As wide as diverse as the Jedi order is, the tools they use are also distinct to their users. Here is a small listing of some of the modifications that have been made to Lightsabers throughout the galaxy.



Lightsabers as a rule generally don't work underwater, and could potentially have trouble functioning in extremely moisture rich environments. When immersed, the lightsaber's delicate mechanics and circuitry tend to short out or otherwise malfunction. However, with proper construction, they can be made to function under such conditions.

The actual casing of the lightsaber can be made water resistant with great ease. This allows the lightsaber to function in heavy rains, direct streams of water, and nearly every moist situation short of total submersion. To allow the lightsaber to function completely underwater is a bit more complex. In addition to the construction of a water resistant hilt, the crystal set in the beam emitter assembly must be precisely cut, forming a tight seal with the casing. This, in addition to several other minor adjustments will permit the lightsaber to function underwater up to a depth of 300 feet (assuming a standard planetary atmospheric pressures).

Water resistant lightsaber casing

Difficulty to build: Easy Lightsaber Repair roll
Cost to build: 150 Credits standard
Time to complete: 6 hours
Notes: This modification does not allow the saber to be totally submersed. It only is effective against malfunction in moisture rich environments, heavy rains and so on.

Waterproof lightsaber casing

Difficulty to build: Difficult Lightsaber Repair roll
Cost to build: 200 Credits standard
Time to complete: 10-12 hours
Notes: This modification allows the lightsaber to operate underwater, up to a depth of 300 feet.



The lightsaber is an extremely dangerous weapon - this is much is clear the first time a Padawan picks up a blade. The problem is that the untrained student must handle the remarkably dangerous weapon in order to develop any sort of proficiency with them. The danger plus the difficulty is recipe for accidental loss of limbs and accidental loss of life.

Some masters approach this inherent risk in several different ways. One is the additional setting on the student's lightsaber, which allows the beam to operate at a greatly diminished power output. This beam runs at only a fraction of the output as a full power lightsaber - any resulting contact between blade and flesh only results in a nasty burn instead of removing a limb.

The other method that inventive Jedi masters have developed to counter the problem of training with a live lightsaber is the practice hilt. Instead of a fully functional lightsaber, the practice lightsaber consists of a hilt with a lightsaber sized stick where the beam would be. Inside the lightsaber casing is a complex series of gyroscopes and repulsors that operate in conjunction to simulate the 'feel' of a active lightsaber. When swung, the lightsaber is nearly indistinguishable from the live counterpart.

Practice Blade setting

Difficulty to build: Very Difficult Lightsaber Repair roll
Cost to build: 500 Credits standard
Time to complete: 30 hours
Notes: When used in practice mode, the damage die code is 1D. Saber combat can be used to in this mode, as can the damage be increased with lightsaber combat.

Practice hilt

Difficulty to build: Easy Lightsaber Repair roll
Cost to build: 750 Credits standard
Time to complete: 25 hours
Notes: the practice hilt has a damage of STR+1 pip



Jedi Knights often use their lightsabers in a variety of ways and in a variety of settings, such as microcuts in delicate equipment or fighting in a confined space like a turbolifts. Lightsabers with this enhancement allow the Jedi to be more versatile with their weapons by adjusting the blade to fit the needs of the moment. In theory, a saber with this modification is able to produce a blade only millimeters long - but such constructing the mechanism for such precise control is extremely difficult, even for Jedi masters. The much more practical size, in both terms of usage and construction is the three to six inch range. The upper limits of the blade length is, also in theory, unlimited. However the constraints on this end are not so much mechanical limitations, but practical usage limits. Using a forty foot lightsaber is . . . difficult at best. Beyond three or four feet, and the weapon becomes unwieldy, even for the most trained Jedi.

Variable Blade Length

Difficulty to build: Difficult Lightsaber Repair roll
Cost to build: 2,400 Credits standard
Time to complete: 40 hours
Notes: Allows the blade from adjust in range from roughly three inches to several feet in length.



A lightsaber is a potentially deadly weapon, should it somehow fall into the hands of someone unfamiliar with the device. To prevent the accidental removal of body parts should the untrained person get hold of the weapon, the activation stud is concealed within the casing of the lightsaber itself. The only way to activate the weapon is for the Jedi to use a quick burst of telekinesis, flicking the trigger inside the actual hilt itself. Although this extra step may slow the activation of the lightsaber down slightly, the extra piece of mind that it provides the Jedi that have installed it on their own weapons is invaluable.

Internal TK switch

Difficulty to build: Very Easy Lightsaber Repair roll
Cost to build: 50 Credits standard
Time to complete: 5 hours
Notes: To activate a lightsaber with this modification requires an easy Telekinesis roll.



Dropping an activated lightsaber can be deadly -inside of combat as well as outside. This simple modification includes a pressure trigger in the handgrip of the lightsaber. When the hilt is released, the saber quickly deactivates. However, this does require that a Jedi who does intentionally release his saber with the blade on to maintain a telekinetic grip on the weapon when it's not in his hand.

Deadman switch

Difficulty to build: Easy Lightsaber Repair roll
Cost to build: 75 Credits standard
Time to complete: 6 hours
Notes: When released, the blade of the lightsaber automatically deactivates.



A Jedi must be resourceful and draw upon many elements in their work, which sometimes include deception and misdirection - the core of this variation. Not a true lightsaber modification, this alteration removes the inner workings of a lightsaber and replaces them with various types of explosive. When activated, instead of producing a blade of light, the 'lightsaber' simply explodes.

Although not appearing very useful on the surface, this deception could be effective at the right moment - such as is if the weapon were activated by an Dark Jedi, taunting the surrendered foe. This brief moment of confusion could allow a Jedi to act when outnumbered and outgunned by a superior force.

Saber Grenade

Difficulty to build: Moderate Demolition roll, Easy lightsaber construction roll.
Cost to build: 600 Credits standard
Time to complete: 4 hours
Notes: Depending on construction, the damage code ranges from 4D to 5D.



Often when a Jedi is forced to work under cover, carrying a lightsaber is less than practical. Through the attachment of prop appliances to the lightsaber, the weapon could easily be made to look like a hydrospanner or glow rod. More complicated enhancements could allow the lightsaber to function as said device in a limited capacity. This allows Jedi to move about undetected without sacrificing a key component of their functionality.

Disguised lightsaber

Difficulty to build: Easy to Difficult Lightsaber Repair roll
Cost to build: 25 - 1000 Credits standard
Time to complete:
1 - 12 hours
Notes: Adds from +5 to +20 to the opposing perception/search rolls to identify the lightsaber's true nature.

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