Equipped Jedi or Sith gets Parry 2 and "When this unit would be discarded, you may attach Mace Windu's Lightsaber to another Jedi or Sith without paying its Equip cost."
Equipped Mace Windu also gets Double Strike.
Keywords
Double Strike
Double Strike: An isolated, static ability played after the attack end POP that means, "You may choose a unit that this unit can attack. This unit attacks that unit. Play only if this unit just attacked and only if it tapped for that attack." The unit must tap for the first attack, not the second. If it untaps, it may double strike again. Double Strike doesn't allow you to attack your own units.
Equip
Equip: A selective effect on Equipment activated during the build step that means, "Attach this Equipment to a unit. Play only during your build step." You can pay the Equip cost only once per turn.
Parry
Parry X: A cumulative ability triggered during the damage prevention POP that means, "If the attacking unit rolled at least one natural '1' against this unit, prevent X damage to this unit." Only one natural "1" is counted from the attack roll after re-rolls. Parry doesn't prevent damage from a parrying unit unless it attacks itself. Parry can't affect unpreventable damage. If a unit gets the Parry ability after you roll attack dice, it's too late to affect the damage. Accuracy can't decrease the die roll to a natural "1". However, you or your opponent may use an effect to re-roll dice to affect the number of natural ones. (You only count the 1, if any, from the roll used for the attack.) Parry applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.