New Lightsaber Hilts (would like some feedback)

By Vexbane, in Game Masters

I came up with these ideas and wanted the communities feedback. All of these hilt ideas I found with a simple lightsaber hilts internet search and found the hilt choices lacking so tried my hand at making some based off of some other designs:

Guard Shoto Hilt

Rarity: 7

Cost: 500

Encumbrance: 1

Hard Points: 3

Qualities: defensive 1, parry 1 (one rank in parry)

Features: damage -3 mod

I think this reflects it defensive and not as damaging nature. Debating on switching accurate with defensive for a simpler version keeping the original dam-1 mod for the shoto hilt, but that felt boring. The question is is parry 1 worth -2 damage? The regualr shoto hilt has accurate 1 for -1 damage a pretty good deal.

Light Whip Hilt

Rarity: 10

Cost: 1000

Encumbrance: 2

Hard Points: 4

Qualities: ensnare 1, disorient 2

Features: Crystal loses breach quality and gain pierce 5 instead. Damage -1 mod. Crit +1 mod. May flip a destiny token to increase the whips range to short for one encounter once per session.

Alternatively I was debating on making the range short, dropping the destiny point requirement and dropping breach from the crystal quality for pierce 3 or 4 instead.

Great Saber Hilt

Rarity: 9

Cost: 800

Encumbrance: 4

Hard Points: 4

Qualities: Cumbersome 6, Knockdown

Features: Damage +2 mod. May only be used by large creatures* This is at the GM's discretion what a large creature is.

Basically a large stature creatures basic lightsaber hilt. I feel knockdown is appropriate given the nature of the immense size of the hilt and blade. I would give setback dice in smaller areas trying to fight with this weapon. Debating dropping down to cumbersome 5.

Cane Hilt

Rarity: 7

Cost: 600

Encumbrance: 2

Hard Points: 3

Qualities: defensive 1

Features: Add 1 setback die to any check to see if the cane hilt is a lethal weapon. Damage -1 mod.

Combined the pike hilt and cane entries to make a hybrid.

Light Ring Hilt

Rarity: 10

Cost: 1000

Encumbrance: 1

Hard Points: 3

Qualities: reflect 1, defensive 1

Features: damage -2 mod, unwieldy 3, add 1 boost dice to any skill check used when throwing this weapon.

I will admit I am a bit stumped here. I am not sure of the hand to hand fighting style of a chakram weapon and wanted to add something about the throwing nature of them. I can see it used well with saber throw, for example or someone with force move.

Qinata Hilt

Rarity: 10

Cost: 1500

Encumbrance: 4

Hard Points: 4

Qualities: defensive 1, cumbersome 3

Features: Qinata maneuver

In order to use the Qinata maneuver portion of the weapon the character must spend 10xp and have some way to find and learn the form. I will leave the how to the GM's discretion, but some lore and knowledge checks should be involved as well as a proper time period. Maybe even a cool side quest. Once the character has learned how to properly use the weapon they may use the Qinata maneuver ability. Until then the weapon is basically a lightsaber pike.

Qinata Maneuver: As a maneuver the user may separate the lightsaber from the staff end. This gives the user two weapons. The lightsaber end is treated as a single bladed basic lightsaber hilt in all respects and retains its crystal's attributes, mods and mod attachments. The staff portion is treated as a weapon with the following stats:

skill- lightsaber

range- engaged

encumbrance- 3

crit- 5

dam +2

cortosis

paired weapon mod

I found this unique style lightsaber hilt and form on the wookieepedia and wanted to try and replicate it as it sounded interesting. It is basically a cortosis staff and single bladed saber combined and can be separated in battle or before for a unique lightsaber form. The xp and learning portion I feel is a good part to the weapon as it makes it stand out. The free paired weapon mod may be a bit over the top, but this lightsaber is really rare and knowing the form even more so.

Lightsaber Gauntlet

Rarity: 9

Cost: 800

Encumbrance: 1

Hard Points: 3

Qualities: Accurate 1, Pierce 3

Features: Brawl form, Base crystal damage is equal to the stat rolled for the attack. Modifiers are still added. Loses breach quality.

Brawl form: Attacks made with this weapon are considered brawl attacks in all respects. Talents and abilities that affect brawl attacks can be used with the gauntlet (example wookie rage, frenzied attack)

Saw this idea and wanted to expand on it. I think it is a cool concept and would be great for a martial artist or wolverine clone style character.

Fiber Cord linked Hilt

Rarity: 9

Cost: 1000

Encumbrance: 2

Hard Points: 4

Qualities: linked 1, unwieldy 4

Features: Detachable

Detachable: As a maneuver a character wielding the lightsaber may detach them into two single bladed sabers. They lose the unwieldy and linked traits and are treated as two lightsabers with the same crystal, mods and mod attachments in them.

I added an extra unwieldy for this hilt as I felt it needed it. In all other respects I would treat it as a dual bladed hilt, so double cost for everything etc..

Mod

Detachable Hilt (This may only be used with a dual bladed saber)

Rarity: 6

Cost: 500

Hard Points Required: 1

Base Modifications: Gains the detachable trait

Detachable: As a maneuver a character wielding the lightsaber may detach them into two single bladed sabers. They lose the unwieldy and linked traits and are treated as two lightsabers with the same crystal, mods and mod attachments in them.

Edited by Vexbane

Okay, so my thoughts...

Guard Shoto Hilt

This I'd change to 300 credits, drop the free rank in Parry (honestly, that's something that should require training, not be handed out for free), keeping the rank in Defensive, but also changing the damage modifier to -2 instead of -3.

Lightwhip Hilt

Honestly, I'd just go with setting the default range to Short much like the whips we've seen in other FFG books. Not sure if a true lightwhip would have Disorient; I'd suggest just dropping that part. Damage and crit modifications are good, and as you noted probably have any Breach 1 value replaced with Pierce 3.

Greatsaber Hilt

Drop the Cumbersome to 3, remove the Knockdown, reduce the damage bonus to +1, and just specify that it requires two hands to wield unless the character is exceptionally large.

Cane Hilt

Looks good, no issues that I can see.

Light Ring Hilt

Much like with the guard shoto hilt, drop the free rank in Reflect. Is this meant to replicate the Inquistiors' double-bladed 'sabers from Star Wars Rebels. Otherwise, it seems too fantastical (much like how Xena used her chakram doesn't match reality one bit), so might be better off to just remove entirely.

Qinata Hilt
Frankly, this is something best left to the default two-weapon combat rules, with the detachable part being an attachment (1 hard point) to an existing hilt (restrict to just basic hilts perhaps?) rather than a separate hilt altogether. As an attachment, would require a Maneuver to detach (incidental with Quick Draw), and using stats probably similar to a truncheon except based off the Lightsaber skill. Also don't include the Paired attachment as a default.

Lightsaber Gauntlet

I'd swap this to still use the Lightsaber skill, and only have two hard points. Keep the Accurate as well as Breach, but it suffers a -1 modification to damage.

Fiber-Cord Hilt

Again, I'd say this is better handled as an attachment (1 hard point) that only works with paired basic or shoto lightsabers, adding LInked 1 and Unwieldy 4 to both weapons, and requiring a Maneuver to attach/detach.

Detachable Hilt

Looks pretty solid, though might want to specify that it takes a Maneuver to attach/detach the sabers. Maybe even include a bit about the wielder having the option to flip a Destiny Point when the lightsaber would normally be destroyed, enabling them to retain a single basic lightsaber (pretty much what happened to Darth Maul in TPM).

Okay, so my thoughts...

Guard Shoto Hilt

This I'd change to 300 credits, drop the free rank in Parry (honestly, that's something that should require training, not be handed out for free), keeping the rank in Defensive, but also changing the damage modifier to -2 instead of -3.

I am on the fence about the free parry rank too. I think the simple swap of accurate for defensive on a regular shoto hilt may be the way to go.

Lightwhip Hilt

Honestly, I'd just go with setting the default range to Short much like the whips we've seen in other FFG books. Not sure if a true lightwhip would have Disorient; I'd suggest just dropping that part. Damage and crit modifications are good, and as you noted probably have any Breach 1 value replaced with Pierce 3.

All of the printed whips had disorient which is why I went with that. I think changing the range to short makes sense and dropping the pierce to 4. I think 3 would be a little low.

Greatsaber Hilt

Drop the Cumbersome to 3, remove the Knockdown, reduce the damage bonus to +1, and just specify that it requires two hands to wield unless the character is exceptionally large.

The hilt is meant to be for very large creatures in the lore, saying the blade can grow to as much as 3 meters, which is why I made the distinction. I think this hilt is probably not really needed though and will most likely scrap it.

Cane Hilt

Looks good, no issues that I can see.

Light Ring Hilt

Much like with the guard shoto hilt, drop the free rank in Reflect. Is this meant to replicate the Inquistiors' double-bladed 'sabers from Star Wars Rebels. Otherwise, it seems too fantastical (much like how Xena used her chakram doesn't match reality one bit), so might be better off to just remove entirely.

I will admit the light ring is a baffling one to me. Perhaps adding reflect 1 instead of defensive 1 for something different than a normal shoto and making the dmage -1.

Qinata Hilt

Frankly, this is something best left to the default two-weapon combat rules, with the detachable part being an attachment (1 hard point) to an existing hilt (restrict to just basic hilts perhaps?) rather than a separate hilt altogether. As an attachment, would require a Maneuver to detach (incidental with Quick Draw), and using stats probably similar to a truncheon except based off the Lightsaber skill. Also don't include the Paired attachment as a default.

I can see this being a mod for a lightsaber pike or cane. There is no deviation from the two-weapon combat rules so I am not sure what you mean. I like the idea of quick draw making it an incidental. According to the info I got it is a long handled weapon similar to a force pike so detached the weapon would be like a staff so I am not sure a truncheon stat would be good for it. I agree with the dropping of the paired weapon mod.

Lightsaber Gauntlet

I'd swap this to still use the Lightsaber skill, and only have two hard points. Keep the Accurate as well as Breach, but it suffers a -1 modification to damage.

It was intended to use the lightsaber skill, I guess I was not clear enough. Two hard points mean 0 customization without tinkerer and I wanted it to at least be able to get 1 (most likely superior). Keeping breach is an option and I think a simpler rule (like - dmg) is probably easier than making a new rule like I have listed.

Fiber-Cord Hilt

Again, I'd say this is better handled as an attachment (1 hard point) that only works with paired basic or shoto lightsabers, adding LInked 1 and Unwieldy 4 to both weapons, and requiring a Maneuver to attach/detach.

I was actually considering this before I made the weapon, but trying to figure out how to handle two different crystals on a weapon that is now 1 weapon stumped me and could possibly lead to some beardy combinations.

Detachable Hilt

Looks pretty solid, though might want to specify that it takes a Maneuver to attach/detach the sabers. Maybe even include a bit about the wielder having the option to flip a Destiny Point when the lightsaber would normally be destroyed, enabling them to retain a single basic lightsaber (pretty much what happened to Darth Maul in TPM).

Yeah I meant to have the maneuver about attaching/detaching the sabers, good catch. I like the destiny point idea about keeping 1 lightsaber.

Thanks for the response. My answers are in red.

Edited by Vexbane

With the Lightwhip I would make it so that it can hurt the PC on a bad roll since it was noted to have that effect in the Darth Bane books.