Combat sense

Combat sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense. In game terms, by focusing his attention on his opponents, a Jedi gains certain important advantages.

First, he gets to decide when he wants to act during a round - no initiative rolls are needed while the power is in effect. If more than one Jedi is using this power, whichever Jedi rolled the highest when invoking the power gets to determine exactly when they are acting in the round.

Second, his attack and defense rolls are increased by half his Sense skill. Using combat sense does not count as a skill use for determining combat penalties.

Behind the Scenes
For unknown reasons, on SW1 (only) Jedi automatically have combat sense as a natural ability and do not have to activate it nor learn it/acquire it through training. Furthermore, they are granted half their Sense skill as a bonus, rather than just an increase in attack and defense rolls by +2D as per the normal rules. Finally, combat sense lasts permanently on SW1, whereas in normal rule sets, it lasts ten combat rounds upon activation, and has a difficulty for activating... Moderate for one opponent, modified by +3 for every additional opponent a Jedi wants to defend against, and has a requirement of Danger sense and Life detection powers to use.

It is up to the players in the scene to determine whether to use the SW1 house rules, the official D6 rules, or no rules at all.