Lightfoil melee
Effect
This is the melee combat skill used for the lightfoil, whether in attack or as a reaction skill to an oncoming melee attack.
A lightsaber is a dangerous item. If an attacking character misses the attack difficulty by 10 or more points on their die roll, then the character has injured themself with the weapon. They must roll damage versus their own Strength.
Lightfoils are also moderately difficult weapons to use, as in, their use generally requires a minimum skill roll against a Difficulty number in the 11-15 range for any purpose, even by a skilled wielder. The Difficulty may be increased further by circumstances of the scene.
Material Components
lightfoil
Related Discipline
Related School
Dexterity
Range
melee
Applied Restriction
Legality
During the rule of Emperor Palpatine, lightfoils were illegal in all territories. Possession of a lightfoil may now carry less of a legal burden in many areas of the Colonies and Outer Rim. However, its use is still likely to draw wary or avaricious attention as one travels closer to the Core Worlds.
House Rule
Our campaign does not offer "Specialization" skills in particular subcategories of Lightsaber melee. Nor is "Lightsaber melee" the skill used for related kyber-based weapons. This is the skill for experienced wielders of a lightfoil -- which has a thinner blade, carries less momentum, and thus is faster-moving than a lightsaber. The weapons are as different from one another, in terms of combat application, as either one is from a shockstick or a vibrosword.
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