Since there are no rules in the rulebook, i made up the Jedi Rules(uses only d6's):
DEFLECTING SHOTS:
NOTE: A lightsaber can deflect shots from any weapon, except explosions from explosive weapons(of course).
1-Roll a die for skill for the defender it is the same or superior than the shooter's, the blast is deflected, and if it isn't, the shot hits the minifig.
2-If the blast is successfully deflected, roll the skill again, and if one more time, you rolled the skill and it was equal or higher than the one who shot, the deflected blast will hit the shooter, and will cause damage according to the shooter's original damage roll. If you fail in this second step, the shot is just deflected.
NOTE: You can deflect to any unit in your range area.
Using it:
-Heroes: If one Hero is using a lightsaber, he can use the automatic deflection when he is atacked in or out of his turn without cost or punishment for his rank.
-Officers: must roll at least a 4 in each of the steps 1 and 2 to succesfully use the lightsabers' deflecting abilities.
-Minifigs and Pilots: must roll at least a 6 in each of the steps 1 and 2 to succesfully use the lightsabers' deflecting abilities.
-All other size 1 and 2 creatures use it due to their rank. To size 3 and higher, the lightsaber is too hard to use. Size 0 creatures can't also use it.
LIGHTSABERS' ONE HIT KILL:
NOTE: I think you (Rayhawk)should have included too One Hit Kill weapons stats. But oh well, you didn't.
NOTE 2(edit): Ok, let's make this rule: Lightsabers have a 7 cp cost.
Lightsaber: Use: 4 Damage: 1d6+2 (Only fails with critical failures or bad rolls to normal minifigs, it is a kind of a heavy weapon but doesn't take Move, has the same cost as normal weapons but is better and takes only one hand) EDITED from +3 to +2
FORCE POWERS:
Cost to buy: 25 cp (expensive!)
Actions: Creature that has them can make 2 actions per turn(Heroes: 3)
NOTE: Also buys the Hero-like ability of using lightsabers, but original Heroes can still use 3 actions, and the others still 2
What are they/how to use them:
-Force Push: Moves objects and creatures around around. Can move objects within a radius of 4" from the starting position. Can shove enemies 1d6" away. 1 Push per turn.
USE COST: 3
-Force Choke: Chokes enemies to death. 1 choke per turn.
USE COST: 4
-Force Lightning: Strikes the opponents with thunder attacks. Can atack two targets at the same time(but takes 2 actions).
DAMAGE: 1d6+2
USE COST: 4
-Force Tricks: Makes 3 types of different tricks:
1-Invisibility: Puts the user invisible during the next enemy turn, therefore cannot be attacked. Uses up 2 actions in each turn.
2-Mind Trick: Defects an enemy unit to the user's team during the same turn. Uses up 2 actions in each turn.
3-Force Shield: Takes all the users remaining actions, but makes him immune to any attacks during the next opponent turn.
USE COST(of them all): 4
-Force Speed and Jump: The user can do all moving actions with double effort. 1 action took by each(swimming, running, climbing, etc.).
USE COST: None.
DONE
If i miss something, warn me
EDIT 1: Ok, some rules changed in the Lightsabers' ONE HIT KILL rule and the Jedi Powers cost was raised from 15cp to 25cp.
And yeah, probably you won't use even half of these rules, but i just wanted to make it. It may come in handy in a tricky situation.
