Combat
  1. If your declared target has cover from another character, your missed attack may hit that character instead. (See the cover rules for details.)
  2. If your attack misses by an amount less than or equal to your target's combined armor and natural armor bonus (if any), the shot stops. It hits the target but doesn't penetrate.
  3. If your attack misses but the total attack roll including all modifiers was 5 or more, your shot might hit another target. Trace a straight line from your square through the target's square (or the target's closest square, in the case of targets larger than Medium size) and extending it outward. Any target in a square that this line crosses is attacked (attack bonus +0, 50% miss chance), starting with the closest. If the shot misses due to miss chance or as outlined in (2) above, the shot continues in its path. Continue until the shot stops, the shot scores a hit, or no characters remain in its path.
  4. If your attack misses and the total attack roll including all modifiers was 4 or less, your shot scatters 2 meters for every point your total attack roll was less than 5. Roll 1d4 to determine the direction of scatter: 1 = high, 2 = right, 3 = low, 4 = left. Trace a line through that square and attack characters in that path, starting with the closest; continue as per (3) above. (Note that shots that go high or low will usually be harmless unless there are potential targets above or below the original target.)
Realistically, people can survive for a few minutes without oxygen. Thus, instead of dying the round after you lose all your remaining wound points and fall unconscious, you take 1d6 points of Constitution damage every minute (DC 20 Fort save to avoid). When your Constitution is reduced to 0, you die.
Instead of adding 1d8 points of lightsaber damage every time a character gains or improves this class feature, add only 2 points. The Increase Weapon Damage ability of the Jedi weapon master and the Increase Unarmed Damage ability of the Force warrior are also subject to this variant.
Sudden exposure to vacuum deals 1d6 points of Constitution damage (DC 20 Fort save to avoid). After that, you begin to suffocate. Unlike being underwater or engulfed in smoke, you can't hold your breath without damaging your lungs. Thus, you must immediately begin making Constitution checks (DC 10, +1 per additional round) to avoid falling unconscious, as per the normal rules for suffocation (see page 287 of the Revised Core Rulebook).

In the event of explosive decompression (as when General Grievous shattered the viewport on the bridge of the Invisible Hand), you must make a Climb check (DC 20 minus the distance to the breach in meters) to grab something. If you fail the check, you're blown out into space.

If you make the check, you manage to remain inside. However, as long as the breach is open and air is rushing out, you take a –4 penalty on all attack rolls, skill checks, and ability checks, and in order to move, you must make another Climb check (same DC as above). If any significant debris is being blown out into space, all characters within 4 meters of the breach also take 3d4 points of damage each round (DC 20 Reflex save for half). Characters are not considered to be exposed to vacuum (see above) until they are blown out into space or the compartment completely depressurizes.

Unless the Gamemaster rules otherwise, emergency bulkheads will seal a minor breach (such as a shattered viewport) in 1 round and a major breach (such as a ruptured hull) in 2d4 rounds. Major hull breaches are considerably more dangerous because affected characters might be sealed outside the emergency bulkhead unless they move quickly to escape.

Those who master the lightsaber learn not only how to strike with deadly accuracy but also how to use their skills to take full advantage of their opponent and the situation. For each 1d8 points that you sacrifice from your Increase Lightsaber Damage ability, you gain one of the following benefits (your choice):
  • Flurry: Gain one additional lightsaber attack at your highest attack bonus, but take a –2 penalty to all attacks made this round. (You can choose this benefit only when using the full attack action.)
  • Precision: Gain a +1 bonus to all lightsaber attacks this round. (You can choose this benefit more than once, and its effects stack.)
  • Parry: Gain a +1 dodge bonus against all melee attacks this round. (You can choose this benefit more than once, and its effects stack.)
  • Living Weapon: Gain a single unarmed attack or improvised weapon attack made with a penalty of –2. (Your other attacks this round are unaffected.) This attack deals normal damage, but you add only half your Strength bonus to damage.

Declare the number of dice sacrificed and the specific benefit(s) gained at the beginning of your turn. You may change benefits from round to round, but you cannot use a lightsaber mastery benefit unless you make at least one attack with a lightsaber during your turn.

The Increase Weapon Damage ability of the Jedi weapon master and the Increase Unarmed Damage ability of the Force warrior also follow these rules, applying the benefits and requirements to the appropriate weapon instead of a lightsaber. (Both of these prestige classes are found in the Power of the Jedi Sourcebook.)