed by Jedi of that day. Ataru continued to be a common form among the Jedi in the latter stages of the 
  Republic.  
  An aggressive style, Form IV was fast-paced and effective against single opponents, though weaker in prolonged 
  combat and confined spaces. Ataru was characterized by Force-assisted acrobatics, both for attack and defense, and fast, 
  powerful strikes. Notable users of this combat form included Yoda and Qui-Gon Jinn. 
  "Form IV, also called Ataru, is the most acrobatic Form, filled with numerous elaborate moves, and relies heavily upon 
  a Jedi's ability to run, jump, and spin using the Force."  
  ―Cin Drallig 
  Ataru was an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru 
  were always on the offensive, attacking with wide, fast, and powerful swings. Form IV practitioners constantly called upon 
  the Force to aid in their movements and attacks. By allowing the Force to flow throughout their body, they could overcome 
  their physical limitations (including old age, as was the case with Master Yoda) and perform amazing feats of acrobatics, 
  such as somersaults and back flips, not only for attack, but also to evade the attacks and strikes of their opponents. Jedi 
  utilizing Ataru needed to incorporate all the Force powers that involved surpassing normal physical ranges of motion, 
  speed, and agility in order to be successful. Running, jumping, and spinning were all emphasized in learning the elaborate 
  kinetics of the form. 
  Those who used Form IV could move at high speeds and could rain strong blows, jumping and attacking through the 
  air. Powerful and quick spinning attacks could be utilized from all angles, either from ground or air. A master in Ataru 
  combat could appear like a blur to their opponents, attacking from all directions—from the front, the sides, overhead, or 
  behind. The Force not only allowed them to perform athletic feats not possible otherwise, but it also helped guide their 
  actions and movements in combat. 
  The opening stance for Ataru was a balanced two-handed guard: holding the lightsaber vertically 
  with both palms, either on the right or left side of the body.  
  "This form is Ataru. Because it is such an aggressive fighting style, you should only use it against 
  single opponents."  
  ―Vrook Lamar, on Form IV 
  Ataru proved to be an effective combat form when used properly, and was 
  common among Jedi in the Mandalorian Wars. It was well-suited to close combat, 
  particularly against single opponents.  
  Because it was such an aggressive style, Ataru was not generally optimal for 
  use against multiple opponents, and it was somewhat ineffective against blaster 
  fire, particularly from multiple foes. Despite these weaknesses, Obi-Wan Kenobi 
  and Qui-Gon Jinn were able to employ this form with great success during the 
  Battle of Naboo against numerous B-1 battle droids. This form was also 
  considered not as effective for prolonged combat, as the nature of Ataru could 
  greatly tax the body. Fatigue was theorized to have been a contributing factor in 
  Qui-Gon Jinn's defeat at the hands of Darth Maul. Another contributing factor in Jinn's death was the requirement of open 
  
   
  18 
  space for the kinetic acrobatics of Ataru. Without ample space in the Theed Palace reactor core to move, Jinn was deprived 
  of the key element in his defense, and thus could only attempt to block Maul's incessant barrage of Juyo strikes. This event 
  influenced Kenobi—after his master's death, he changed his preferred form to Soresu, the most defensive of all forms. 
  Through the Force, Yoda was considered to have mastered Form IV to its highest level. He used it in almost all of his 
  battles, and his mastery of the style caused others to describe him as virtually unstoppable against most opponents, 
  including Separatist battle droids, despite his small size and advanced age. His moves in his duel against Count Dooku on 
  Geonosis were revealed on close examination to be a fast-paced demonstration of the standard components of Form IV. 
  Each action flowed from one to another in the smooth transitions characteristic of Form IV. In addition, three kinds of 
  rotation, called su ma, figured prominently in his style: jung su ma (spinning), ton su ma (somersaults), and en su ma 
  (cartwheels). These three moves represented the three possible axes of rotation in three-dimensional space. Together with 
  Force-enhanced jumps, the rotational su ma moves composed most of his style, making the Grand Master exemplary of 
  Form IV mastery. At one point prior to the Clone Wars, Yoda was known to give demonstrations of the form in use, some 
  of which were recorded on databooks in the Jedi Temple. Yoda also employed Ataru against the clone troopers on 
  Kashyyyk and Coruscant. Despite its weaknesses to blaster fire and multiple opponents, Yoda's mastery of the form was 
  such that he was able to defeat the clones. 
  Dooku stated that he understood "every weakness of the Ataru form, with its ridiculous acrobatics." Dooku's Makashi 
  would counter Ataru by launching a series of thrusts toward the enemy's legs to draw the opponent into a flipping overhead 
  leap, so that Dooku could burn through the enemy's spine from kidneys to shoulder blades with his Makashi attack. The 
  Count applied this tactic against Obi-Wan Kenobi onboard the Invisible Hand, who blocked Dooku's blows with Soresu. 
  - 
  Prerequisites to learn and use with lightsaber or lightweapon: Lightsaber (or lightweapon): 5D; Lightsaber 
  combat (or Jar'Kai (daisho) Combat (Two Lightsaber Combat), Double-Bladed Lightsaber Combat, Lightwhip 
  Combat, …); Control: 3D; Alter: 3D; Force Running and Force Jumping skills. 
  - 
  Prerequisites to use without lightsaber (or lightweapon): Hand to hand attack and parry: 6D each; Jedi Armed 
  Combat or Martial Combat (or …) Force power; Force Running and Force Jumping skills. 
  - 
  Form IV benefits: 
  . 
  Whatever the skill level, Ataru is quite an exhausting fighting form. Beginning the 4th combat round and every 
  3 rounds thereafter, the practitioner must make a Stamina skill roll (free). The first one is moderate and the 
  difficulty is augmented one level for every subsequent round. The Stamina skill roll might be Force enhanced 
  but do not forget multi action penalties. Every Stamina roll failed induce a cumulative one level higher 
  difficulty penalty for any action until the Jedi completely rests for as many cumulative three rounds he has 
  failed stamina rolls (i.e.: for 2 Stamina rolls failed, the Jedi must completely rests 6 rounds). 
  . 
  Skill 1D (Rookie): Jedi using Ataru lose -3D for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +1 pip to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -3D for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 2D (Rookie): Jedi using Ataru lose -2D+2 for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +2 pips to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -2D+2 for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 3D (Rookie): Jedi using Ataru lose -2D+1 for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +1D to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -2D+1 for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 4D (Trainee): Jedi using Ataru lose -2D for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +1D+1 to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -2D for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 5D (Trainee): Jedi using Ataru lose -1D+2 for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +1D+2 to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -1D+2 for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 6D (Trainee): Jedi using Ataru lose -1D+1 for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +2D to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -1D+1 for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 7D (Master): Jedi using Ataru lose -1D for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +2D+1 to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  
   
  19 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -1D for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 8D (Master): Jedi using Ataru lose -2 pips for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +2D+2 to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -2 pips for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 9D (Master): Jedi using Ataru lose -1 pip for ranged weapon parry. If there is room enough for Ataru 
  whirlwind attacks, the practitioner gains +3D to attack any opponent (this bonus is upgraded by +1D when 
  fighting against only a single opponent) and one free Force Enhanced move to perform su ma rotations. If 
  there is NO room enough for Ataru whirlwind attacks, the practitioner gains has -1 pip for attack and no free 
  Force Enhanced move to perform su ma rotations. 
  . 
  Skill 10D (Grand-Master): Jedi using Ataru has no more maluses for ranged weapon parry. If there is room 
  enough for Ataru whirlwind attacks, the practitioner gains +3D to attack any opponent (this bonus is upgraded 
  by +1D when fighting against only a single opponent) and one free Force Enhanced move to perform su ma 
  rotations. He also gains one free attack or parry action. If there is NO room enough for Ataru whirlwind 
  attacks, the practitioner has no malus but no bonus too (including no free Force Enhanced move to perform su 
  ma rotations and no free attack or parry action). 
  6.5. 
  Form V: Shien/Djem So, the Way of the Krayt Dragon, or The Perseverance Form. 
  It was developed by practitioners of Form III: Soresu, who felt that the defensively-minded form would unnecessarily 
  extend time spent in combat by forcing its users to wait for an opportunity to strike, rather than creating their own 
  openings.  
  Shien, considered the classical Form V, was more adept at blocking blaster bolts, whereas Djem So, developed later, 
  was designed for lightsaber combat. Both Shien and Djem So were designed to use the opponent's attack against them, as 
  evidenced by Shien's focus on returning blaster bolts to their origin. 
  "You will find it easier to deflect blaster fire with this form—and it shall also guard you against critical strikes by your 
  opponents."  
  ―Zez-Kai Ell 
  Form V was created by Form III masters who preferred a more offensive style, since the defensive nature of Form III 
  could lead to prolonged combat. It evolved into an accepted style by combining the defensive maneuvers of Form III with 
  the more aggressive philosophy and tactics of Form II. Form V also required a higher level of physical strength than the 
  other lightsaber forms, due to its focus on complete domination of opponents. The form was developed alongside Form IV 
  at a time when the Jedi were increasingly called upon to actively keep the peace. 
  Some Jedi, noting its dedication to domination and strength, felt that Form V encouraged an inappropriate focus on 
  controlling others. Others, including noted lightsaber combat instructor Cin Drallig, were cautiously neutral about the form. 
  However, its proponents maintained that Form V was an effective and powerful tool for the Jedi Order. 
  Form V had two distinct variations: Shien and Djem So: 
  Shien: To the Jedi of the ancient Republic who developed and employed the classical 
  Form V, Shien, the form was known as the Perseverance Form. Shien was described as being 
  well adapted to guarding against blaster fire and enemy strikes without compromising one's 
  ability to launch powerful counterattacks, though was less effective against a single opponent. 
  Shien was known to have existed at least as early as the Jedi Civil War. With its focus against 
  blaster fire, Shien kept in mind that Jedi were often outnumbered by their opponents and 
  needed to defend themselves while retaining offensive capability.  
  Additionally, there was an ancient Sith variant of this classic lightsaber form called Sith Shien. Sith Shien was known to 
  focus on quick and aggressive attacks against the user's opponent. 
  "You will doubtless encounter many situations with multiple assailants. To better protect yourself from blaster fire 
  without compromising your offensive capabilities, use the Shien form."  
  ―Kavar 
  Djem So was the creation of a group of Form III masters who felt that Soresu was too 
  passive. It addressed the shortcomings of Form III, in which a Jedi Master may have 
  proved to be unbeatable but was likewise unable to overcome a skilled opponent. Utilizing 
  a combination of blocks and parries, a Djem So user maintained a proper foundation in 
  terms of defense against both ranged and melee attacks. While a Soresu user stayed on the 
  defensive, however, and only counterattacked when necessary or when an opening 
  appeared in his opponent's defense, a Djem So practitioner was not nearly so passive. 
  Immediately after defending against an opponent's strike, a Djem So stylist would follow 
  with an attack of their own, bringing the force of the opponent's own blow against them 
  and seeking to dominate the duel. Djem So placed a heavy focus on brute strength and pure 
  power, with wide, powerful strikes and parries followed immediately by counterattack. 
  
   
  20 
  Despite its metaphorical and literal strength, Form V was not without its weaknesses. Shien was particularly weak 
  against a single opponent and Djem So was known for having a lack of mobility. However, a skilled duelist in Form V was 
  capable of compensating for these weaknesses and employing the form effectively in combat. 
  By the time of the Ruusan campaign, the Djem So variant of Form V had been developed. Djem So had an emphasis on 
  strength and power, allowing a user to make good use of his or her own physical size and strength. It was for this reason 
  that Sith blademaster Kas’im advised the fledgling Darth Bane to learn Djem So; Bane's imposing size and strength would 
  serve to compliment Form V. Power attacks from a Djem So user could even knock an opponent back just through sheer 
  kinetic force, throwing them off balance and leaving them vulnerable to further brute force strikes and power blows that 
  sought not just to penetrate an opponent's defense, but push them back and leave them unable to counter blows. 
  Unlike Soresu or Ataru, Djem So required the user to not only counterattack, but press the assault, combining Force-
  enhanced strength with powerful blade combinations to overpower and overwhelm an opponent's defenses. Djem So's sheer 
  power, when combined with physical and Force-imbued strength, was capable of defeating a user of Makashi, a lightsaber 
  form focused on dueling, finesse, and elegance, when employed by a skilled practitioner. Anakin Skywalker initially 
  employed Shien in his defeat against Dooku on Geonosis, but throughout the Clone Wars, he developed his practice of both 
  Shien and Djem So. The many engagements of the Clone Wars, against both mechanical opponents and against lightsaber 
  wielding Dark Jedi honed his skills. On the Invisible Hand, he deceived Dooku with a Shien opening stance and Ataru 
  acrobatics, but partially through the duel, he returned to his own preferred Djem So strokes. The Sith was barely able to 
  deflect his blows and eventually was scorched by his own blade being forced back onto his own shoulder. Using Form V, 
  Anakin pushed Dooku back with power blows, bolstered by use of rage in the fight, until he eventually disarmed and killed 
  the Sith Lord. 
  After losing to Obi-Wan Kenobi on Mustafar, Darth Vader continued to employ a new variant of Form V, even more 
  focused on sheer power, in his service to the dark side and quest to destroy the Jedi. Vader again employed Form V on the 
  Death Star versus his former master in their final duel—rather than continue to fight, Kenobi sacrificed himself. Ironically, 
  the same techniques used by him against his former master would be mirrored and used against him by his son, Luke 
  Skywalker. 
  On Bespin, Luke revealed that he was a gifted duelist; after only one brief session with Obi-Wan Kenobi three years 
  previously and a short period of study with Yoda, the inexperienced youth was able to hold his own against Darth Vader for 
  a time. Ultimately, he was unable to stand against Vader's aggressive barrage, being driven back and disarmed, losing his 
  hand. After that duel, Luke further studied lightsaber skills he'd found in a journal left to him by Obi-Wan Kenobi, and 
  greatly advanced in his abilities. 
  Onboard the second Death Star, Luke was this time able to duel Vader on an even footing, mirroring Vader's Form V 
  technique. When Vader attempted Dun Möch to weaken Luke by invoking his sister, the tactic backfired and provoked 
  Luke into a fury, and in that state he was able to defeat the experienced Sith Lord. 
  Lightsabers belonging to Djem So practitioners sometimes had a solid casing (either as a whole or in multiple sections 
  for maximum protection against power surge deterioration) and a heavily shrouded or beveled blade emitter. The beveled 
  emitter was designed to designate separate facets of the blade for either offensive or defensive purposes. Their hilts also 
  commonly included ridged, occasionally thick, hand grips, as Djem So required its users to maintain a solid grip on the 
  lightsaber hilt. 
  - 
  Prerequisites to learn and use with lightsaber or lightweapon: Lightsaber (or lightweapon): 5D; Lightsaber 
  combat (or Jar'Kai (daisho) Combat (Two Lightsaber Combat), Double-Bladed Lightsaber Combat, Lightwhip 
  Combat, …); Control: 2D (Shien), 4D (Djem So); Sense: 4D (Shien), 2D (Djem So); Dexterity: 3D (Shien); 
  Strength: 3D (Djem So). 
  - 
  Prerequisites to use without lightsaber (or lightweapon): Hand to hand attack and parry: 6D each; Jedi Armed 
  Combat or Martial Combat (or …) Force power. 
  - 
  Form V benefits (Shien Form): 
  . 
  Skill 1D (Rookie): +1D for ranged weapon parry and deviating blaster bolts. 
  . 
  Skill 2D (Rookie): +1D+1 for ranged weapon parry and deviating blaster bolts. 
  . 
  Skill 3D (Rookie): +1D+2 for ranged weapon parry and deviating blaster bolts. 
  . 
  Skill 4D (Trainee): +2D for ranged weapon parry and deviating blaster bolts. +1 pip to attack and parry 
  against multiple opponents, bonus reduced to +1 pip to parry against single opponent. 
  . 
  Skill 5D (Trainee): +2D+1 for ranged weapon parry and deviating blaster bolts. +1 pip to attack and parry 
  against multiple opponents, bonus reduced to +1 pip to parry against single opponent. 
  . 
  Skill 6D (Trainee): +2D+2 for ranged weapon parry and deviating blaster bolts. +1 pip to attack and parry 
  against multiple opponents, bonus reduced to +1 pip to parry against single opponent. 
  . 
  Skill 7D (Master): +3D for ranged weapon parry and deviating blaster bolts. +2 pips to attack and parry 
  against multiple opponents, bonus reduced to +2 pips to parry against single opponent. 
  . 
  Skill 8D (Master): +3D+ for ranged weapon parry and deviating blaster bolts. +2 pips to attack and parry 
  against multiple opponents, bonus reduced to +2 pips to parry against single opponent. 
  . 
  Skill 9D (Master): +3D+2 for ranged weapon parry and deviating blaster bolts. +2 pips to attack and parry 
  against multiple opponents, bonus reduced to +2 pips to parry against single opponent. 
  . 
  Skill 10D (Grand-Master): +4D for ranged weapon parry and deviating blaster bolts. +1D to attack and parry 
  against multiple opponents, bonus reduced to +1D to parry against single opponent. 
   
  
   
  21 
  - 
  Form V benefits (Djem So Form): 
  . 
  Skill 1D (Rookie): +1 pip to counterattack and +1D to damage after parrying against an opponent, else no 
  bonus. 
  . 
  Skill 2D (Rookie): +2 pips to counterattack and +1D+1 to damage after parrying against an opponent, else no 
  bonus. 
  . 
  Skill 3D (Rookie): +2 pips to counterattack and +1D+2 to damage after parrying against an opponent, else no 
  bonus. 
  . 
  Skill 4D (Trainee): +1D to counterattack and +2D to damage after parrying against an opponent, else no 
  bonus. 
  . 
  Skill 5D (Trainee): +1D to counterattack and +2D+1 to damage after parrying against an opponent. If not 
  counterattacking, the bonus is reduced to +1 pip to damage against any opponent. 
  . 
  Skill 6D (Trainee): +1D+1 to counterattack and +2D+2 to damage after parrying against an opponent. If not 
  counterattacking, the bonus is reduced to +2 pips to damage against any opponent. 
  . 
  Skill 7D (Master): +1D+1 to counterattack and +3D to damage after parrying against an opponent. If not 
  counterattacking, the bonus is reduced to +1D to damage against any opponent. 
  . 
  Skill 8D (Master): +1D+2 to counterattack and +3D+1 to damage after parrying against an opponent. If not 
  counterattacking, the bonus is reduced to +1D+1 to damage against any opponent. 
  . 
  Skill 9D (Master): +1D+2 to counterattack and +3D+2 to damage after parrying against an opponent. If not 
  counterattacking, the bonus is reduced to +1D+2 to damage against any opponent. 
  . 
  Skill 10D (Grand-Master): +2D to counterattack and +4D to damage after parrying against an opponent. If 
  not counterattacking, the bonus is reduced to +2D to damage against any opponent. 
  6.6. 
  Form VI: Niman, the Way of the Rancor, or the Moderation Form. 
  "Is Form VI the most worthy of study? No, but in general it is the most practical."  
  ―Cin Drallig 
  Form VI attempted to balance all elements of lightsaber combat, combining the techniques from Forms that came 
  before into a less intensely demanding combat style. In practice, Form VI was a combination of older forms (Forms I, III, 
  IV, and V), and all of them in moderation. In the blending, much of the individuality was lost, but the strengths were spread 
  evenly, and there was little weakness in it. Due to its "jack-of-all-trades" nature, the success of this form was largely 
  dependent on the practitioner's intuition, improvisation, and creativity in combat rather than the rote responses derived from 
  other forms. This broad generalization made Form VI well suited for diplomats, as they could spend their time training in 
  the areas of politics and negotiation instead of combat training.  
  "It is often referred to as the diplomat's form because it is less intensive in its demands than other disciplines, allowing 
  Jedi to spend more time developing their skills in perception political strategy, and negotiation."  
  ―Cin Drallig 
  Niman was not a weak form. While many other lightsaber forms bolstered the wielder's abilities in one area, while 
  leaving him vulnerable in others, Niman was capable in all situations but had no dramatic strengths. It provided no edge in 
  battle, but achieved its worth in not leaving its wielder as exposed as some of the more aggressive forms. Its strength was 
  its balance. The form was also considered a basis for more 'unorthodox' fighting, as Jedi who used it were less frequently 
  using automatic reflex than constantly thinking and often had time to invent unusual strategies for combat. It also provided 
  a decent defense versus enemy Force powers and blaster fire.  
  Sometimes, sparring with another one could achieve a state of meditation, and the Niman form was one of the best such 
  techniques. Its great strength was the way it allowed the Force to flow through its practitioner, revitalizing him even in the 
  middle of combat. The philosophy of Form VI was "the leaf swept in the winds of the Force." Users of this lightsaber form 
  achieved a mindset of one who was not troubled by their surroundings, but simply rode the current of the surrounding 
  turmoil, being well-balanced within.  
  According to Cin Drallig, if a duelist dedicated himself exclusively to Form VI, he can expect to study the style for at 
  least ten years before achieving mastery. 
  "Form VI, also called Niman, is the current standard in lightsaber training."  
  ―Cin Drallig 
  The form was named after Niman, the twin trinities of Kashi gods. Its forerunners were both two-bladed styles, one 
  developed by the Royale Machetero of Kashi Mer, and 
  the other the original Jar’Kai, develped by the Yovshin 
  Swordsmen. It was adapted by the Legions of Lettow 
  after the Great Schism into current Jar'Kai form of 
  combat. Form VI was in turn adapted from Jar'Kai.  
  It remains unknown how common Niman was in 
  ancient times, but several Jedi masters were known to 
  have practiced the form, Zez-Kai Ell, Vrook Lamar, 
  and Kavar being among their number. The style was 
  even utilized by the Jedi-turned-Sith Lord Exar Kun. 
  
   
  22 
  By the time of the Clone Wars and the following Jedi purge, Form VI was the standard form within the Jedi Order. This 
  combat discipline was often referred to as the "diplomat's form." Unfortunately, all of the Form VI practitioners at the 
  Battle of Geonosis were killed. As a result, full masters of other lightsaber forms sometimes considered Form VI to be 
  insufficiently demanding.  
  Aspects of Form VI may have been adapted for the Medium style of the New Jedi Order 
  - 
  Prerequisites to learn and use with lightsaber or lightweapon: Lightsaber (or lightweapon): 5D; Lightsaber 
  combat (or Jar'Kai (daisho) Combat (Two Lightsaber Combat), Double-Bladed Lightsaber Combat, Lightwhip 
  Combat, …); Control: 3D; Sens: 3D. 
  - 
  Prerequisites to use without lightsaber (or lightweapon): Hand to hand attack and parry: 6D each; Jedi Armed 
  Combat or Martial Combat Force power (or …) 
  - 
  Form VI benefits: 
  . 
  Skill 1D (Rookie): +1 pip to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 2D (Rookie): +2 pips to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 3D (Rookie): +2 pips to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 4D (Trainee): +1D to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 5D (Trainee): +1D to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 6D (Trainee): +1D+1 to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 7D (Master): +1D+1 to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 8D (Master): +1D+2 to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 9D (Master): +1D+2 to attack and parry, for ranged weapon parry and deviating blaster bolts parry 
  against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  . 
  Skill 10D (Grand-Master): +2D to attack and parry, for ranged weapon parry and deviating blaster bolts 
  parry against any opponent (single or multiple). This bonus is upgraded by 2 pips when using Jar’Kai. 
  6.7. 
  Form VII: Juyo (Vaapad), the Way of the Vornskyr, or the Ferocity Form. 
  In use millennia prior to the Battle of Yavin, the Juyo incarnation of Form VII was described as the most vicious form 
  of lightsaber combat and was said to involve significant internal focus on the part of the user. Juyo had many practitioners 
  throughout the years, including Jedi Masters Kavar, Zez-Kai Ell, and Vrook Lamar. As time passed, knowledge of Form 
  VII became restricted among the Jedi Order, who was worried that its precepts would lead practitioners toward the dark 
  side. In contrast, members of the Sith, such as Darth Maul, employed Juyo without reservation, as did Dark Jedi such as 
  Galen Marek. 
  In the latter days of the Old Republic, a new variation of Form VII, dubbed Vaapad after a creature native to the planet 
  Sarapin, was created by Jedi Masters Mace Windu and Sora Bulq. Vaapad was explained as being a state of mind rather 
  than just a fighting style, allowing the wielder to channel his own inner darkness into the duel, and accept the fury of the 
  opponent. Windu, Bulq, and Windu's Padawan Depa Billaba were three notable practitioners of the Vaapad variant. 
  Records of both Juyo and Vaapad survived the Great Jedi Purge and were recovered by the New Jedi Order, who preserved 
  the records of Form VII into the Sith-Imperial War. 
  "Six there were for generations of Jedi. The seventh, is not well-known. Powerful form it is. Deadliest of all. But 
  dangerous it is, for its master as well as its opponent. Few have studied. One student alone, to mastery has risen."  
  ―Yoda 
  There were two variations of Form VII, Juyo and Vaapad, but both utilized bold, direct movements. According to 
  accounts compiled by the New Jedi Order, use of Form VII was more demanding in terms of energy used due to a broader 
  focus and deeper utilization of emotion. A Form VII practitioner was said to maintain a calm exterior appearance, but they 
  were also stated to experience significant internal pressure, while using the Ferocity Form. In addition, it was described as 
  sometimes paradoxical and unpredictable, as well as filled with concepts that made the form too difficult and unattractive 
  to many students. 
  Juyo 
  "Predictably, he seeks to unbalance you with his erratic attacks. His technique is called Juyo, the most chaotic of the 
  lightsaber forms. This form sacrifices much to bolster offense, leaving one exposed to attack by the Force."  
  ―Kreia 
  Juyo was described as the most vicious form of lightsaber combat, and was said to be filled with both fury and 
  "malignant grace." The form was given the title of the most difficult and demanding form in all of saber combat. Skilled 
  
   
  23 
  combatants with Juyo were said by Jedi Master Vrook Lamar to be able to "eviscerate a lone enemy." According to the Sith 
  Lord Darth Traya, the form was both chaotic and erratic, with a heavy focus on offense. 
  Jedi battlemaster Cin Drallig listed bold, direct motions as characteristics of Juyo, qualifying them as more open and 
  kinetic than Form V, but with a less elaborate appearance than Ataru. Drallig contrasted the tactics of Juyo as not nearly as 
  graceful or linked as those of Ataru, instead referring to them as "seemingly unconnected staccato sequences." He also 
  listed one of the strengths of the form as its unpredictability. The form was said to necessitate greater energy than Form V, 
  due to a broader wielding of a user's focus and a deeper emotional link. Despite the challenges inherent in the use of the 
  form, it could serve as a pathway to considerable power. 
  Vaapad 
  "This is called Vaapad, Kar. How many arms do you see?"  
  ―Mace Windu facing Kar Vastor in unarmed combat 
  Vaapad was described as more than a fighting style; it was a state of mind that led through the 
  penumbra of the dark side, requiring the user to enjoy the fight, and relish the satisfaction of 
  winning. The practitioner of Vaapad would accept the fury of their opponent, transforming them 
  into one half of a superconducting loop, with the other half being the power of darkness inherent 
  in the opponent. The form was also mentioned with a cautionary warning by the Jedi that use of 
  Vaapad led the user perilously close to the dark side due to its focus on physical combat. Vaapad 
  required a constant and sizable stream of Force use from the user, with a barely contained 
  explosion of Force power essential to all variations of Form VII as another prerequisite for its use. 
  The form's attacks appeared to be unconnected, its motions seemingly unpolished to an untrained 
  observer. 
  During the latter years of the Republic, Jedi Master Mace Windu developed Vaapad by drawing inspiration from the 
  movements of a creature, known as both the Vaapad and the Juyo, native to the planet Sarapin. Vaapad users appeared to 
  wield many lightsabers at once, moving too fast to see, just as the vaapad creature would attack with blindingly fast 
  tentacles that were impossible to count until the vaapad was dead. A Vaapad user's attacks would flow into each other with 
  liquid precision, creating the constant near-invisible weave of energy which was the ready-stance of Vaapad. It was also 
  possible to apply Vaapad in unarmed combat, with the user's arms becoming too fast to see, as well as in the use of dual 
  lightsabers. While observing the duel between Darth Sidious and Mace Windu, Anakin Skywalker considered Windu's 
  Vaapad bladework to be "an oblate sphere of purple fire" which contained dozens of blades attacking from every angle. 
  After his fall to the dark side prior to the Clone Wars, Count Dooku described the power of Vaapad as skirting the dark 
  side of the Force, but said in a duel with Weequay Jedi Sora Bulq that the form was bridled and weaker without use of the 
  dark side. Dooku later subverted Bulq to his cause. After Bulq fell to the dark side, he claimed that he had perfected the 
  form, which Windu disputed while engaging Bulq in a lightsaber duel. While Bulq had previously practiced Vaapad with 
  Windu, he was unable to defeat him in combat and their duel ended in a stalemate. 
  "Vaapad is more than a fighting style. It is a state of mind, a path that leads through the penumbra of the dark side."  
  ―Mace Windu 
  Millennia prior to the Galactic Civil War, Juyo was ascribed the moniker of the "Ferocity form" due to its aggressive 
  nature. Jedi Master Zez-Kai Ell claimed that Juyo was highly effective against an armed opponent, though much less 
  against a foe skilled with the use of the Force. Master Kavar, a colleague of Zez-Kai Ell, advised Juyo for use in quickly 
  overwhelming a single foe as well, but cautioned that it left one vulnerable to Force attacks such as those employed by 
  Dark Jedi. Jedi of this era prescribed caution and control when using Juyo, and were loathe to teach it to those with known 
  recklessness, as the form's ferocity could lead them to the dark side. 
  According to Jedi battlemaster Cin Drallig, who served in the final days of the Old Republic, Form VII was sufficiently 
  demanding that only masters skilled in practicing multiple other forms were capable of utilizing it effectively. Drallig stated 
  that the mastery required to learn Form VII was such that only a select few would be allowed to utilize it; he forbade its 
  study to all others. At least two users of its Vaapad variant during Drallig's tenure described the form as dangerous due to 
  its focus on physical combat and intensity. 
  Jedi Master Mace Windu, who developed Vaapad along with Weequay Jedi Sora Bulq, stated that Vaapad was an 
  answer for his own weakness, allowing him to channel his own internal darkness into something positive. Furthermore, he 
  said that he would not allow the use of the form without his permission, something that he had only given to his apprentice, 
  Depa Billaba. Jedi Master Siri Tachi once explained to her Padawan, Ferus Olin, that the reason Mace Windu was able to 
  dismiss the pleasure in power which Vaapad brought was by acknowledging it and being constantly aware of it. Windu 
  wielded the form in numerous battles, including in the Petranaki arena against bounty hunter Jango Fett, where his 
  relentless use of Vaapad overpowered Fett. 
  While dueling Darth Sidious in 19 BBY, Mace Windu's three Jedi companions were quickly brought down by the Sith 
  Lord. In order to combat Sidious' furious technique, Windu gave himself completely over to Vaapad. He allowed it to fully 
  channel his own inner darkness, as well as accepting and using the darkness of Sidious. When fully immersed in his form, 
  Windu's fighting prowess was to the level where he could allow his body to fight automatically for him without needing to 
  direct it with his mind. Sidious' own fury was used and redirected by Windu via the use of Vaapad, a process which Windu 
  mentally likened to a lightsaber deflecting a blaster bolt back at its source. After Windu disarmed Sidious, the Sith Lord 
  
   
  24 
  attempted to blast him with Force lightning, but Windu responded by once more employing Vaapad techniques to channel 
  the dark power of the lightning through him without it affecting him; he then redirected it back to its source. However, 
  Windu believed that his use of Vaapad alone was insufficient to defeat Sidious, as he felt it would only result in a 
  stalemate. 
  - 
  Prerequisites to learn and use with lightsaber or lightweapon: Lightsaber (or lightweapon): 7D; Lightsaber 
  combat (or Jar'Kai (daisho) Combat (Two Lightsaber Combat), Double-Bladed Lightsaber Combat, Lightwhip 
  Combat, …); Control: 4D (Juyo), 5D (Vaapad); Sense: 4D (Juyo and Vaapad). 
  - 
  Prerequisites to use without lightsaber (or lightweapon): Hand to hand attack and parry: 8D each; Jedi Armed 
  Combat or Martial Combat Force power (or …). 
  - 
  Form VII benefits (Juyo Form): 
  . 
  Whatever the skill level, Jedi using Juyo must make a Sense skill roll every round (it’s not a free actions, the 
  user must keep the Sense of the Force for the Form chaotic and erratic “seemingly unconnected staccato 
  sequences”). 
  . 
  Jedi who simply fail the Sense skill looses one action in that particular round as the Jedi struggles to feel 
  the flow of the Force inside him. 
  . 
  A critical failure (1 on the Wild Die) brings the user close to mental exhaustion. The Juyo user must reroll 
  the Wild Die. 
  . 
  On a roll of 2 to 6 the Jedi has much trouble to feel and control the flow of the Force inside him. He 
  loses one action and has only half the bonus of his Juyo form skill for that round. 
  . 
  On a roll of 1, the Jedi can’t manage any more to feel the flow of the Force inside him with any 
  efficiency. He loses one action and has no bonus from is Juyo Form skill for that round. 
  . 
  In the case of critical success (6 on the Wild Die), reroll the Wild Die: 
  . 
  A rookie Juyo user adds the result “in pips” (transformed in full Die for every 3 pips) to the benefits of 
  his skill for that round. Another 6 on the Wild Die does not invite another Wild Die roll. 
  . 
  A trainee Juyo user adds the result “in pips” (transformed in full Die for every 3 pips) to the benefits of 
  his skill for that round. Another 6 on the Wild Die does not invite another Wild Die roll but gives the 
  juyo user one more free attack in addition to the 6 pips bonus. 
  . 
  A master or grand-master Juyo user adds the result “in pips” (transformed in full Die for every 3 pips) 
  to the benefits of his skill for that round. On a roll of 5, it gives the juyo user one more free attack in 
  addition to the 5 pips bonus. On a roll of 6, it gives the juyo user two more free attacks in addition to 
  the 6 pips bonus. This second Die Roll is not a Wild Die. 
  . 
  Skill 1D (Rookie): One free attack, +1D to attack any opponent. No “Full” defense action (such as full parry, 
  full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 2D (Rookie): One free attack, +1D+1 to attack any opponent; +1 pip to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 3D (Rookie): One free attack, +1D+2 to attack any opponent; +2 pips to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 4D (Trainee): One free attack, +2D to attack any opponent; +1D to damage. No “Full” defense action 
  (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 5D (Trainee): One free attack, +2D+1 to attack any opponent; +1D+1 to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 6D (Trainee): One free attack, +2D+2 to attack any opponent; +1D+2 to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 7D (Master): One free attack, +3D to attack any opponent; +2D to damage. No “Full” defense action 
  (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 8D (Master): One free attack, +3D+1 to attack any opponent; +2D+1 to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 9D (Master): One free attack, +3D+2 to attack any opponent; +2D+2 to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  . 
  Skill 10D (Grand-Master): One free attack, +4D to attack any opponent; +3D to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Sense skill roll difficulty: Difficult. 
  - 
  Form VII benefits (Vaapad Form): 
  . 
  Whatever the skill level, Jedi using Vaapad must make a Control skill roll every round (it’s not a free action, 
  the user must keep the Control of the dark Force energy flowing thru him!). 
  . 
  Jedi who simply fail the Control skill looses one action in that particular round as the Jedi fights to Control 
  the dark tendrils inside him. 
  . 
  A critical failure (1 on the Wild Die) brings the user dangerously close to the dark side. The Vaapad user 
  must reroll the Wild Die. 
  . 
  On a roll of 2 to 6 the Jedi has much trouble to fight the Dark side energy flowing in him, he loses one 
  action and has only half the bonus of his Vaapad form skill for that round. 
  . 
  On a roll of 1, the Jedi succumbs to the Dark Side Energy. He gains a Dark side Force point and gains 
  benefits of his skill +1D for that round. 
  . 
  In the case of critical success (6 on the Wild Die), reroll the Wild Die: 
  . 
  On a roll of 1-3 the Vaapad user gains 1 more free attack if rookie, 2 more free attacks if trainee, 3 
  more free attacks is master or grand-master; 
  
   
  25 
  . 
  On a roll of 4-5, the Vaapad user gains 2 more free attacks if rookie, 3 more free attacks if trainee, 4 
  more free attacks is master or grand-master; 
  . 
  On a roll of 6, the Vaapad user gains 3 more free attacks if rookie, 4 more free attacks if trainee, 5 
  more free attacks is master or grand-master. 
  . 
  Skill 1D (Rookie): One free attack, +1D to attack any opponent. No “Full” defense action (such as full parry, 
  full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 2D (Rookie): One free attack, +1D+1 to attack any opponent; +1 pip to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 3D (Rookie): One free attack, +1D+2 to attack any opponent; +2 pips to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 4D (Trainee): One free attack, +2D to attack any opponent; +1D to damage. No “Full” defense action 
  (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 5D (Trainee): One free attack, +2D+1 to attack any opponent; +1D+1 to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 6D (Trainee): One free attack, +2D+2 to attack any opponent; +1D+2 to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 7D (Master): One free attack, +3D to attack any opponent; +2D to damage. No “Full” defense action 
  (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 8D (Master): One free attack, +3D+1 to attack any opponent; +2D+1 to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 9D (Master): One free attack, +3D+2 to attack any opponent; +2D+2 to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  . 
  Skill 10D (Grand-Master): One free attack, +4D to attack any opponent; +3D to damage. No “Full” defense 
  action (such as full parry, full dodge) allowed. Control skill roll difficulty: Very Difficult. 
  7. The “Non-Classic” Lightsaber methods detailed 
  7.1. 
  Sokan – using terrain to one's advantage. 
  Sokan was more of a principle of lightsaber combat than a true form. 
  Developed by the ancient Jedi Knights during the Great Hyperspace War, Sokan teaching revolved around using the 
  environment itself to gain a tactical advantage in combat. Sokan involved maneuvering so that swift strokes of the 
  lightsaber could be aimed towards the opponent's vital areas, using quick tumbles, jumps, and movements. Combatants 
  made use of large amounts of terrain, trying to maneuver their opponents into vulnerable areas during the course of battles 
  that involved Sokan techniques. This technique allowed for great speed and mobility and left no openings in one's defense. 
  Prior to the Clone Wars, Sokan practitioners integrated highly kinetic elements of Ataru with their ancient Sokan 
  techniques to create a blend of styles that relied upon agility. 
  Although it was unclear whether Obi-Wan Kenobi received formal 
  Sokan training or not, the Jedi Master did employ elements of Sokan 
  while dueling Anakin Skywalker on Mustafar. Towards the end of the 
  duel, Obi-Wan sought the high ground and used his favorable 
  positioning to defeat Vader, attacking his weak points. This was the 
  factor that led to Vader's defeat, and, in his battle against Luke 
  Skywalker on the second Death Star, the memory, or fear, of his defeat 
  may be a reason why he threw his lightsaber when Luke got the high 
  ground instead of going after him. 
  - 
  Learning Sokan costs as many character points as the Jedi has cumulative full die code in the Control plus the 
  Sense Force skills (Example: A Jedi has 5D in Control and 4D+2 in Sense, to learn Sokan, he must pay (1 + 2 + 3 
  +4 + 5) [for Control cost] + (1 + 2 + 3 + 4) [for Sense Cost] = 25 character points). 
  To kip using Sokan, the Jedi must pay character points every time the Jedi improves his/her Control or Sense Force 
  skill to a new full die. The cost is the full die code in that skill (Example: The same Jedi improves is Sense code 
  from 4D+2 to 5D, so he must pay 5 character points to be able to continue to use Sokan). 
  - 
  Once learned, using Sokan becomes part of the Jedi fighting art. So it’s a free action in combat round. It is 
  normally applied only once in a fight, unless terrain changes happen. 
  To be effective: 
  . 
  There must some terrain differences to find out advantageous spots. Fighting in a flat deserted plain probably 
  won’t bring any help to the Sokan trained Jedi. 
  . 
  The Sokan trained Jedi must roll his Running or Jumping skill (specialization Sokan is possible, but is an 
  additive cost to this tactic) against his opponent(s) Running or Jumping skill. The one(s) he beats are affected 
  by the Sokan technique. Gamemaster should then give slight (+1 pip) to big (+2D or 3D) bonus to the Sokan 
  trained Jedi to reflect the real terrain advantages possibilities and the score of the opposite rolls. The bonus 
  should be applied to initiative and/or attack and/or parry attempts to reflect the terrain won advantage. 
  . 
  In case of a critical failure for the Sokan trained Jedi (1 on the Wild Die), gamemaster may also give maluses 
  to reflect this failure. 
  7.2. 
  Dun Moch – distracting and taunting an opponent, a Sith technique. 
  
   
  26 
  "Master Kenobi, you disappoint me. Yoda holds you in such high esteem...surely you can do better!" 
  ―Count Dooku to Obi-Wan Kenobi 
  Dun Möch was a form of combat that used distraction and doubt, usually through taunting, in conjunction with 
  lightsaber battle.  
  The sith aimed to completely dominate an opponent's spirit through whatever means possible by employing their own 
  lightsaber combat doctrine. Dun Möch commonly involved spoken taunts, jeers, and jests that exposed the opponent's 
  hidden, inner weaknesses and/or doubts, which had the end result of eroding the opponent's will. Such a thing could be 
  quite deadly, especially against Jedi, since concentration was of vital importance when using the Force. 
  Darth Vader was seen to use Dun Möch against Obi-Wan Kenobi on the Death Star, but, as shown by Kenobi's calm 
  retorts, he experienced little success. He used it again facing Luke Skywalker in their duel on Bespin’s Cloud City to great 
  effect. Vader applied the technique again during their duel on the second Death Star, however this usage proved counter-
  productive, as Skywalker was spurred into a rage.  
  A common misconception is that Dun Möch is only used by Sith. However, like Force Lightning, Dun Möch can also 
  be employed by Jedi in certain circumstances, as seen in the confrontation between Darth Sion and the Jedi Exile on 
  Malachor V. Sion was not killable by conventional methods, as he was capable of healing his wounds in an instant. The 
  Exile instead used taunts and arguments to erode Sion's will, which in the end caused Sion to sacrifice his own life to the 
  Force. However, most applications of the technique by Jedi had the more benign goal of motivating opponents to surrender, 
  as shown by Obi-Wan Kenobi's taunts of Asajj Ventress during their duel on Teth.  
  Correctly executing Dun Möch required great patience, a rare trait of the Sith during the time of the Brotherhood of 
  Darkness. This need for patience was exhibited by Darth Bane during his duel with the Zabrak Sirak during a combat 
  training session at the Sith Academy on Korriban. He exhibited patience by drawing out the battle and demoralized his 
  opponent by withholding striking a final blow and capitalizing on his mistakes. Sirak's inexperience with long duels was 
  being used against him by Bane and thus was slowly fatigued. Instead he allowed the tantalizing closeness of Sirak's defeat 
  build his vengeance before unleashing it with a strong enough blow to disarm him and end the duel. Light saber combat 
  instructor and Blademaster Kas’im commended Bane's use of Dun Möch and declared it a valuable lesson to all of the other 
  students at the conclusion of the fight. 
  If not carefully applied, Dun Möch could backfire upon the user, 
  spurring the intended target to anger instead of overwhelming 
  him/her with fear.  
  Darth Tyranus was victimized by this twice, both times when he 
  was engaging Anakin Skywalker. The first instance took place 
  during their duel on Tatooine, which Tyranus had spent taunting 
  Skywalker, culminating in him displaying a hologram of 
  Skywalker's then-Padawan Ahsoka Tano being ambushed by three 
  of Dooku's IG-100 MagnaGuards. The second instance took place during their duel on the Invisible Hand, when Dooku 
  taunted Anakin about his fear and his refusal to use his hate and anger. Both instances prompted Anakin to viciously attack 
  Dooku, ultimately defeating him, however Dooku was spared in the first incident. 
  Anakin was later the victim of this effect when, as Darth Vader, he attempted to taunt Luke Skywalker on the second 
  Death Star, only to send Luke into a fit of anger. 
  In some cases, spurring an otherwise passive target to anger was the desired effect, as opposed to failed usage. Palpatine 
  often employed this against potential apprentices such as Darth Maul, Anakin Skywalker, and Luke Skywalker, in order to 
  make them give into their inner darkness and therefore make them easier to convert to the Dark Side of the Force.  
  Inverse Dun Möch: 
  "Your thoughts betray you, father." 
  ―Luke Skywalker to Darth Vader 
  In addition, Luke Skywalker used the very opposite of Dun Möch onboard the second Death Star. The young Jedi 
  attempted to turn Darth Vader to the light by infusing love through spoken words. Luke was successful and Anakin 
  Skywalker ultimately redeemed himself. Around 4,000 years earlier, this method may have been used by revan on the Star 
  Forge to redeem Bastila Shan, and later Revan attempted to redeem his former apprentice much in the same way. Even 
  earlier still, Jedi Knight Cay Qel-Droma may have used this method in an attempt to sunder his brother Ulic from the throes 
  of the Krath. By using his brotherly love, Cay sought to penetrate the darkness surrounding Ulic and bring him back into 
  the light. His attempts were in vain however, for Ulic only gave in to his anger and murdered Cay in cold blood. Only in 
  death were Cay's urges successful; upon seeing his brother's murdered corpse, Ulic renounced the dark side and started 
  down the path to redemption. 
  - 
  The cost to learn Dun Möch is exactly the same as the cost to learn Sokan. 
  - 
  Once learned, using Dun Möch becomes part of the Jedi fighting art. So it’s a free action in combat round but can 
  only be applied once in a fight (it represents the general advantage). 
  To be effective: 
  
   
  27 
  . 
  There must be some leverage the Dun Möch trained Jedi must now to apply against his target. Fighting a 
  completely anonymous fighter won’t bring any help to the Dun Möch trained Jedi. 
  . 
  The Dun Möch trained Jedi must roll his intimidation skill (specialization Dun Möch is possible, but is an 
  additive cost to this tactic) against his opponent(s) Willpower skill. If the Dun Möch trained Jedi wins, the 
  gamemaster should then give him slight (+1 pip) to big (+2D or 3D) bonus to reflect the real moral leverage 
  possibilities and the score of the opposite rolls. The bonus should be applied to initiative and/or attack 
  attempts to reflect the moral won advantage. 
  . 
  In case of a critical failure for the Dun Möch trained Jedi (1 on the Wild Die), gamemaster may also give 
  maluses to reflect this failure; the Dun Möch backfires... 
  7.3. 
  Tràkata – taking advantage of a lightsaber's ability to be turned quickly on and off. 
  Tràkata was a form of lightsaber combat. It took advantage of a lightsaber blade's ability to be turned on and off, a 
  unique quality in a melee weapon. Quickly shutting off then re-igniting the blade could cause confusion in one's opponents, 
  allowing for diversionary feints in combat. Sith Lords would occasionally use this form to free their blade hand, allowing 
  greater control of some force powers, such as Force lightning.  
  Philosophically, Tràkata involves practical combat and deception, rather than single minded determination or endless 
  patience. It is rarely used by the Sith, since the power of the Sith comes from passion rather than practicality, and it is rarely 
  used by the Jedi since they try not to rely on deception, unless they need to exert greater influence over the Force.  
  Members of the New Jedi Order known to employ this technique include Jedi Master Mara Jade Skywalker. Jedi Master 
  Corran Horn used a variant of this technique during the Yuuzhan Vong War, one notable occurrence being while he was 
  battling Shedao Shai on Ithor. During the battle Horn and Shai were locked in combat and Horn deactivated his lightsaber 
  then ignited it again into Shedao Shai killing the temporary Supreme Commander. 
  - 
  There is no special cost for using Tràkata, it’s only a matter of surprising its opponent while not being hit in 
  defending with turned off lightsaber. 
  - 
  Using Tràkata could bring a Jedi dangerously close to the Dark Side and the gamemaster may give the Jedi a Dark 
  Side Force point depending on the condition this tactic is applied. 
  7.4. 
  Trispzest – a type of aerial lightsaber combat. 
  A combination of elements of Form VII and traditional S’kytri aerial dueling, Trispzest 
  was a type of aerial lightsaber combat originally developed by the airborne Force-sensitive 
  Majestrix of Skye, Kharys. 
  Trispzest, which meant heart palpitation in the S'kytric language, would allow the 
  combatant to utilize the advantages of flying in battle against grounded units—whom the 
  S'kytri would derogatively refer to as "walkers". In Trispzest emphasis was placed on the use 
  of the sai cha technique to decapitate "walkers" creating strategic parallels between Trispzest 
  and mounted lightsaber combat. 
  As mentioned, sai cha, or decapitation, was often used against grounded combatants. 
  Trispzest had many advantages, but one fatal weakness, as the combatant was open to attacks from directly below him 
  or her by grounded units. 
  - 
  The cost to learn Trispzest is exactly the same as the cost to learn Sokan except for natural flyers (such as the 
  S’kytri) where the cost is halved, rounder down. 
  - 
  Once learned, using Trispzest becomes part of the Jedi fighting art. So it’s a free action in combat round but can 
  only be applied once in a fight (it represents the general advantage). 
  To be effective: 
  . 
  Using Trispzest is using flight maneuver to gain an advantageous “above position” (most like Sokan). The 
  Trispzest trained Jedi must roll his Flight Maneuver skill (specialization Trispzest is possible, but is an 
  additive cost to this tactic) against his opponent(s) Running skill (his ability to us the ground to his advantage) 
  for a grounded opponent, or Flight Maneuver skill. If the Trispzest trained Jedi wins, the gamemaster should 
  then give him slight (+1 pip) to big (+2D or 3D) bonus to reflect gain of the maneuver and the score of the 
  opposites rolls. The bonus should be applied to initiative and/or attack and/or parry attempts to reflect the 
  “above position” won advantage. 
  . 
  In case of a critical failure for the Trispzest trained Jedi (1 on the Wild Die), gamemaster may also give 
  maluses to reflect this failure. 
  7.5. 
  Mounted Lightsaber Combat. 
  Mounted lightsaber combat was practiced when Jedi would have to use their 
  lightsabers in combat while riding a mount such as a tauntaun, or mounted on a 
  mechanical means of transportation, like a swoop bike. 
  In this type of lightsaber combat, the Jedi would normally use one hand only, the 
  other hand steering the mount. It would typically consist of simple attacks lashing 
  out at grounded enemy units. Such attacks were normally low lunges with the 
  lightsaber of a diagonal semi-circular nature, as the Jedi—being on a mount—would 
  
   
  28 
  naturally be elevated in relation to the target. Thus there were some common features between mounted lightsaber 
  combat and the airborne Tripzest lightsaber combat system, the difference being that in mounted lightsaber combat, the 
  Jedi had much less freedom of movement. 
  The Jedi could also use the lightsaber to incapacitate other mounted units, by lashing out at either the mount, which 
  was efficient especially if the enemy unit was riding a swoop bike, or the rider himself. Finally, the Jedi could use the 
  lightsaber to deflect blaster shots and the like, thus protecting himself or herself while riding the mount. 
  - 
  The cost to learn Mounted lightsaber combat is exactly the same as the cost to learn Sokan except for natural flyers 
  (such as the S’kytri) where the cost is halved, rounder down. 
  - 
  Once learned, using Mounted lightsaber combat becomes part of the Jedi fighting art. So it’s a free action in 
  combat round but can only be applied once in a fight (it represents the general advantage). 
  To be effective: 
  . 
  Using Mounted lightsaber combat is using speed and maneuverability to gain an advantageous position (most 
  like Sokan). The Mounted lightsaber combat trained Jedi must roll his Mechanic operation skill (swoop op., 
  speeder op., beast riding, etc… (specialization Mounted lightsaber combat is possible, but is an additive cost 
  to this tactic)) against his opponent(s) Running skill (his ability to us the ground to his advantage) for a 
  grounded opponent, or Mechanic operation skill. If the Mounted lightsaber combat trained Jedi wins, the 
  gamemaster should then give him slight (+1 pip) to big (+2D or 3D) bonus to reflect gain of the maneuver and 
  the score of the opposites rolls. The bonus should more be applied to initiative and/or damage bonus than to 
  attack or parry attempts to reflect the loss of freedom of movement but the gain in velocity while mounted. 
  . 
  In case of a critical failure for the Trispzest trained Jedi (1 on the Wild Die), gamemaster may also give 
  maluses to reflect this failure. 
  7.6. 
  Jar'Kai – two-handed lightsaber combat, using one blade for attack, another for defense. 
  A combatant could maintain a strong offense using the Jar'Kai tactic, since two blades could keep an opponent 
  wondering which one to defend against. One of the blades in the wielder's hands was used for attacking while the other one 
  was used for defense, such as parrying. The other blade could also be used for more offensive purposes. The tactic is also 
  useful against more than one opponent as one blade could only be in one place at one time. However, the Jar'Kai tactic was 
  not without its weaknesses. A user of Jar'Kai who lost the offensive was at a disadvantage to a single hilt user, especially a 
  powerful one. The use of two blades prevented the user from putting all his weight behind a defensive block, thus 
  weakening one's defense considerably. A physically stronger opponent could simply batter a Jar'Kai user until their guard 
  finally gave way. With two single blades, it was also harder to control as the non-dominant and dominant hands had to be 
  used in unison. The use of two blades would hinder a user's performance if they did not take care or were not trained.  
  Jar'Kai was originally the name of a city on Atrisia. Here were crafted the original 
  Jar'Kai dueling sabers, which were wielded by the Yovshin Swordsmen. The Swordsmen, 
  wielding one saber in each hand, invented the Jar'Kai style. Similar was the style 
  developed by the Royale Macheteros of the Kashi Mer monarchy. The latter technique 
  was used by the Legions of Lettow, during the First Great Schism, who called it Niman 
  after a dual triumvirate of the Kashi deities. Ancient Niman relied on steel blades, as 
  lightsabers had not yet been invented, but the style could be used with a great variety of 
  weapons.  
  The application of Jar'Kai also existed as a tactic instead of a completely independent style; one example included Sora 
  Bulq, who utilized Jar'Kai in conjunction with Vaapad. Also, Anakin Skywalker's Jar'Kai application against Count Dooku 
  on Geonosis was actually based on Ataru swordplay. Unfortunately, as Skywalker had not received advanced training in 
  either the Jar'Kai or Form IV, Dooku was easily able to break through Anakin's array of weapons.  
  Many Jedi Knights and Sith Lords trained to use Form VI in the hopes of gaining a basic knowledge of the dual-bladed 
  attack, but very few ever achieved complete mastery of Niman. 
  - 
  To use Jar’Kai without the Force brings no special benefits. A Jedi must learn the “Jar'Kai (Daisho) Combat” 
  Force power to use Jar’Kai with the Force. And once the prerequisites are met, the lightsaber Advanced Forms 
  skills can be used. 
  7.7. 
  Double-bladed lightsaber combat. 
  The double-bladed lightsaber—also called a Saberstaff, Lightsaber Lance, 
  Doublesaber, Lightstaff, or the Sith lightsaber, was a specialized form of 
  lightsaber. Utilizing the same technology as a standard lightsaber, the double-
  bladed lightsaber was designed with two weapons connected to one another at 
  opposing angles, resulting in a long staff-like weapon. The length given by the two 
  blades resulted in a weapon that was twice as powerful, with "more slaughter per 
  swing" as some put it. The user could activate each blade independently of the 
  other. 
  - 
  To use a double-bladed lightsaber, the “double-bladed lightsaber” skill must be developed as per the lightsaber 
  skill rules. A Jedi must learn the “Double-Bladed Lightsaber Combat” Force power to use the double-bladed 
  lightsaber with the Force. And once the prerequisites are met, the lightsaber Advanced Forms skills can be used. 
  
   
  29 
  7.8. 
  Lightwhip combat. 
  A lightwhip, also known as an energy whip or a laser whip, was a rare variation of the lightsaber. 
  Like the lightsaber, it emitted a coherent beam of energy. However, the blade was long and flexible and 
  had the properties of a whip. In some ways, they were less efficient than lightsabers, and far more 
  dangerous to the user. 
  Like lightsabers, lightwhips came in a variety of colors, including: red, orange, pink, yellow, and green.  
  Lumiya’s lightwhip, which was built from a shard of the Kaiburr crystal and Mandalorian iron, was 
  specially modified to include both energy and matter, making it impossible for Luke Skywalker to overcome with just a 
  single lightsaber blade. In their rematch, Luke used a shoto in conjunction with his lightsaber to counter it.[ Years later, 
  during their final duel on Terephon, Luke was confident enough in his abilities that he fought with his normal lightsaber 
  alone. He defeated and killed Lumiya. 
  - 
  To use a lightwhip, the “lightwhip” skill must be developed as per the lightsaber skill rules. A Jedi must learn the 
  “Lightwhip Combat” Force power to use the lightwhip with the Force. And once the prerequisites are met, the 
  lightsaber Advanced Forms skills can be used. 
  7.9. 
  Fiber-cord linked lightsabers (or Paired lightsabers) combat. 
  One of the earliest users of paired lightsabers was the Sith Blademaster Kas’im, who used the paired function to 
  disguise his two lightsabers as a single double-bladed weapon, before splitting it into two separate weapons. He used this 
  tactic to great effect againsr Darth Bane on Lehon. 
  Komari Vosa was known to have used paired lightsabers. Asajj Ventress's later received her curved-hilt lightsabers as a 
  gift from her Sith Master Darth Tyranus. Modified to accommodate a fiber cord link, her lightsabers could create a unique 
  curved-hilted double-bladed weapon. More difficult to control than a regular double-bladed saber, the curved hilts and the 
  fiber cord joint of her saber gave the wielder the benefit of striking from unexpected angles. Ventress' skill with the 
  weapons was impressive, but not enough to defeat seasoned Jedi such as Mace Windu or Obi-Wan Kenobi.  
  One of the more recent users of paired lightsabers is the Emperor's Hand; Sa Cuis. However, it appeared that Cuis only 
  used the paired function for easy storage, wielding his lightsabers separately in combat.  
  - 
  To use a fiber-cord linked lightsabers, the “Fiber-cord linked lightsabers” skill must be developed as per the 
  lightsaber skill rules. A Jedi must learn the “Fiber-cord linked lightsabers Combat” Force power to use the fiber-
  cord linked lightsabers with the Force. And once the prerequisites are met, the lightsaber Advanced Forms skills 
  can be used. 
  7.10. Form “Zero” – avoiding combat when not necessary. 
  Form "Zero", while not an actual form of lightsaber combat per se but rather an ethical principle, was the idea that Jedi 
  should know when to use their lightsaber and when to find an alternative means of solving a problem. This idea was 
  defined by Jedi Master Yoda to address the need of the Jedi to restrain themselves when tempted to use "aggressive 
  negotiations," and instead use another well-developed Jedi skill, such as the Jedi mind trick. This was a form used to arrive 
  at a solution without resorting to violence; one that was favored by Felanil Baaks. 
  Yoda used to quote the Ancient Warrior who said  
  "The best blades are kept in their sheaths."  
  ―The anonymous warrior 
  In the days of the New Jedi Order, Jedi Master Kyle Katarn would teach his students, among whom were Jaden Korr 
  and Rosh Penin, that often the sight of an unignited lightsaber would be enough to cause individuals that might be potential 
  enemies to become more cooperative. Katarn had applied this principle himself years earlier to extract information from an 
  uncooperative bartender in Reelo Baruk's cantina on Nar Shaddaa.  
  Fay was also famous for never raising a lightsaber. She used the Force to bring harmony rather than fighting, and if 
  needed, fought using only the Force. In fact, it is unknown whether she actually carried a lightsaber.  
  - 
  The cost to learn Form “Zero” is exactly the same as the cost to learn Sokan. 
  - 
  Once learned, using Form “Zero” becomes part of the Jedi “non” fighting art. So it’s a free action that can only 
  be applied once per situation. 
  To be effective: 
  . 
  There must be some information the Form “Zero” trained Jedi must now to use against his target. Acting with 
  completely anonymous being won’t bring any help to the Form “Zero” trained. 
  . 
  The Form “Zero” trained Jedi must roll his “interactive” skill (such as Intimidation, Persuasion, Con, etc… 
  (specialization Form “Zero” is possible, but is an additive cost to this tactic)) against his opponent(s) 
  appropriate skill. If the Form “Zero” trained Jedi wins, the gamemaster should decide the course of the 
  encounter in accordance to the outcome searched for by the Form “Zero” trained Jedi, to reflect the real 
  moral leverage possibilities and the score of the opposite rolls. 
  . 
  In case of a critical failure for the Form “Zero” trained Jedi (1 on the Wild Die), gamemaster should decide 
  the course of the encounter in a definitely less positive outcome that the one searched for... 
  
   
  30 
   
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/StarWars Second Edition Lightsaber Companion.pdf