Four armed species-dual welding double lightsabers?

By TheShard, in Star Wars: Force and Destiny RPG

9 hours ago, HappyDaze said:

If only one of the sabers has Cumbersome/Unwieldy and the wielder's Brawn/Agility < rating, then the Difficulty for that saber will be higher. It's a very unusual corner case.

Ah yes! Also I just thought of the "Crippled" critical injury. That could also potentially increase the difficulty for one of the lightsabers, and therefore any two-weapon combat checks.

4 hours ago, TheShard said:

So if I were rolling a single and a double, it would be standard diff plus one for the double? So three purple? And I'd need 3 advantage to hit with both weapons and to activate the linked quality?

So it's an Average Lightsaber check, +1 Difficulty for the second weapon. So yes, 3 purple dice as a base difficulty. Then you'd need 2 Advantage on a successful hit to hit with your second weapon, causing the weapon's base damage + uncancelled Success. Then you'd need another 2 Advantage to activate the Linked quality.

(That is assuming that you haven't got something like Paired Weapons attachment to make dual-weapon-attacking easier, or the Jury Rigged talent to make activating your Linked quality easier)

Oh yes I forgot about those two!

22 hours ago, Silim said:

And I just pointed out that double-bladed Lightsabers do not have the two-handed quality in the F&D core rulebook. Seems like you're the one who should send in a request if you think that's incorrect.

You know you're right, I just went through the three CRBs and they in fact do not mention needing two hands for double bladed lightsabres, I hadn't noticed it before. I also found that no weapon in any of the CRBs mentions the need for two hands or has a column mentioning it in any of the weapon lists, even rifles and other heavy weapons. I also checked a lot of the official supplements and adventures that introduce new weapons and again you are right, only Endless Vigil mentions the requirement. So, what does this mean really, is it intentional? Did they figure it was unnecessary to mention that using, for example, a Heavy Blaster Rifle normally needs two hands, or was it a systemic error for the same or another reason?

Again good catch and I should and have sent for clarification.

Edited by FuriousGreg

So a guard saberpike doesn't need two hands?

5 minutes ago, TheShard said:

So a guard saberpike doesn't need two hands?

Apparently not in the CRBs but in EV Tables 3-10 & 11 (pgs 85-86) it lists Double-bladed, Temple Guard, Lightsaber Pikes, and long-handle lightsabers are normally two-handed weapons. This doesn't necessarily mean a PC can't use them one handed but as a GM I'd likely not allow them their bonuses and extra abilities if not used two-handed. In any case let's see what the devs say.

1 hour ago, TheShard said:

So a guard saberpike doesn't need two hands?

The guard saberpike on page 46 of Keeping the Peace specifically notes that it requires two-hands to use. It's the final sentence/paragraph just above 'Models Include'

The Pistol Grip attachment from Dangerous Covenants implies that rifles, carbines, etc need two hands to operate.

43 minutes ago, Oden Gebhac said:

The Pistol Grip attachment from Dangerous Covenants implies that rifles, carbines, etc need two hands to operate.

More than implied. It's already written into the rules at the beginning of Chapter V, under Combat Skills. Pretty much all Ranged (Heavy) weapons require two hands. It's the main difference between Light ("Light ranged weapons are those that can generally be wielded in one hand") and Heavy ("Heavy ranged weapons are those that generally must be wielded in or directed with two hands..."). It's also detailed in Chapter III under the skill listings for the Ranged combat skills.

So ranged weapons need a lot less attention than melee weapons, since you essentially just tell whether a ranged weapon is one- or two-handed by the skill required to wield it.

Previous editions had a feature called "Wookiee Grip" (mirroring D&D's "Monkey Grip") which allowed a character to effectively wield a two-handed melee weapon in one hand, albeit with a penalty. It would be cool if there was a talent, or perhaps an attachment, that allowed this! Such an attachment would likely reduce the damage of a weapon, and/or introduce a setback, but it would be cool to have a dual-vibro-axe wielding Marauder or somesuch :)

3 hours ago, FuriousGreg said:

You know you're right, I just went through the three CRBs and they in fact do not mention needing two hands for double bladed lightsabres, I hadn't noticed it before. I also found that no weapon in any of the CRBs mentions the need for two hands or has a column mentioning it in any of the weapon lists, even rifles and other heavy weapons. I also checked a lot of the official supplements and adventures that introduce new weapons and again you are right, only Endless Vigil mentions the requirement. So, what does this mean really, is it intentional? Did they figure it was unnecessary to mention that using, for example, a Heavy Blaster Rifle normally needs two hands, or was it a systemic error for the same or another reason?

Again good catch and I should and have sent for clarification.

In the dev answer about how to houserule quad wielding, this is actually somewhat answered in that if you allow it, someone could potentially quad-wield double bladed lightsabers, but that the GM would be in their right to add tons of setback and upgrades for trying that. So I actually think it is intentional, with the different hilt designs based on the origin of the saber, too. Endless Vigil sabers are crafted by the PCs, who are probably learning how to make lightsabers by trial and error and the force guiding them. Getting their hands on a premade double bladed saber most likely means it belonged to a Jedi, Fallen Jedi, or Inquisitor - any of those would have the resources and ability to craft one that is one-handed.

...Of course then you get into the territory of "what if you find a temple guard double saber". Still, I'd treat one-handed and two-handed double sabers as separate weapons with similar designs and functions, and make one-handed ones a lot harder to obtain if I were to GM. Basically make them an advanced upgrade for someone using a double saber if they so desire.

Personally I'm using one crafted with Endless Vigil rules in a F&D game and the thing is so incredibly powerful that I feel no need to get any sort of upgrade to it.

17 hours ago, awayputurwpn said:

More than implied. It's already written into the rules at the beginning of Chapter V, under Combat Skills. Pretty much all Ranged (Heavy) weapons require two hands. It's the main difference between Light ("Light ranged weapons are those that can generally be wielded in one hand") and Heavy ("Heavy ranged weapons are those that generally must be wielded in or directed with two hands..."). It's also detailed in Chapter III under the skill listings for the Ranged combat skills.

I've been playing RPGs for so long it didn't even cross my mind to check before and I just skimmed over descriptions like these basic Combat Skills because they rarely are different then any other game. It might be time for another read through... :P
In any case Silim's observation that the requirement is not mentioned in the CRBs for lightsabers seems to be true.

Edited by FuriousGreg

Ok 500 added xp, to build a double lightsaber, single besalisk build go!

I'm thinking shi-cho knight/ataru striker/martial artist

With 50ish xp into ebb and flow

Edited by TheShard