The Jaedai

(Jedi of warhammer origin)

By Martin, the old warrior


Long ago in a huge world far, far away...

The Jaedai  is a powerful user of the magic energies in the Warhammer World.  He refers to these energies as the Force.  Though he is no master of all the magic, he is a wizard of a sort.  He tends to specialize in certain aspects of Force manipulation either for better or for worse.  He has chosen that he will fight on the side of good and has become a Light Side Force user.  Just by making this choice he opens himself up to certain types of Force powers while shutting himself off from others.

Throughout this document, the term Jaedai means the same as Jedi and Saedith means the same as Sith.  The rules for the Saedith may be found here: The Saedith's Rules.

Please note the divisions of this document:

Basic Rules
Advanced Rules ( Alehouse & Enemies of Justice, Jaedai Comrade/Mentor, Saedith Enclave and Training)
Force Powers (effectively spells, but generally a little different than the Wizard's)
Power Sabre Skills
Battle Level Table
Addendum: Magic Users Table and Enemy of Justice Table

Basic Rules


Jaedai (Jedi)

Move 4
Wounds* 1D6+8*
Weapon Skill      3
Ballistic Skill 5+
Strength 3
Damage Dice 1
Toughness 3(4)
Initiative 4
Attacks 1
Luck 1
Will Power 3
Pinning 4+
Power Tokens** 2D6**

Notice the two characteristics that are different for the Jaedai and the Saedith: Attacks and Luck.

* A roll of 1 for Wounds may be re-rolled once, but the second result must be kept even if it is a 1.

** Power Tokens = beginning stored power.  Just like for the Wizard, except that the Jaedai/Saedith potentially have more power starting out. Re-roll any 1 rolled for power tokens, keeping the second result even if it is a 1.

Equipment

Weapon

Power Sabre
This is the Jaedai's weapon of choice with which he constantly practices.  It does normal damage of 1D6 + Strength (3).  But, see under Skills for other advantages depending upon the choice of a beginning style. The Power Sabre is made of special purified metals forged with great skill, heat and magical powers, giving it superior balance, perpetual sharpness and magical properties. It has been said that this blade can slice through armour and non-magical weapons, and that it is able to help the force-using wielder to better combat insubstantial foes.  It counts as a magical weapon and thus may be accurately used against daemons, Greater Daemons, and ethereal beings .   (See Power Sabre Skills section for rules for higher levels.)

Cloak

Jaedai Cloak
+1 Toughness
(This is NOT considered armour, and may be worn by a Wizard.)

Special Rules

Magic Resistance
Due to his innate tendency to sense the Force (magical power in the Warhammer World) and to channel its power for his protection, the Jaedai begins with Magic Resistance 6+.  This improves when he gains titles (5+ as a Knight, 4+ as Master and Lord).  This natural Magic Resistance rating may only be increased by +1 per spell or item no matter what gives magic resistance and no matter what its Magic Resistance rating (maximum adjusted magic resistance may never be better than 3+ to successfully resist unless the Jaedai obtains an Amulet of Light Jaedai artifact).

Armour
Never wear armour, or helms or use shields. But, a cloak or other protection is fine -- anything a wizard can use to increase his defense.

Treasure
He is able to use any items that can be used by at least TWO of the following: Wizard, Elf, Barbarian. Also, he may use certain wizard-only treasures to enhance his ability to tap into and channel the life force about him. (see the Advanced Rules section for a list of prohibited items).

Magic scrolls 
The Jaedai  may not use any spell scrolls as intended (by a Wizard) (but see advanced rules below).

Gold
The Jaedai receives 5 gold (or experience) for each wound healed on another. 

Magic Users 
Because magic users of any type are generally at least Force-sensitive (if not adept at its use), then a Jaedai will be more likely to draw their attention. For every Unexpected Monster Event, roll 2D6.  If the roll is a double, a random magic user of the same Dungeon Level as the monster's actually rolled will appear along with them (after rolling the monster event, roll on the Magic User Table in the Addendum at the end of the Advanced Rules below.)  In the Magic User Table, the monster's gold value is shown.  In addition to this, the extra gold that a Saedith receives for killing a magic user is shown as well as an experience bonus for both the Jaedai and the Saedith.  No treasure is received for killing this extra magic using monster.

Skills

Deflection (6+) (a Power Sabre Skill and Force related ability)
This allows the Jaedai to "deflect" incoming missiles (projectiles) of a physical nature on a 6+ (5+ as Knight, 4+ as Master and Lord).  Deflection is his ability to anticipate projectiles before they hit (while using Power Sabre only -- works against all solid projectiles -- not effective against area effect, fire or magic, but it does work against blunderbuss shot).  This is not to be confused with the Parry skill.  If a missile is successfully deflected there is also a chance that it will turn back to strike the one that fired it.  Roll 1D6 for each deflected missile, on 5+ as Apprentice (4+ as Knight and Master, and 3+ as Lord), the missile is returned and inflicts the same damage upon its shooter as it would have caused on its target.  If the Jaedai doesn't know which particular monster was the shooter, then he may redirect the projectile to hit any monster of the same type within his LOS (Line of Sight).

Power Sabre Style (Choose your style.):
The Jaedai must choose a beginning sabre style, either Aggressive or Defensive, plain and simple (mostly). This is the style that he will keep for his entire career.

If he chooses the Aggressive style, he causes +1 wound (modified as normal) on a successful to hit roll AND on a natural 6 to hit, the damage ignores all non-magical armour.

If he chooses the Defensive style, he has the Parry 6+ skill for all incoming melee attacks (improves to 5+ as Master, and 4+ as Lord); meaning that if a melee attack actually hits him, he rolls 1D6 and on a roll of 6 the blow is parried by his Power Sabre causing no damage to the Jaedai.

Force Powers

Using Force Powers
Force powers work exactly like the Wizard's spells as regards the use of current and stored power.  The Force powers have a casting cost just like spells.  Some of the Jaedai's Sabre Skills also depend upon his use of Force power (magic power).  The Jaedai may NOT use any spells or Force Powers listed under Dark Side Powers, and the Saedith may NOT use any spells or Force Powers listed under Light Side Powers.  The Jaedai begins with three Force Powers.  These are all determined according to the method outlined below. 

Two notes for clarification:  1. The Jaedai will get +1 to the Power roll at BL 2, +2 at BL 3, and so on until BL 10, when he will get the current power roll +9 (This is the same way I handle the Wizard's current power each turn. Of course, a roll of 1 is always only 1 current power.)  2. The Jaedai begins with 2D6 stored power (power tokens) as opposed to the Wizard's 1D6.  And, like the Wizard, he may re-roll power tokens dice one time each if he rolls a 1, keeping the second result.  Yes, this is an advantage, but so much of what the Jaedai does is dependent upon the Force power available to him and he is not quite as adept as the Wizard in various applications of magic.  In fact, in many cases it might take both a Jaedai and a Saedith to equal a powerful wizard in pure magical abilities (Such comments are made only with the original Wizard of Warhammer Quest in mind.).

A further difference the Jaedai has is that each time the Winds of Magic surge (a natural roll of 6 for the Power Phase), he regains one point of stored Force power (power token) up to his starting value.

Jaedai (Light Side User)
Begins with one Light Side Healing Power, one Defense, and one Special.  The Force Powers are chosen from the tables below.

 

Jaedai's Beginning Force Powers

At the end of this document you will find two full Force Powers listings with descriptions for Jaedai.  Please refer to them before making your decisions final.

Beginning Healing Power: Choose whether you will start with Cure Small Wounds or Finger of Life (see descriptions in Force Powers section).  No other healing powers are available until the Jaedai has one of these two.

Beginning Defense Power:  Roll 1D6 (re-rolling a 1 if desired, but you must keep the second roll).  The result is the casting cost of the beginning defense powers you may choose from.  Below is a listing of all the beginning Defense Powers.  If you roll a 6, you may choose from any of the powers listed in this table (1 through 5).

1 2 3 4 5 6
Minor Force Pull Feign Death Mind Trick Force Restraint Blur (Choose from Any Power 1-5)
Minor Distraction Force Push Force Protection Rebound Dampen Pain (any Beg. Defense Power)
- - Sense Danger - - -

Beginning Special Power:  Roll 1D6 (re-rolling a 1 if desired, but you must keep the second roll, unless it is a 3, which is also re-rolled).  The result is the casting cost of the beginning Special powers you may choose from.  Below is a listing of all the beginning Special Force  Powers.  If you roll a 6, you may take "May the Force Be with You" power or choose from any other powers listed in this table.

1 2 3 4 5 6
Burst of Speed Strengthen (Re-roll Dice for Special) Force Jump Invisibility May the Force Be with You
Open Understand Others - Force Vision (only one available) (OR choose any Beginning Special Power)
- Telepathy - - -
- Zone of Silence - - - -

 

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Advanced Rules


Additional Treasure Rules:

Magic Scrolls 
The Jaedai may not use any spell scrolls as intended (by a Wizard), but there is a chance that they could learn one of their Force Powers if they come across a spell scroll that is similar to a Force Power (It must be the Wizard's version of the particular Force Power -- see the full Force Powers tables given below).  To see if the Jaedai can learn the relevant Force Power, roll 1D6 and add his Current Title-Level (Padawan = 1, Knight = 2,  Master = 3, Lord = 4).  If the total number is 7+, the Force user learns the relevant Force Power. This may only be attempted once. If the attempt fails, the scroll burns up in his hands and causes 1D3 wounds with no modifier for anything.  The attempt may not be made if the Jaedai does not already know the relevant Force Power's prerequisite power.  In such a case the scroll may be saved for later use or sold or traded as any other treasure.

Other Magic (and Wizard-only) Treasures

The Jaedai CANNOT Use:  Spell Ring, Amulet of Fury, Talisman of Jet, Circlet of Wrath (Dark Side empowered), Crown of Night (Dark Side empowered), Chalice of Sorcery (Dark Side), Book of Arcane Knowledge, Crown of Sorcery, Wand of Diabolum, Staff of Command (Dark Side).

Wizard-only Treasures the Jaedai CAN Use:  Energy Jewel,  Brooch of Power, Wand of Jade, Tablet of Adain (may be used to re-roll once on the table that determines the number of spells learned when training).

Settlements

The Jaedai may visit all the places that a Wizard may visit (but roll 2D6+1 for Padawan on the Alehouse table, +2 for Knight, +3 for Master, and +4 for Lord) except he may not go to the Wizard's Guild.  The Force user's magic is just different enough to cause the Wizard's to be terribly suspicious of him and they will not let him enter.  Additionally, he may visit the Fighting School (2D6) and the School of Martial Arts (2D6).  The Jaedai may visit a Jaedai Mentor or Jaedai Comrade if he can find one, for training or to seek out some type of assistance (artifact or special cloak for instance).  The Jaedai may seek out a Saedith Enclave (very rare to find one, and only if he has the Invisibility Force Power -- see under Sneaky Jaedai below).

Alehouse & Enemies of Justice -- If the Jaedai rolls a 13+ in the Alehouse he has been secretly contacted by the local authorities requesting his assistance in tracking down and defeating a certain enemy of justice.  Roll 2D6 and add the Jaedai's Battle -Level and look up the result on the Enemies of Justice Table (in the Addendum section of this document).  The table shows the enemy in question, their stats (or how to acquire them), and the reward that the Jaedai will be given if he is successful. 

In the next adventure, roll 2D6 for every room-generated monster event (even for the Objective Room!).  The first time doubles are rolled, the enemy of justice arrives along with the monsters for the event (unless otherwise instructed in the table below).  If the subject in question has a ranged weapon or magic, it should be placed according to the ballistic placement rules for monsters.  If it has some type of magic at its disposal, take (or share out if there is another magic user that has guards) any common monsters (like foot soldiers, such as skaven clanrats, Chaos Warriors, Chaos Dwarfs and etc. OR any monsters specifically described as guards) and set up a protective ring around the enemy of justice.  If no doubles are rolled in the Monster Events during the adventure, the enemy of justice got away.  Roll 1D6 and on 5+ (4+ as Master and Lord) the Jaedai is able to track the enemy into the next dungeon (roll doubles for each room-generated monster event there as well).  The Jaedai may have more than one enemy to track at a time.  In this case, randomly determine which one arrives if doubles are rolled.  Though the Jaedai may not get more than one such assignment per settlement from under the cover of the Alehouse, he may visit the Alehouse numerous times until he does get one.  Once he gains an assignment while in the Alehouse, he will not frequent the place any more during the same settlement stay.

Note: several special monsters by Cutlass have been included in this table.  They may be found at the time of the writing of these rules at the following location with a colorful image of the creature as well: Cutlass' Warhammer Quest Stuff. The special rules given below are mostly taken from Cutlass' descriptions of these creatures.  If you are unable to find these monsters, then just roll on the Bounty Hunter's Outlaw table (by Gavin Thorpe) -- if available or one could make up their own enemies.....

No gold or experience is gained from slaying the enemy of Justice until the Jaedai returns with proof to a settlement and informs the proper authorities, at which time he receives the reward (or the bounty amount).  The Jaedai may share the reward with the other party members if he so desires.  The Jaedai may want to keep a list of all enemies brought to justice and re-roll any particular monsters/outlaws that are repeated.  If the enemy of justice is a magic user as well, any Saedith in the party who kills it also receives an immediate bonus of the DL x 100 gold (or experience), and Jaedai or  Saedith (whichever kills it) receives an experience bonus for defeating a magic user (also given in the table below -- for common magic users that arrive look them up in the table under the addendum).  Clarification: yes, it is possible to be in the middle of an enemy of justice monster event and still have an extra (Force-user drawn) magic user arrive during an Unexpected Monster Event (see under the Addendum at the end of this document).  Note: only a Jaedai may claim the reward for bringing an enemy to justice.  Likewise, only a Saedith may receive payment for the kill of an assassination target.

 

Jaedai Mentor or Comrade

Roll on the tables in the Training Section to find a Jaedai Mentor or Comrade. Then the Jaedai spends the day conversing with the fellow Jaedai and learning what he can from him.  If he has lost his cloak or Power Sabre, he may purchase them here for 300 gold each. The Jedai Cloak is automatically available. However, Power Sabres are hard to come by.  Roll 1D6: only on 5+is one available.  Luck can be used to re-roll.  Also, he should donate 1D6 X 50 gold for his fellow Jaedai's living expenses. After he has made the donation, roll on the following table with the following modifiers: -1 if Jaedai Comrade is of lesser experience, +1 if of equal experience, and +2 if a Mentor of greater experience.

Dice Rolled
(2D6 with modifier)
Result Description
2-4 Nothing The Jaedai has nothing of use for you, except that he can help you train if you have sufficient experience/gold to train (see training below).
5 Power Sabre Advice The Jaedai can help you with some advice and demonstration of Sabre-wielding technique.  You gain one of the following (choose): 1.  +1 to the success of any Power Sabre skill you currently have -- for the next adventure only (such as +1 to deflect, or +1 to redirect, or +1 to Parry, or +1 to destroy armour and so on...); or  2. Add +1 to your Sabre Skill roll the next time you gain a Sabre Skill; or  3. Add +1 to your roll to see whether you gain a Sabre Skill the next time you train.
6 Forceful  Cloak The Jaedai has a special cloak that has been Force-enhanced. It only costs 350 gold and grants +1 T and counts as magical armour -- even though it isn't armour at all.
7 Strong Cloak of Hiding The Jaedai has a special cloak that has been made of an especially exotic thread from across the sea from a surprisingly strong silk of a Force sensitive creature. It is said that it can hide and protect those who are attuned to the Force. It costs 500 gold and grants +2 T and a chance that the Jaedai will not be ambushed. Roll 1d6 for each group of monsters that ambush. On a roll of 5+, the Jaedai so garbed will not be noticed for the ambush attack (skip him when placing the ambushing monsters and when deciding whom they will attack during the ambush).
8 Ring of Toughness This ring grants +1 Toughness and costs 250 gold.  This protection counts as magical and is not ignored by weapons and attacks that ignore armour.
9 Specialty This Jaedai knows something extraordinary about Special Force Powers. Randomly determine which of the Jaedai's special powers is a specialty of this Jaedai. From now on, once per adventure, the Jaedai may use this particular  Special Force Power without cost.  Each Force Power may only be chosen once for this benefit.
10 Defensiveness This Jaedai knows something extraordinary about Defensive Force Powers. Randomly determine which of the Jaedai's Defense powers is a specialty of this Jaedai. From now on, once per adventure, the Jaedai may use this particular Defense Force Power without cost.  Each Force Power may only be chosen once for this benefit.
11 Healthfulness This Jaedai knows something extraordinary about Healing Force Powers. Randomly determine which of the Jaedai's Healing powers is a specialty of this Jaedai. From now on, once per adventure, the Jaedai may use this particular Healing Force Power without cost.  Each Force Power may only be chosen once for this benefit.
12+ Amulet of Light This is a treasure indeed! It cannot be bought. If you already have one, you cannot gain another (choose any other result on this table instead in such a case). The Jaedai gives this amulet to you for no additional cost, speaking words of cryptic meaning: "You will be needing this in the near future. Take extreme care not to lose it if you value your life and the lives of your comrades." The Amulet of Light is a powerful artifact exuding powerful Force energies of the Light Side. When worn it grants +1 Toughness which cannot be ignored by any magic, attacks, or abilities of the wearer's enemies. It grants +1 Magic Resistance as well (so 6+ becomes 5+ and so on). Also, whenever using Force Powers that are strictly of the Light Side (tagged with LS in the Force Power tables), these powers cost -1 power to use each time. Furthermore, a Jaedai wearing this amulet cannot be lost in the dark, though he is at -1 to hit monsters if there is no other light source AND he cannot explore only with this amulet.  This light-giving property of the amulet also grants +2 for your rolls on the Escape TableNote: this amulet overrides by +1 the rule which limits the amount of magic resistance a Jaedai may have. This means that if another source of magic resistance is gained (force power, spell cast by another, or ring of resistance and etc...), the maximum resistance then becomes 2+ instead of 3+ to resist -- effectively eliminating the magic resistance limit (except in a case where a powerful monster or spell description states that a warrior's magic resistance is modified).

Sneaky Jaedai: If a Saedith discovers a Saedith Enclave in (or near) a settlement, a Jaedai in the same party who has the Invisibility Force Power, may attempt to sneak in (without having to find the enclave -- the Saedith unwittingly found it for him), and he may briefly appear within the shop in order to attempt one or more purchases of special Power Sabres, Power Whip, or even to purchase a Saedith Cloak.  The Jaedai may only attempt to make purchases in the Saedith Artifacts Shop.  He will normally do nothing else in the enclave unless for some reason he is there to spy on them...  If the Jaedai is not in a party that has a Saedith in it, he may roll just like a Saedith on the table below to try to discover a Saedith Enclave in any settlement -- otherwise he is limited to finding an enclave only when a Saedith in the party finds one.

Saedith Enclave

It is very rare that there is a Saedith Enclave near a place with much population. In fact they are very rare in general. Roll on the table below. Yes, luck may be used to re-roll but no automatic success is allowed.  A Jaedai that has found a Saedith Enclave does not pay any entrance fee, because he sneaks in by using his Invisibility Force Power.

Location Roll No. Needed
Village 3D6 12+
Town 2D6 11+
City 2D6 12+

 

Saedith Artifacts Shop

These are things that may usually only be found in a Saedith Enclave (except the Saedith Cloak and a normal Power Sabre, which are common to most Saedith Warriors). In the Saedith Artifacts Shop, roll opposite the normal number of dice for stock rolls -- 3D6 in a village, 2D6 in a town, and 1D6 in a City.

Special Item Stock Roll Gold Cost to Buy Gold Cost to Sell
Saedith Cloak Automatic (no roll needed) 300 75
Power Sabre (as beg. weapon) 6 300 75
Short Power Sabre 8 500 125
Double-Bladed Power Sabre 9 600 175
Extending Power Sabre 11 700 200
Power Whip 12 900 275

The Sneaky Jaedai's Purchase attempts: For each attempt to purchase (for each stock roll, whether the item is actually in stock or not) roll 1D6 and modify the Jaedai's roll according to his title: Padawan, -2; Knight, -1; Master, +1; Lord, +2.  If the modified roll is less than 4 (a natural 1 always fails), the Jaedai is discovered and thrown out (any purchases already made this time are reversed); if the modified roll is 4+, the Jaedai is not yet discovered and will continue to purchase the item if available, and he may attempt to purchase another item (which means another roll for discovery as well), or immediately, safely leave the enclave with or without any purchases; but, he must follow through and buy the item if the stock roll was successful.  Yes, a Jaedai or Saedith may use luck to re-roll (but not automatically succeed) on the stock roll.  Luck may be used by the Jaedai to re-roll/automatically succeed escaping notice (once for each luck point spent).  A Jaedai who has a Saedith Cloak, when trying to appear inconspicuous in a Saedith Enclave, adds +1 for each Discovery Roll that he must make when attempting to make purchases in the shop. Yes, the Jaedai must roll for discovery even when purchasing a Saedith Cloak.

Item Descriptions

Saedith Cloak -- same as the one with which the Saedith begins the game.

Short Power Sabre (two different sets of effects based upon style) -- with this Power Sabre in the Jaedai's off hand he gains additional benefits to his Power Sabre style.  If he has the Aggressive style, he may make one extra attack per turn at -1 to hit (only for that attack) and at -1 strength modifier for damage (only for that attack), but all aggressive style and skill bonuses apply.  Just in case someone thinks of it, this does not give the Jaedai the Ambidextrous skill -- the benefits only apply to using a Short Power Sabre.  If he has the Accuracy Power Sabre Skill, it will reverse the -1 to hit penalty.  If the Jaedai has the Defensive style, then instead of the above benefits, the Short Power Sabre grants him +1 to his Parry and Deflection Skills (but no modifier to the redirection of projectiles).

Double-Bladed Power Sabre -- May only be used with the Aggressive Power Sabre Style.  It is two-handed (this weapon only in the warrior's hands) and grants +1 Power Sabre Attack each turn in which the first Power Sabre attack actually hits (only in melee combat).  Also, when used with the Throw Sabre skill, this weapon grants +1 to hit all targets of the thrown sabre attack (+1 Ballistic Skill for each to hit roll for this attack).

Extending Power Sabre -- By pushing a special button on the handle of this Power Sabre, the Jaedai or Saedith will substantially lengthen the Power Sabre's magical blade.  This gives an immediate extra Power Sabre attack in the first turn in which the sabre is lengthened, which attack is at +1 to hit in the first turn as the wielder catches the monsters off guard.  This surprise attack may only be used once per combat, though the sabre may still be shortened or lengthened in any turn thereafter.  While the sabre's blade is extended, the wielder may attack up to two squares away, because of the additional reach provided.  This is not a "Fight in Ranks" weapon, because the wielder may not attack monsters when a fellow warrior stands between him and his potential target.  The extended Power Sabre may be used to accomplish a death-blow up to two squares away, cutting through monsters in a two-squared arch or semi-circle -- or even in a whole circle if surrounded by monsters two deep (with no warriors in the way)!  The wielder must specify each target one at a time and may not reverse the direction of his arch/circling motion in the midst of a death-blow.

Focused extended Power Sabre Attack -- Although the extended Power Sabre is a one-handed Power Sabre, if it is used with both hands, the wielder may increase the power of his attacks.  The way this is done is to declare that he is handling the extended Power Sabre with both hands and focusing his attacks against his enemies.  He will then sacrifice one normal attack in order to add +1 Damage Dice to his next attack (including any death-blows) in the same turn. Only one attack may be sacrificed at a time in this manner (and thus only 1 Damage Dice may be so added to the next attack), but, if the attacker has 4 total attacks, he could do two focused extended Power Sabre Attacks in one turn (by sacrificing a total of two attacks)..

The one major drawback to wielding an Extended Power Sabre -- while extended -- is that it is more difficult to parry and to deflect projectiles.  Therefore, all parry, deflection, and redirection attempts are at -1 to succeed.  The extension/retraction button on the handle may be pushed once per turn (at the beginning of the Jaedai's turn), either to extend or to retract the blade.  While the blade is retracted it works the same as a normal Power Sabre.  Yes, a Short Power Sabre may be used in his off hand, but only while the Extending Power Sabre is not extended.

Power Whip -- Very much like a Power Sabre, this weapon of ancient Saedith is a rarity indeed.  It is a one-handed weapon which carries with it many of the same properties of a proper Power Sabre.  For most purposes, consider it a Power Sabre, though it is of a strange design and mostly appears like something other.  It grants the Fight in Ranks ability.  It has Strength 5 (and gets any Aggressive bonuses if using the Aggressive sabre style) and grants a +1 to hit all death-blow targets after the first kill of an attack.  It is not quite as useful at Deflection (-2 modifier) and Redirection (only succeeds on a 6), though Parry is increased by +1 (no matter what style), and a Short Power Sabre may be used at the same time in the off hand by a Jaedai with the defensive sabre style to deflect and redirect the same as with a normal Power Sabre, in which case the modifiers to deflection of both weapons are assumed to cancel each other out, but get a total of +2 to parry from both weapons as well.  Also, while coupled with a Short Power Sabre, the Aggressive Sabre Style wielder of the Power Whip could still use all the Aggressive Sabre benefits of the Short Saber.  The wielder should specify as always what weapon is being used for each attack.  The Power Whip may not be used to implement the Cut Through Obstacle Sabre Skill nor the Throw Sabre Skill.

Note: all Power Sabres and the Power Whip count as magical and may be used with all the Power Sabre Skills unless specifically stated otherwise.

 

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TRAINING


JAEDAI'S TRAINING

The Jaedai trains under a Jaedai Mentor (greater experience in the Force) or with a Jaedai Comrade (of equal or lesser experience).  He must first roll to see if he has found one (only one attempt per settlement), then (if he has found one) roll on the appropriate table to see what type of Jaedai he has found.  Luck may be used to re-roll on any of these tables related to Jaedai trainer.  If there are more than one Jaedai in the party, and another Jaedai has found a comrade or mentor, the Jaedai warrior may go to visit the same one (without rolling to find) if he doesn't find one on his own .

Training Among the Party

If two or more Jaedai are in the same party and they would like to attempt training with each other (a rather limited business in many cases) they may do so if none of them have found another Jaedai in the settlement.  In such a case, the highest title of other Jaedai with whom he trains will be used for number of Force Powers a Jaedai might learn and for whether a whether a Sabre skill is learned.  But, the only Force Powers and Sabre Skills that may be learned are those that other Jaedai in the party already know.  Such a training session must be carried on concurrently -- meaning that all warriors to be trained and others participating in their training (whose skills and powers might be learned) must spend seven days together during the settlement stay.

Table to find a Jaedai

Location Dice Rolled No. Needed
Village 3D6 7+
Town 2D6 8+
City 2D6 9+

After finding a Jaedai to train him, the Jaedai must then pay his gold (and/or deduct experience) before rolling to see how experienced his trainer is.  These tables are also used to visit with a Jaedai when not training.  Both a normal visit and a training visit may be done in the same settlement stay, but only roll once on these tables.  Villages are usually the best places to find the best qualified Jaedai.  A wise Jaedai will try to visit villages when seeking out a skilled trainer (especially for advancing Battle Levels).

Jaedai Trainer's Experience Tables by Location (Roll 1D6 on appropriate table.)

Village:

Dice Rolled Experience
1 Jaedai Comrade of lesser experience
2-3 Jaedai Comrade of approximately equal experience
4-6 Jaedai Mentor of greater experience (sometimes a village might be better)

Town or City:

Dice Rolled Experience
1-2 Jaedai Comrade of lesser experience
3-4 Jaedai Comrade of approximately equal experience
5-6 Jaedai Mentor of greater experience

TRAINING

When training, the experience of his comrade or mentor will be very important.  Therefore, the Jaedai trainee must discover what he may learn from them after he has paid his required gold/experience (the amount required for Battle Level that he desires to gain).  Training will take seven days.  Roll 1D6 each time the Jaedai gains a Battle-Level, re-rolling the first 1, and add the result to the Jaedai's power (power tokens).

To determine how many new Force powers he may learn roll 1D6 on the following table.  The result after the Jaedai comrade's or mentor's experience level shows how many new Force powers the Jaedai trainee may now learn.  Luck may only be used to re-roll on the following table one time each settlement and the second result must be kept, even if it is the lowest result possible. Once the number of new Force Powers learned is discovered, the Jaedai must decide which Force Powers he will learn (under Force Powers below).

Number of New Force Powers to Learn

Experience of Jaedai Dice Roll Result
Jaedai Comrade of lesser experience 1-4 = only one new Force Power; 5-6 = two new Force Powers
Jaedai Comrade of approximately equal experience 1-2 = only one new Force Power; 3-4 = two new Force Powers; 5-6 = three new Force Powers
Jaedai Mentor of greater experience 1-2 = two new Force Powers; 3-6  = three new Force Powers

Remember to roll to see whether the Jaedai or Saedith gains a new Force Sabre Skill.  See the Power Sabre Skills Table after the Force Powers section below.

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Force powers


The Jaedai, or Saedith, may call upon the Force to aid him during his quest.  The Jaedai as opposed to the Saedith, does not generally use the Force to directly attack his foes.  Therefore, he strictly speaking does not have any Attack Force Powers.  Some powers he may learn may have an indirect influence in combat (i.e. Empowerment -- same as Ogre strength).  However, the Jaedai still may choose the Aggressive Sabre Style and increase his Sabre skills when he levels up.  He also earns gold (or experience) for healing others (5 gold/experience per wound healed on another). 

Force Powers are similar to the Wizard's spells.  In some cases they are the same or nearly the same.  LS stands for Light Side only power, while DS stands for Dark Side only power.  N represents a neutral power available to both Light and Dark side users. "=" means the power is exactly the same as the Wizard spell of the same name.  "=" followed by the name of a Wizard spell (as in "= Drop" for instance) means that the power functions the same as the Wizard's spell, but the name has been changed.  Powers marked with an asterisk (*) next to the name of the Wizard's spell have been modified for the Force user (for better or for worse).  The Force powers that have been modified from Wizard spells will usually have modifications underlined.

Many Force powers have one or more prerequisites that must be learned first.  No, a prerequisite and the advanced power that requires it may not be learned at the same time. (There is an exception to this rule in the Saedith's Basic/beginning rules.)

Jaedai Force Powers   The Jaedai may choose a number (determined by the tables above) of Force Powers from the following two tables. Each time the Jaedai advances a Battle Level he may learn one (and only one) Healing Force Power of his choice as long as he already knows any prerequisites of that power.  He may also learn one, two or three (if not learning a healing power this time) Force Powers from the Defense and Special tables below.  Again, he may choose any that he desires as long as he already knows any prerequisites for those Force Powers. Unless otherwise stated, these powers are subject to Magic Resistance when used against a monster with that ability and Magic Dispel may also prevent them from working.)  Especially notice that many of the original Wizard's spells have been modified.  Some Force powers, for instance, have a chance of failing, when their similar Wizard's spell did not.

Healing Force Powers

Casting
Power

Power (or spell) and Description Class Target Duration
1 Cure Small Wounds* (LS)
Pick any Warrior on the board (including the Jaedai) and heal 1 of his Wounds.  Each individual Warrior may only have this power used on him once per turn.  However, there is a chance that this power may fail.  Roll 1D6.  On a roll of 1 it fails. 
Healing Any Warrior on the board Immediate
2 Healing Hands* (LS)
With quieting meditation, the Jaedai feels a soothing calmness descend upon himself and his companions. Every Warrior on the board has 1 Wound healed.  However, there is a chance that this power may fail.  Roll 1D6.  On a roll of 1 it fails.  Also, this power may only be used successfully once per turn.  Prerequisite: Cure Small Wounds OR Finger of Life
Healing Every warrior on the board (who is wounded) Immediate
3 Finger of Life (LS/=)
The Jaedai meditates upon the life energy of the Force and directs it toward his ally (or himself) revitalizing him.
Pick any Warrior on the board (including the Jaedai) and roll 1D6.  On a score of 1, 2 or 3 the power has no effect.  On a score of 4. 5 or 6 the chosen Warrior has that many Wounds healed.
Healing Any one model (usually a warrior) on the board Immediate
4 Heal Wounds* (LS)
Pick any Warrior within line of sight (including the Jaedai) and heal 1D6 of his Wounds.   Prerequisite: Cure Small Wounds
Healing Any model (usually ally) within LOS Immediate
7 Life Pulse (LS/=Blood Pulse)
Pick any Warrior on the board (including the Jaedai). He immediately regains (The Jaedai's Battle-level) Wounds.  Prerequisite: Finger of Life
Healing Any model on the board Immediate
8 Healing Trance (LS/=Voidmaster*)
Entering a trance state, the Jaedai draws upon the Force to mend his broken body.
Upon entering this trance, the Jaedai may do nothing at all nor use any other powers.  He remains as prone for one whole turn, at the end of which time he has all of his wounds restored.  Prerequisites:  Heal Wounds and one of these two: Healing Hands OR Finger of Life
Healing Jaedai himself One whole turn
10 Heal Major Wounds (LS/Heartbeat*)
Moving up beside his wounded comrade, the Jaedai lets the Force flow through his hands to provide great healing.  The Jaedai may use this power to restore 1D6 Wounds per the Jaedai's Battle-level (roll a separate 1D6 for each BL) to a single Warrior (excluding himself), up to his Starting Wounds.  He must be adjacent to the target of the healing.  Prerequisites:  Heal Wounds, Cure Small Wounds, and Healing Hands (all three)
Healing One adjacent warrior (or ally) Immediate
11 Radiance of Healing (LS/Tissue of Life*)
Exerting a great expenditure of Force energy, the Jaedai sends forth a bright essence of healing.
Roll 1D6 for each Warrior on the board (including the Jaedai).  On a score of 5+ as Knight, 4+ as Master, and 3+ as Lord, that Warrior is restored to his Starting Wounds.  Prerequisites:  Heal Wounds, Cure Small Wounds,  Healing Hands, Finger of Life, Life Pulse, and Heal Major Wounds (all of the above Healing  Force Powers except Healing Trance)
Healing All warriors on the board Immediate


Defense and Special Force Powers

Casting
Power

Power (or spell) and Description Class Target Duration
1 Minor Force Pull ( N/Drop*)
Pick any Monster on the same board section as the Jaedai and roll 1D6.  On a score of 6 any one weapon that it is holding is forcefully ripped from its grasp.  He cannot attack this turn as he retrieves it.  This power may have other uses (RP). This power can be used to easily retrieve a Power Sabre which has been thrown with the Throw Sabre skill.
Defense One monster on same board section. Immediate
1 Burst of Speed (N) (Fleet of Foot *)
When drawing upon the Force in this manner, the Jaedai (no other target) gets +1 Move this turn.  May only be used a number of times per turn equal to the Jaedai's Title advancement (once as Apprentice, twice as Knight, thrice as Master, and four times as Lord.)
Special Jaedai himself (only target) The Jaedai's current turn.
1 Open (N/=)
With telekinetic energy, the Jaedai turns the insides of the lock causing it to open.
The Jaedai may open any non-magical lock on the same board section as himself.  Any traps on the lock are set off as normal.
Special one non-magical lock on same board section Immediate
1 Minor Distraction (N)
With a flick of his fingers, the Jaedai causes the monsters to hear a minor distraction nearby.
May be used against any one monster (no more than once per monster) at the time of placement at the beginning of any non-Objective Room monster event (randomly generated for rooms and Unexpected Events). Roll 1D6.  On 5+, that monster is distracted from the battle and is not placed  (or is immediately removed).  No one gets the gold (or experience) for any monsters that are so distracted, although if more than one monster generated by the event actually participates in the combat, the party still gets any normally generated treasure.
Defense One monster at time of placement  Immediate

Casting
Power

Power (or spell) and Description Class Target Duration
2 Strengthen (LS/Strength*)
Pick any Warrior on the board (Including the Jaedai). This turn he is at +1 strength. Each individual Warrior may only have this spell cast on him once per turn. Note: the strength increase will apply for combat and for strength tests (such as for web or net breaking).  Therefore, the class has been changed.
Special (was Attack class, but see description) any Warrior on the board  One whole turn
2 Force Pull (N)
The Jaedai may use this ability to pull a single weapon from a single monster within LOS and within 4 squares (range). Roll 1D6.  On 4+ the weapon has been pulled from the monster's grasp and it may not attack for one whole turn while retrieving it. May not be used against magic weapons nor against monsters not carrying a weapon. This ability may have other uses.  Prerequisite: Minor Force Pull
Defense one weapon -bearing monster within 4 squares in LOS Immediate/.one turn
2 Feign Death* (LS)
Using the Force to sustain his life, the Jaedai quiets his emotions, slows his breathing, slumps over upon the floor and appears to be dead.
This power puts the Jaedai into a trance state in a prone position on the floor.  While in this state, he may do nothing.  No Monster will attack him unless there are no other Warriors standing, in which case the Monster automatically hits.  However, Roll 1D6 as soon as it is determined that one or more monster will attack the Jaedai.  On 4+ the Jaedai may stop his trance early and jump up to protect himself, defending as normal (instead of monsters hitting automatically), but cannot attack this turn.
Defense Jaedai himself Indefinite, Minimum of one whole turn, & whole turns thereafter.
2 Understand Others (N/Tongues*)
By tapping into the Force, the Jaedai is able at times to pick up on the surface thoughts and feelings of others thus helping him to understand some of what they attempt to speak though in another language and even to understand some of the things not spoken.
This power allows the Jaedai to understand anything said, or even thought (surface thoughts loudly thought), regardless of the language the words are spoken in.  It does not allow the Jaedai to speak in or to read another language.  When used to pick up on surface thoughts, this power may fail.  Roll 1D6.  The roll is successful on 5+ as Knight, 4+ as Master, and 3+ as Lord.
Special Jaedai himself One turn
2 (+ # of
board
sections
distant)
Telepathy (N)
The Jaedai may use this power to communicate silently with others who understand his language by means of sending a mental message (a sending of thoughts, of reasonably short length per sending -- say one to three lines of information, or one to two short to average sentences).  It requires also that the Jaedai has at least met the receiver of the message in person.  No, this does not allow the Jaedai to hear the receiver's response to his message, unless the receiver is able to communicate in the same fashion and also sends a message back to the Jaedai.  As a Knight the Jaedai may us Telepathy to communicate with the target up to three sections away.  As Master this increases to six sections away, and as Lord there is no limit as long as enough power is spent to send the communication.  It costs an additional power point for each board section beyond the same one.  Beware, if this power is used in an attempt to communicate with powerful enemies, especially those strong in the Force.
Special Any single model of even brief acquaintance Immediate
2 Zone of Silence* (N)
The Jaedai calls upon the Force to create a pocket of silence than takes in the whole room.
Works only in the same board section where the Jaedai stands. For the rest of the turn no sound can be heard on this board section, nor can any sound be heard to come from this board section.  Any spells, chants and etc.  requiring audible words be spoken cannot be used unless this Force power is dispelled or personally resisted (Magic Resistance).  As the Jaedai gains experience this zone of silence may be expanded to adjacent board sections at +2 cost per section.  May expand the effects to one adjacent section as Master, and two adjacent sections as Lord.  This zone of silence does not prevent the use of Force powers, since they do not rely upon the spoken word.
Special Same board section (see description for Master and Lord levels) One turn
2 (+1/2 Monster Table Level rounded up, + 1/2 DL if object, + 1/2 BL if warrior) Force Push (LS)
The Jaedai may Force push any monster (except Large Monsters), warrior, or moveable object within 6 squares range (requires LOS). The target is pushed backwards in a straight line away from the Jaedai Apprentice 1D6+1 (+2 as Knight, +3 as Master; +4 as Lord) squares.  A monster or warrior that hits a wall may have the wind knocked out of them (be stunned and do nothing for one turn -- treat as prone -- not applicable to daemons and ethereal) if they fail a toughness test (at +1 to the difficulty per square short of the total rolled for the Force push).  The push stops whenever the target hits a solid obstruction such as a wall, but the model passes through other models without disturbing them (assumed it is that other models are constantly in motion like the future).  Any target that cannot fly (or is not levitating), will fall into a pit or fire chasm (flying or levitating targets will remain suspended over the pit or chasm) if it stops (at the end of the Force push) over an opening.  The target may suffer from whatever it falls into (a monster or warrior will die if they fall into the Firechasm), but the push itself will not damage the monster, because the Jaedai is trying to avoid directly damaging the target with the Force.  This may be used with Levitate to prevent the target from falling.
Defense versus Monsters,

Special versus objects and warriors

any one model or object within 6 squares and within Jaedai's LOS Immediate

Casting
Power

Power (or spell) and Description Class Target Duration
3 General Distraction (N/ Marsh Lights*)
Same as Minor Distraction above except it applies to all monsters about to be placed and the success for each one (to see if distracted and thus not placed) is a natural roll of 6.  Can only be used once per monster event - just before monsters are placed.  Prerequisite:  Minor Distraction
Defense All monsters about to be placed on the board Immediate
3 Empowerment (LS version of Ogre Strength*)
Calling on the Force, the Jaedai infuses himself (or his ally) with great strength.
Pick any Warrior on the board (including the Jaedai).  This turn, the target is at +2 Strength.  Each individual Warrior may only have this spell cast on him once per turn. Note: the Strength increase will apply for combat and for strength tests (such as for web or net breaking).  Therefore, the class has been changed.  Prerequisite: Strengthen
Special any Warrior on the board  One whole turn
3 Mind Trick (N/=Confuse*)
The Jaedai waggles his fingers and speaks words of assurance to the opposing target causing it to forget its role in the circumstances or to be confused about its responsibilities.
Roll 1D6 each time this is attempted.  On 4+ as Padawan and Knight (3+ as Master, 2+ as Lord) it is successful.  Pick any Monster on the same board section as the Jaedai.  This turn it loses 1 attack.  This does not work versus main characters in designed adventures; nor does it work against any magic users, daemons, ethereal, or Large Monsters (except Giants -- they can sometimes be tricked -- a Giant gets 4+ to resist each Mind Trick attempt; and, yes it will work versus many of the undead in the ISLAND WARS adventure.).

The Mind Trick may have certain uses in roleplay.  Also, to represent the usefulness of a well-timed Mind Trick in settlements, the Jaedai may attempt to ignore two of his daily events per settlement treating them as uneventful.  The same success roll is needed as when using this power in an adventure.  The same thing applies to any Hazard involving troubles with living beings.  If successful, the Hazard is treated as uneventful for the Jaedai himself.  This may be attempted (whether successful or not) for one Hazard (per journey to a settlement) as Padawan or Knight, up to two as Master, and up to three as Lord.  If more than one force user is in a party, only one attempt is allowed per Hazard.

Defense One model (usually a monster) on same board section Immediate (or is applied in the Monster Phase)
3 Force Protection (N/=Glittering Robe)
The Jaedai envelopes himself with a field of Force energy that shimmers and glitters about him as he moves.
This power creates a cloak of magical energy around the Jaedai that absorbs up to 1D6 Wounds.
Defense Jaedai himself One turn or until the protection is used up
3 Force Speed (N/Speed*)
Drawing upon  the Force the Jaedai runs with what seems like super-human speed.
The Jaedai's movement is doubled for this turn.  May only be used once per turn.  May not be used in the same turn as Advanced Force Speed; but, may be used with Burst of Speed.  Prerequisite: Must have previously learned Burst of Speed.
Special Jaedai himself (only) One turn
3 Sense Danger (N)
The Jedi warns the party of an ambush preventing its occurrence on a successful roll:  6+ as Padawan and Knight, 5+ as Master, 4+ as Lord.  This Force Power may only be used if the power points are spent immediately upon the placement of the new group of monsters.  If used with a successful Force Vision (on the same event), it only costs 1 power point instead of 3 to attempt.
Defense One monster event Immediate

Casting
Power

Power (or spell) and Description Class Target Duration
4 or more Force Restraint (N/= Ice Tomb*)
Pick any model that lies within the Jaedai's line of sight and roll 1D6.  If the score is less than or equal to the target's Toughness the spell has no effect.  If the score exceeds the target's Toughness it is restrained by invisible bands of the Force energies about it and may not move or fight.  While thus helpless, the target cannot be attacked, because the Force barrier is impenetrable from either side.

Note that for every 2 extra points of power the Jaedai adds to cast this spell you may add +1 to the dice roll to see if the target is restrained. The target remains so immobile as long as the Jaedai continues to spend power points equal to the target's Toughness each turn.
Defense/Special Any model within Jaedai's LOS While maintained
4 (+1 for each target above one) Strong Force Pull (N)
The Jaedai may use this ability to pull weapons from several monsters within LOS and within 6 squares (range). Roll 1D6 for each monster targeted.  On 3+ the weapon has been pulled from the monster's grasp and it may not attack for one whole turn while retrieving the item. May not be used against magic weapons nor against monsters not bearing weapons. This ability may have other uses.  Prerequisite: Force Pull
Defense Any model (s) within Jaedai's LOS and within 6 squares Immediate
4 Levitate* (N)
Pick any Warrior or object within the Jaedai's line of sight (excluding the Jaedai) and levitate the target.  A levitating Warrior can only be attacked with missile weapons or spells.  He cannot move, however, and may not fight in hand-to-hand combat.  He may fire missile weapons or use metaphysical powers as normal.  His square remains impassable, just as if he were standing in it normally.  The target be levitated out of a pit (and set down next to it), but only if the Jaedai can look down and see the target -- must be placed in an adjacent square.  Levitate may be used for moveable objects (size matters not -- maybe, as long as it is not bolted down. Application is up to the GM and/or other players)Prerequisite: Force Pull
Defense/Special Any friendly model (except the Jaedai himself), or moveable object, within LOS One whole turn
4 (+ 1 per square moved) Advanced Levitation (N)
Same as Levitate, but the target may also be moved a number of squares per use in any direction, but the target must end movement over an empty space, pit, or chasm (or the like).  Number of spaces the target may be moved -- up to 2 as Padawan or Knight, 4 as Master, 8 as Lord.  Make no mistake this power gives much more control to the Jaedai than Force Push.    Prerequisites: Levitate, Force Pull, and Force Push (all three are required)
Defense/Special Any friendly model (except the Jaedai himself), or moveable object, within LOS Levitate, for one whole turn; move, immediate.
4 Rebound* (N)
Pick any Warrior within line of sight including the Jaedai.  Each time he is physically attacked this turn roll 1D6.  On a score of 6 all the Wounds that the attack inflicted are rebounded onto whoever caused them.  Note that this power does not rebound spells or other Force Powers.  To clarify, figure the total damage amount before modifiers that the warrior would have taken, then apply that to the attacker subtracting modifiers as normal.
Defense Any friendly model within LOS One turn
4 (+1 per additional square) Force Jump (N)
The Jaedai may leap over any one square (only one as Padawan) provided that there is room between the obstruction and the ceiling and there is an empty space in which to land.  He may jump farther by spending 1 more power per square beyond the first one to be jumped (these are all squares he is jumping over).  There is a maximum number of squares that he can jump over: Padawan = 1, Knight = 2, Master = 4, Lord = 6.  If the Jaedai uses Force Jump in the same turn that he uses Force Speed or Advanced Force Speed, he may jump one additional square (up to one beyond the maximum number) at no extra cost (provided he has spent the 4 power needed to be able to jump).  So, while using the combined powers, he may jump over two squares before having to spend any additional power.  The Jaedai may Force Jump out of a pit (landing next to it, or up to 2 squares away as Master, and up to 4 squares away as Lord). Note that this power does not increase movement.
Special Jaedai himself One turn
4 Force Vision (N/Second Sight*)
On a successful roll (5+ as Padawan and Knight, 4+ as Master, 3+ as Lord), this power allows the Jaedai to determine what is in a room before the Warriors enter it.  Once used this power allows you to look at the next Event card in the Event deck just before the Warriors enter a room and reveal it, rolling on tables if necessary.  Unlike the Wizard's spell, this power does not allow the Jaedai to change the event.  Force Vision may only be cast once per room.  When used with Sense Danger, Sense Danger will only cost 1 power point.
Special New room before entering Immediate

Casting
Power

Power (or spell) and Description Class Target Duration
Persuasion (LS version of Compulsion)
A Jedi may try to control a monster.  Roll (1d6+Initiative) for Jedi and same for monster. If the Jedi scores higher, he may control the monster for the rest of this turn, but may not use the monster to attack other monsters nor to cause it to harm itself.  This can be useful to avoid being attacked and to move the monster away from the area of combat.  If there is a natural exit from the board (any open doorway leading out of the dungeon or into an unexplored section), the controlled monster may be moved off of the board by normal movement and thus leave the combat entirely (No one gets the gold for that monster).  It does not work versus magic users, daemons, ethereal, or Large Monsters (except Giants -- they can sometimes be persuaded at the GM's discretion; and, yes it will work versus many of the undead also if the GM allows).  Magic Resistance may work against this also.  To continue controlling the same target in each turn after the first, the Jaedai need only spend 2 more power, but the monster may still resist as explained above (opposing Initiative test).  Prerequisite: Mind Trick
Defense One monster One turn, or until target resists.
5 Advanced Force Speed
Centering himself in the Force and closing his mind to all distractions, the Jaedai's movements in combat appear as fast as lightning.
The Jaedai's movement and attacks are doubled for this turn.  May only be used a number of times per adventure and then for only one turn per combat.  As Padawan and Knight 1 time per adventure, as Master 2 times, as Lord 4 times.  May not be used in the same turn as Force Speed; but, may be used with Burst of Speed.  Prerequisites: Burst of Speed and Force Speed
Special Jaedai himself One Warrior Phase per use
5 Invisibility*(N)
Calling upon the Force to hide him from the minds of his foes, the Jaedai disappears from all his enemies.
This power makes only the Jaedai seem to be invisible, while he is not actually invisible as the Wizard can be.  While appearing invisible the Jaedai may carry out any action except attacking an opponent: moving, healing, defensive Force powers, and etc. are therefore valid actions, while throwing his Power Sabre at a monster, firing a bow, pushing a monster into a pit, and etc. are not.  Magic resistance may enable a monster to see him.  Roll Magic Resistance, because this power is directly applied to the minds of the Jaedai's enemies.  If successful, only the model that has resisted may see and attack the invisible Jaedai.  Roll any Magic Dispel also.  If Magic Dispel is successful, the Jaedai's power to appear invisible has failed entirely, and all foes may see and attack him.  Of course, he may then also attack them..  Knowledge of this Force Power also enables the Jaedai to sneak into a Saedith Enclave during settlement visits.
Special Jaedai himself One turn
5 Blur*(N)
The Force gives the Jaedai a little extra protection in combat, making him harder to hit as he better anticipates the enemies' attacks.
Roll 1D6; on 4+ as Knight (3+ as Master, 2+ as Lord) all attacks made against the Jaedai are at -1 to their to hit roll for this turn.
Defense Jaedai himself One turn
5 Befuddle (N/Dazzle*)
The Jaedai sends a feeling of bewilderment upon the monster so that it is temporarily inattentive in battle, making it an easier target.
Roll 1D6; on 4+ as Padawan and Knight (3+ as Master, 2+ as Lord) pick any Monster on the board within the Jaedai's line of sight.  For this turn, all hand-to-hand attacks made against that Monster only miss on a natural to hit roll of 1.  Prerequisite:  Mind Trick
Defense Any enemy in LOS One turn
5 Dampen Pain (N/Iron Skin*)
The Jaedai calls upon the Force to increase his ability to shrug off physical pain.
This turn the Jaedai (only) is at +2 to his Toughness.
Defense Jaedai Himself One turn

Casting
Power

Power (or spell) and Description Class Target Duration
6 May the Force Be with You (LS/Weaponmaster - other than class,  it is the same)
The Jaedai calls on the Force to give assistance in standing against the evil forces of the Dark Side.
Pick any Warrior on the board (including the Jaedai).  This turn he gets an increase in his Weapon skill: +1 if the Jaedai is an Padawan, +2 if he if he is a Knight, +3 if he is a Master, and +4 if he is a Lord.
Special Any ally (no LOS needed) One turn
6 Major Distraction (N/1 Marsh Lights*, 2 Fools Gold)
Two uses: 1. Same as General Distraction except that the monsters are distracted on 5+ (used when monsters are first placed). Can only be used once per monster event - just before monsters are placed.  OR  2.  Roll 1D6 for each Monster on the same board section as the Jaedai. On a score of 1, 2 or 3 there is no effect.  On a score of 4. 5 or 6 that Monster is overcome with visions of treasure and wealth and may do nothing this turn except stand in a drooling stupor.  Affected Monsters do not cause pinning, will not attack, but will defend themselves as normal.  Must only be used in one way or the other per each use.   Prerequisites: Minor Distraction and General Distraction
Defense 1. All monsters of a monster event; 2. All monsters on same board section Immediate
6 Force Block (N/Invulnerability*)
Roll 1D6; on 4+ as Padawan or Knight (3+ as Master, 2+ as Lord) pick any warrior in the Jaedai's line of sight at the time of casting (including the Jaedai).  The next (non-magical) blow that hits this Warrior, whatever its source, has no effect.  May only be used once per model until it blocks an attack.  Prerequisites: Force Protection and Force Push
Defense Any friendly model within LOS Until target is attacked
6 Force Shield (N/Shield*)
Roll 1D6; on 4+ as Padawan or Knight (3+ as Master, 2+ as Lord) pick any warrior in the Jaedai's line of sight (including the Jaedai).  For this turn the chosen Warrior is immune to all attacks (even those by Magic Weapons) except either those made with a natural 6 to hit or that are magical and immaterial in nature (such as magic spells, spell rings,  etc.). The Warrior can move and fight as usual.  Prerequisite: Force Protection
Defense Any friendly model within LOS One turn

Casting
Power

Power (or spell) and Description Class Target Duration
8 Advanced Force Restraint (N/Cage of Stone*)
The Jaedai calls on the Force to powerfully restrain the target with bands of energy.
Pick any one model within the Jaedai's LOS
Roll 1D6; on 3+ as Padawan or Knight (2+ as Master and Lord), the model is powerfully restrained.  While confined, the victim may neither move nor fight (though it may cast magic), and all attacks against it are made at +1 on all to hit rolls.  At the start of each Monsters' Phase including the turn in which the spell was cast, roll 2D6 as Padawan (2D6+1 as  Knight, 2D6+2 as Master, 2D6+3 as Lord).  If the score is less than the trapped Monster's Strength it breaks free and the spell fails. Prerequisite: Force Restraint
Defense/Special Any one model within Jaedai's LOS Until Broken
8 Advanced Force Shield (N/Halo of Vengeance*)
Pick any one warrior within the Jaedai's LOS (including the Jaedai)Roll 1D6; on 3+ as Padawan or Knight (2+ as Master and Lord), the target is surrounded with a protective shield.  Immediately and at the start of each turn roll 1D6 .  This turn that many non-magical (meaning not caused by spells or magic items, but it will protect against magic weapons) attacks can be absorbed by the shield and may be ignored.  The shield remains intact until the target moves or you roll a 1 on the dice to see how many attacks are absorbed.  Prerequisites: Force Protection and Force Shield
Defense Any friendly model within LOS Until the target moves or the dice roll is a 1
8 Force Protection Bubble (LS/Dome of Power*)
This power allows the Jaedai to protect up to one square of the board per Battle-level with an impenetrable shield.  The squares must be linked together, but the dome can be of any shape.  Models inside the dome may not move, fight or cast any offensive magic, but are immune to all forms of attack.  Prerequisites: Force Protection, Force Shield, and Advanced Force Shield
Defense

An area of the board equal to one square for each of the Jaedai's Battle-levels

One turn
9 Courage of the Force (LS/Chorus of Valour*)
Calling on the Force to strengthen the resolve of himself and his comrades, all fear and terror briefly leaves them.
For the rest of this turn, all of the Warriors are immune to the effects of Fear and Terror.  (casting power changed)
Special All allies One turn
10 The Force Be with Us (LS/Winds of Fate*)
This power enables the players to disregard one of each Warrior's dice rolls this turn and re-roll it.  Prerequisites: May the Force Be with You
Special All warriors on the board One turn

 

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Power Sabre Skills


The Power Sabre is the Jaedai's weapon of choice. If he practices as he should and depends much upon the Force, he will become much more skilled and powerful while wielding it against his foes. Every time he levels up, roll 1D6. On a 3+ roll once on the following Power Sabre Skills Table. Luck may not be used to re-roll this dice (nor for that of the table roll), but if he has found a Jaedai Mentor that is of greater experience than he is, this roll will succeed on a 2+ (only failing on a roll of 1).

Roll 2D6 on the following table if the Jaedai gains a new Power Sabre Skill.  If the result is a skill he has already received, roll again until a new Power Sabre Skill is rolled.  However, the experience of his trainer can also affect what type of Sabre Skill he learns.

If the trainer is of lesser experience the 2D6 roll is not modified; if the trainer is of approximately equal experience, the Jaedai rolls 2D6/+1, meaning that he may choose between the 2D6 result and the one just after it (if he already has both, re-roll again with the same option, but see the notes under results 2 and 12); if the trainer is more experienced than he is, roll 2D6/+1 or -1, meaning that he may choose between the 2D6 roll and one of the two skills immediate before and after the 2D6 result (if he already has all three, re-roll again with the same option, but see the notes under results 2 and 12).

The skills which require the spending of power to use must be voluntarily activated, while those that do not require power are automatic.

Roll Name
2 Cut Through Obstacle (Costs 4 power per turn attempted)
He may now use his Power Sabre to cut through a wall, a floor, a door or a ceiling.  It takes one whole turn, in which time he may not attack, nor use his sabre to deflect or parry.  At the end of the turn,  roll 1D6.  On 4+ as Knight (3+ as Master and Lord) his sabre cuts an opening (a way through or out).  On a roll of 1, he cannot cut through the substance, for it is too difficult.  Otherwise, a failed roll does not prevent further attempts in subsequent turns.  If cut through ceiling (sometimes the floor, or an outside wall, depending upon the adventure and the depth of the current dungeon level) the opening might then be used to escape the dungeon - the GM will determine this.

Note: if 2 is the dice roll result (two 1s), then the Jaedai may not choose another Power, even if he has a more experienced mentor. He may however re-roll on this table if he already has this skill. The original result of 2 will also prevent him from choosing on a re-roll -- must accept the first new skill rolled without any choice benefit from the better experienced Jaedai.

3 Unstoppable Strike (Costs 3 power per Power Sabre Attack to use)
No monster abilities that decrease or ignore damage will work against an Unstoppable Strike (such as Ignore Pain, Ignore Blows, and etc.; but, Dodge still works and armour still modifies damage unless it is ignored by another sabre skill).
4 Sabre Flurry (Each time used, costs {1/2 BL rounded up} +2 power)
A number of times per adventure the Jedi may now double his Power Sabre attacks for one turn (Knight 1 time, Master 2 times, Lord 4 times) while using his Power Sabre and expending the Force power needed to sustain the flurry of attacks.
5 Parry (Melee only) (Costs 1 power each turn to use)
From now on the Jaedai may attempt to parry each incoming blow (melee attack) on 6+ (as Knight, 5+ as Master, and 4+ as Lord) at a cost of 1 power per turn.

If the Jaedai has the Defensive Sabre Style his beginning Parry skill is better yet, but costs 1 power each turn to use in its advanced form: 5+ as Knight, 4+ as Master, and 3+ as Lord.

6 Improved Deflection (Costs 1 power per turn for +1 Deflection and an additional 1 power per turn per other warrior protected)
He gains a +1 to his Deflection skill (now 4+ as Knight and 3+ as Master and Lord, but only while spending 1 power per turn).  Additionally, he may now defend himself and another (or other) warrior (s) behind him or next to him (+1 other at Knight, +2 others at Master, +3 others at Lord). Note on cost: for example, it costs 4 power per turn to defend three warriors in addition to himself.  This greatly improves the original Deflection skill, but NOT the Parry skill. He must spend the additional 1 power for +1 Deflection in order to be able to then spend additional points of power to protect others as well. This represents the degree of focus in the Force required to accomplish such an amazing task.  This improves only his ability to deflect not his ability to redirect the projectiles, though it does give him more opportunities to redirect.

If the Jaedai has the Defensive Power Sabre style, this improvement costs him nothing when used only for himself (still costs 1 power per turn per other warrior protected).

7 Throw Sabre (Costs 5 power; costs 2 more power for each target after the first one in the same attack)
This one attack takes the place of all his normal attacks, just like taking one shot with a Long Bow.  Roll to hit each target using ballistic skill.  He must have LOS to his target (two targets may be chosen, but 2 more power must be spent).  All his Sabre damage (but, without the Jaedai's strength added) and effects are based upon the ballistic to hit roll (as though it were a melee to hit roll) for this attack.  The Sabre can be recovered immediately or at the beginning of any subsequent turn by the use of Minor Force Pull.  Alternatively, he can retrieve his Power Sabre by physically entering the same or an adjacent square as the last target of this attack.

At higher titles, the sabre may then be guided to hit a third and fourth target (Master up to three total targets, Lord up to four), all with one attack, whether or not the first targets were hit or killed.  However, the Jaedai must guide the thrown Sabre in a straight line, a curve, or etc. (but the trajectory must make sense).   A separate ballistic to hit roll must be made for each target.

8 Destroy Weapon or Armour (Cost = 2 power per attempt. Cost = 4 power per attempt versus magical weapon or magical armour for Aggressive style only)
This is a special designed attack that may be done instead of a normal attack versus one opponent once per attack .  If attempted, the Jaedai must state he is using this skill and whether he is targeting his opponent's non-magical weapon or armour, and then must roll to hit as normal.  If he hits, roll another 1D6. On 5+ (as Knight; 4+ as Master, 3+ as Lord) the attack actually does destroy the targeted item; whether the destroy roll is successful or not, the entire attack should be figured as usual based upon the original to hit roll, then after figuring actual wounds caused (after all modifiers that are allowed) subtract only 50% of the wounds from the target. Note: even though a weapon or armour may have been destroyed, their respective modifiers still apply for this attack.

If the Jaedai has chosen the Aggressive Power Sabre style, he may also use this skill to target a monster's magical weapon or magical armour (at a total cost per attempt of 4 power). However, this task will prove a bit more difficult, only succeeding on a 6+ as Knight (5+ as Master, and 4+ as Lord).

9 Extra Damage (No power cost)
+1D6 wounds on a natural 6 to hit (as Knight; 5+ as Master and Lord).

If the Jaedai adopted the Aggressive Sabre Style his attack now does Damage Dice + 2 + strength  wounds on a successful to hit roll (all the time) and adds +1D6+1 on a natural 6 to hit (5+ as Master and Lord).  So, if the Jaedai at Knight level (for instance) who uses the Aggressive Sabre Style were to hit with a 6, he does his normal 1D6 + 2 + Strength  plus 1D6+1 extra wounds on top of that for a total of 2D6 + 3 + strength.

10 Accuracy (No power cost)
Much practicing has paid off in the more accurate wielding of his Power Sabre.  The Jaedai now has +1 to hit while using his Power Sabre.

If the Jaedai has the Defensive Power Sabre style, this skill also makes him at times harder to hit, granting +1 Weapon Skill for defense only (whenever a monster attacks him in melee combat) while wielding his Power Sabre.

11 Ignore Armour (No power cost)
Ignore all non-magical Armour on a natural 5+ to hit while using a Power Sabre.

If the Jaedai uses the Aggressive style, this skill will also enable him to ignore magical armour on a natural  6 to hit.

12 Ignore Toughness (No power cost)
Ignore all Monster Toughness on every successful to hit roll of 5+ while using a Power Sabre.

Note: If the result of the dice roll is 12 (two 6s), the Jaedai may choose this skill or any other skill on this table that he does not already have. This is true regardless of how much experience his Jaedai trainer has. If this is the result of a modified roll, then follow the usual rules.

Jaedai Battle-Level Table


Level Cost Rank Move WS BS Str Dam Dice T Wounds I A* Luck** WP Skills/
Powers***
Power Pin
1 0 Padawan 4 3 5+ 3 1 3 1D6+8 4 1 1 3 Deflection
3 FP

2D6

4+
2 2000 Jaedai Knight 4 3 5+ 3 1 3 2D6+8 4 2 2 3 +1 Skill (?)
+1 to 3 FP
+1D6 4+
3 4000 Jaedai Knight 4 4 5+ 3 1 4 3D6+8 5 2 2 4 +1 Skill (?)
+1 to 3 FP
+1D6 4+
4 8000 Jaedai Knight 4 4 5+ 4 1 4 3D6+8 5 2 2 4 +1 Skill (?)
+1 to 3 FP
+1D6 4+
5 12000 Jaedai Master 4 5 5+ 4 2 4 4D6+8 5 3 3 5 +1 Skill (?)
+1 to 3 FP
+1D6 4+
6 18000 Jaedai Master 4 5 4+ 4 2 4 4D6+8 6 3 3 5 +1 Skill (?)
+1 to 3 FP
+1D6 3+
7 24000 Jaedai Master 4 6 4+ 4 2 4 5D6+8 6 3 3 5 +1 Skill (?)
+1 to 3 FP
+1D6 3+
8 32000 Jaedai Master 4 6 4+ 4 2 4 6D6+8 6 4 4 6 +1 Skill (?)
+1 to 3 FP
+1D6 3+
9 45000 Jaedai Lord 4 7 4+ 4 3 4 6D6+8 7 4 4 6 +1 Skill (?)
+1 to 3 FP
+1D6 3+
10 50000 Jaedai Lord 4 7 4+ 4 3 4 7D6+8 7 4 4 6 +1 Skill (?)
+1 to 3 FP
+1D6 3+

* The Attack characteristic only shows the total number of normal attacks the Jaedai has at the respective Battle-Levels, but the Saedith always has +1 Force Attack when using Attack Force Powers. See more details under the Saedith's basic rules (The Saedith's Rules).

** The Jaedai will always have one more Luck than a Saedith of the same Battle-Level.

*** Skills/Spells: The Jaedai begins with three Force powers, and Deflection (a skill) plus whichever Sabre Style he chooses. When leveling up, he will get one to three new Force powers and will more likely than not gain one new Power Sabre Skill, depending upon dice rolls.  Choice of settlement will be very important in having a better chance of learning new things.

Any similarity or references to ideas, abilities and etc. found in the  Star Wars movies are the property of Lucas Film Inc. and no challenge is implied or intended by their usage.


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Addendum


Magic Users Table

Whenever there is one or more Jaedai/Saedith in a warrior party, roll 2D6 for every Unexpected Monster Event. If doubles are the result, then a magic user appears in addition to the monsters drawn or rolled for the event even if this results in there being more than one magic using monster. No treasure is given for the killing of this additional monster/magic user, but the Saedith gets (100 X the magic user's Level) extra gold as usual if he kills it and Jaedai and Saedith earn an additional experience value if they kill the magic user.  The Saedith earns a higher percentage of experience for the kill.  A Game Master, or a group of gamers may certainly choose to give the extra gold as experience which may only be used for training.  Back to Basic Rules above

Monster Level Dice Roll Needed Magic User & Gold Value (& Value for Saedith) Experience Earned
(Jaedai & Saedith only, additional
if exp. is given instead of gold)
1 Roll 1D6 on 1-3, Savage Orc Shaman = 590 (690)
on 4-6, Goblin Shaman = 280 (380)
Savage Orc Shaman = 30 (40)
Goblin Shaman = 15 (20)
2 none Savage Orc Shaman = 590 (790) Savage Orc Shaman = 30 (40)
3 none Chaos Dwarf Sorcerer = 590 (890) Savage Orc Shaman = 30 (40)
4 Roll 1D6 on 1-2, Necromancer = 680 (1080)
on 3-4, Skaven Warlock = 560 (960)
on 5-6, Chaos Dwarf Sorcerer = 590 (990)
Necromancer = 35 (50)
Skaven Warlock = 30 (40)
Chaos Dwarf Sorcerer  = 30 (40)
5 Roll 1D6 on 1, Chaos Sorcerer = 840 (1340)
on 2, Necromancer = 680 (1180)
on 3 or 4, Beastman Shaman = 680 (1180)
on 5, Orc Shaman = 590 (1090)
on 6, Chaos Dwarf Sorcerer = 590 (1090)
Chaos Sorcerer = 40 (60)
Necromancer = 35 (50)
Beastman Shaman = 35 (50)
Orc Shaman = 30 (40)
Chaos Dwarf Sorcerer = 30 (40)
6 Roll 1D6 on 1, Chaos Dwarf Master Sorcerer = 2190 (2790)
on 2, Necromancer Champion = 1630 (2230)
on 3, Orc Shaman Champion = 1180 (1780)
on 4, Skaven Warlock Champion = 1180 (1780)
on 5, Chaos Sorcerer = 840 (1440)
on 6, roll 1D3 and see below:

Chaos Dwarf Master Sorcerer = 110 (155)
Necromancer Champion = 80 (115)
Orc Shaman Champion =  60 (85)
Skaven Warlock Champion = 60 (85)
Chaos Sorcerer = 40 (60)
Beastman Shaman = 35 (50)
Orc Shaman = 30 (40)
Chaos Dwarf Sorcerer = 30 (40)

Roll 1D3
(if result #6 on 1D6 above)
1 = Beastman Shaman = 680 (1280)
2 = Chaos Dwarf Sorcerer
= 590 (1190)
3 = Orc Shaman
= 590 (1190)
7 Roll 1D6
Roll 1D6 Magic User
1 1-3 Skaven Grey Seer = 3400 (4100)
4-6 Master Necromancer = 2780 (3480)
2 1-3 Master Chaos Sorcerer = 2400 (3100)
4-6 Chaos Dwarf Master Sorcerer = 2190 (2890)
3 no roll Vampire Count = 2000 (2700)
4 1-3 Skaven Master Warlock = 1900 (2600)
4-6 Necromancer Champion = 1630 (2330)
5 1-3 Orc Shaman Champion = 1180 (1880)
4-6 Chaos Sorcerer = 840 (1540)
6 1-3 Beastman Shaman = 680 (1380)
4-6 Dark Elf Sorcerer = 590 (1290)

Skaven Grey Seer = 170 (240)
Master Necromancer = 140 (195)
Master Chaos Sorcerer = 120 (170)
Chaos Dwarf Master Sorcerer = 110 (155)
Vampire Count = 100 (140)
Skaven Master Warlock = 95 (135)
Necromancer Champion = 80 (115)
Orc Shaman Champion = 60 (85)
Chaos Sorcerer = 40 (60)
Beastman Shaman = 35 (50)
Dark Elf Sorcerer = 30 (40)

8 Roll 1D6
Roll 1D6 Magic User
1 1-3 Necromancer Lord = 4100 (4900)
4-6 Vampire Lord  = 3750 (4550)
2 1-3 Liche = 3500 (4300)
4-6 Skaven Grey Seer = 3400 (4200)
3 1-3 Chaos Dwarf Sorcerer Lord = 3280 (4080)
4-6 Orc Shaman Lord = 2870 (3670)
4 1-3 Master Chaos Sorcerer = 2400 (3200)
4-6 Chaos Dwarf Master Sorcerer = 2190 (2990)
5 1-3 Vampire Count = 2000 (2800)
4-6 Beastman Shaman Champion = 1340 (2140)
6 1-2 Orc Shaman Champion = 1180 (1980)
3-4 Chaos Sorcerer = 840 (1640)
5-6 Beastman Shaman = 680 (1480)
Necromancer Lord = 205 (290)
Vampire Lord  = 190 (265)
Liche = 175 (245)
Skaven Grey Seer = 170 (240)
Chaos Dwarf Sorcerer Lord = 165 (230)
Orc Shaman Lord = 145 (200)
Master Chaos Sorcerer = 120 (170)
Chaos Dwarf Master Sorcerer = 110 (155)
Vampire Count = 100 (140)
Beastman Shaman Champion = 70 (95)
Orc Shaman Champion = 60 (85)
Chaos Sorcerer = 40 (60)
Beastman Shaman = 35 (50)
9 Roll 1D6
Roll 1D6 Magic User
1 1-2 Great Dragon = 6000 (6900)
3-4 Keeper of Secrets = 5500 (6400)
5-6 Great Unclean One = 5500 (6400)
2 1-3 Lord of Change = 5000 (5900)
4-6 Necromancer Lord = 4100 (5000)
3 1-2 Vampire Lord = 3750 (4650)
3-4 Liche = 3500 (4400)
5-6 Skaven Grey Seer = 3400 (4300)
4 1-3 Chaos Dwarf Sorcerer Lord = 3280 (4180)
4-6 Master Necromancer = 2780 (3680)
5 1-3 Master Chaos Sorcerer = 2400 (3300)
4-6 Vampire Count = 2000 (2900)
6 1-2 Beastman Shaman = 680 (1580)
3-4 Chaos Dwarf Sorcerer = 590 (1490)

Great Dragon = 300 (420)
Keeper of Secrets = 275 (385)
Great Unclean One = 275 (385)
Lord of Change = 250 (350)
Necromancer Lord = 205 (290)
Vampire Lord = 190 (265)
Liche = 175 (245)
Skaven Grey Seer = 170 (240)
Chaos Dwarf Sorcerer Lord = 165 (230)
Master Necromancer = 140 (195)
Master Chaos Sorcerer = 120 (170)
Vampire Count = 100 (140)
Beastman Shaman = 35 (50)
Chaos Dwarf Sorcerer = 30 (40)

10 Roll 1D6
Roll 1D6 Magic User
1 1-3 Emperor Dragon = 7500 (8500)
4-6 Liche King = 7500 (8500)
2 1-3 Great Dragon = 6000 (7000)
4-6 Skaven Vermin Lord = 6000 (7000)
3 1-2 Keeper of Secrets = 5500 (6500)
3-4 Great Unclean One = 5500 (6500)
5-6 Lord of Change = 5000 (6000)
4 1-2 Vampire Lord Necromancer = 4750 (5750)
3-4 Necromancer Lord = 4100 (5100)
5-6 Vampire Lord = 3750 (4750)
5 1-2 Liche = 3500 (4500)
3-4 Skaven Grey Seer = 3400 (4400)
5-6 Chaos Dwarf Sorcerer Lord = 3280 (4280)
6 1-2 Master Necromancer = 2780 (3780)
3-4 Master Chaos Sorcerer = 2400 (3400)
5-6 Necromancer Champion = 1630 (2630)

Emperor Dragon = 375 (525)
Liche King = 375 (525)
Great Dragon = 300 (420)
Skaven Vermin Lord = 300 (420)
Keeper of Secrets = 275 (385)
Great Unclean One = 275 (385)
Lord of Change = 250 (350)
Vampire Lord Necromancer = 240 (335)
Necromancer Lord  = 205 (290)
Vampire Lord = 190 (265)
Liche = 175 (245)
Skaven Grey Seer = 170 (240)
Chaos Dwarf Sorcerer Lord = 165 (230)
Master Necromancer = 140 (195)
Master Chaos Sorcerer = 120 (170)
Necromancer Champion = 80 (115)

 

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Enemies of Justice Table (Roll 1D6 + the Jaedai's Battle-Level)

When rolling on the Outlaw tables, do not worry about the "Dead or Alive" determination and do not add any more crimes at the time the enemy is brought to justice (slain in battle, hopefully by the Jaedai).  The Jaedai will always try to bring the enemy of Justice in alive, but it is assumed for simpler game-play that the enemy of justice would rather die resisting.  See the Alehouse and Enemies of Justice section above.  Notes: I recommend in games having a Game Master, that the GM handle the outlaw table rolls and use his own discretion on the appropriate outlaw, abilities and etc...

Dice Rolled
(2D6 with modifier)
Name Description and Stats Immediate Experience Bonus Jaedai/Saedith only for magic users defeated Reward (given at the next settlement)
2 Roll on Outlaw Table in the Bounty Hunter's Rules. Follow the Bounty Hunter's rules (by Gavin Thorpe) and the information on the Outlaw Table to determine the name, characteristics, special rules, and reward for this enemy. 5% / 7% of reward/payment value (rounded to nearest 5 gold) See the Outlaw Table.
3 (roll 1D6) 1-3: Gnakshi Trickmurder, Goblin Hero
M WS BS S T W I A Arm. DMG
8/4 3 3+ 4 3 6 2 1 2 1D6

Special Rules:
Split movement: Gnakshi may keep some of his movement and finish it after his attack, when using this option he must roll 3+ on a D6 or fall from his unicycle.
Fight in ranks, Parry (with shield) 5+, Immune to fear, Never pinned. When Gnakshi falls from his unicycle he may not attack and has –1 WS, he may jump on the cycle and move away only.
Be careful in placing this Goblin hero in large rooms and corridors only, too many occupied squares can severely hinder the movement of Gnakshi. In heavily populated rooms consider letting him wait in the back until he has enough room to move.

n/a 110
4-6: Gorkblat, Black Orc Drummer
M WS BS S T W I A Arm. DMG
4 4 4+ 4 4 12 3 1 1 1D6

Special Rules:
Each turn roll a D6 to see what rhythm Gorkblat comes up with.
1. Outta Sink. No extra effect.
2. Bloody Cadence. Gorkblat’s allies (and himself) each heal 1 wound and lose any fear or morale modifiers they might suffer.
3. Shattertune. The music causes extreme headaches to all non –greenskins, friend and foe alike. They all suffer a –1 to hit.
4. Basha’ Tempo. Gorkblat and his war band receive a +1 to hit.
5. ‘Ere We Go. Gorkblat and his war band receive an extra attack.
6. Waaagh! Gorkblat’s allies (and himself) lose any fear or morale modifiers they might suffer. Furthermore they receive an extra attack while his enemies get a –1 to hit. ‘Eadbutt: This attack work in the same way as a regular attack, however, due to his size Gorkblat has difficulties hitting smaller characters like dwarves and halflings. He is at –1 to hit such characters.

n/a 250
4 (roll 1D6) 1-3: Fensschitt, Stormvermin Champion
M WS BS S T W I A Arm. DMG
5 5 4+ 4 3 15 5 2 2 1D6

Roll 1D6 Stormvermin for Fensschitt's troupe instead of the normal monster event.

Special Rules:
Due to his renown, Fensschitt provides a +2 morale and resist fear bonus.
Magic weapon: Sword of Pain, ignores non magical armour and 3 points of magical armour.
When Fenschitt brings a warrior to 0 wounds, all adjacent skaven receive an extra attack of inspiration at –1 to hit.

n/a 220
4-6: Srryn, Skaven Hero
M WS BS S T W I A Arm. DMG
5 4 3+ 4 3 15 5 2 2 2D6

Instead of the normal monsters, roll 1D6 and refer to the Dungeon Level below for which skaven type are guarding Srryn.

DL 1:  1-3 = 1D6+3 Stormvermin; 4-6 = 2D6 Clanrats
DL 2:  1-3 = 1D6+1 Stormvermin Champions; 4-6 = 1D6 Jezzails
DL 3:  1-3 = 1D6 Jezzails; 4-6 = 1D6+3 Stormvermin Champions

Special Rules:
Due to his renown, Srryn provides a +1 morale and resist fear bonus. Gives the special ability ‘guard’ to his troupe.
Using BS, Srynn throws warpfire grenades every turn; he carries six of these but will only throw one per turn until depleted. Upon impact the grenades will deal 1d6 damage to a 4x4 square with no deductions for toughness or armour.

n/a 320
5 Roll on Outlaw Table in the Bounty Hunter's Rules. Follow the Bounty Hunter's (by Gavin Thorpe) rules and the information on the Outlaw Table(s) to determine the name, characteristics, special rules, and reward for this enemy. 5% / 7% of reward/payment value (rounded to nearest 5 gold) See the Outlaw Table.
6 (roll 1D6) 1-3: Raktator, Black Orc Warboss
M WS BS S T W I A Arm. DMG
4 5 4+ 5 4 20 3 2 2 1D6/2D6 (5+)

Special Rules:
Hate Elves.
Axe of Mork: Ignores 1 point of armour, does an extra 1D6 damage on a to hit roll of 5+. Power of the Waagh! : roll a D6 each turn, on a 5+ Rakator invokes this power.
Waaagh! Roll 2D6 for each Warrior spellcaster on the board. If the score is equal to or greater than the Warrior's Battle-level he is knocked to the ground for 1 turn, during which time he may do nothing.

n/a 450
4-6: Skelhat, Ogre Marauder
M WS BS S T W I A Arm. DMG
4 3 5+ 4 5 15 3 2 1 1D6/2D6(5+)

Special Rules:
Magic Dispel 6+. Fear 5.
Once Skelhat is defeated the surrounding monsters on the same board section gain Break.
n/a 500
7 (roll 1D6) 1-3: The Master of Carnage
M WS BS S T W I A Arm. DMG
5 5 4+ 4 5 17 4 2 1 2D6

Special Rules:
Fear: 6
This monster may be rolled more than once in a Jaedai's career. Multiple Masters of Carnage may exist.

n/a 610
4-6: Roll on Outlaw Table in the Bounty Hunter's Rules. Follow the Bounty Hunter's (by Gavin Thorpe) rules and the information on the Outlaw Table(s) to determine the name, characteristics, special rules, and reward for this enemy. 5% / 7% of reward/payment value (rounded to nearest 5 gold) See the Outlaw Table.
8 (roll 1D6) 1-2: Tulorkos, Ogre Tyrant
M WS BS S T W I A Arm. DMG
4 4 na 5 5 24 3 2 1 2D6

Instead of the normal monster event, Tulorkos has a band of ogres (3) and a band of snotlings (2D6+2) accompanying him.  The snotlings do not attack and are placed according to the normal one-on-one rule after Tulorkos and the other ogres are all placed.

Special Rules:
Fear 5, Snotling harassment, whenever 2 or more snotling surround a warrior, he has –1 on his to hit rolls, Snotling thievery, every turn as long as there are snotlings on the board roll a d6 on a 5+ one random warrior loses one random treasure. remove a Snotling in this case as it runs away with the treasure.

n/a 620
3-4: Akinohoro, Beastman Champion
M WS BS S T W I A Arm. DMG
4 5 4+ 5 4 35 3 2 2 1D6

Instead of the normal monsters, add 1D6+2 beastman along with AKinohoro. The special benefits he provides only apply to the beastman troupe he is leading.

Special Rules:
Due to his renown, Akinohoro provides a +1 morale and resist fear bonus.
Battle Skill: when Akinohoro succeeds in both his attacks, he gives a +1 to hit bonus to his troupe. Furthermore he gives his troupe the ambush 5+ special ability.
Magical amulet: each turn roll a d6 before the beastmen attack: on a 1 to 4 nothing happens, on a 5 all models within the troupe receive a –1 WS and a +2 damage, on a 6 all models receive an extra attack at –1 to hit.

n/a 700
5-6: Bwark, Chaos Troll of Nurgle
M WS BS S T W I A Arm. DMG
6 3 6+ 5 4 35 1 3 0 2D6

Special Rules:
Fear 7, Regenerate 2,   *Break Pinning 5+, Vomit, Stench (-1 to hit the Troll), Blind spot: any warrior who stand in front of the troll may roll a d6, on a 5+ they stand in Bwark’s blind spot and cannot be attacked by him. Of course, Bwark can still hear them so he’ll try to move so that he can see his enemies.
* I added the Break Pinning special rule so that Bwark can try to move if he wants to see the warrior(s) that he cannot see.
n/a 700
9 (roll 1D6) 1-3: Xarvox, Champion of Nurgle
M WS BS S T W I A Arm. DMG
4 7 na 5 3 15 7 3 4 1D6/2D6(5+)

Special Rules:Plague, Acid sword (on a 6 to hit, reduce opponent’s Armour value permanently by 1 unless it’s magic), Fear 5.
n/a 1120
4-6: Maledich Redblade, Darkelf Master Assassin
M WS BS S T W I A Arm. DMG
5 9 auto 4 4 15 10 2 0 1D6

Maledich is always accompanied by a group of assassins. When 3/4th of this troupe is killed Maledich will attempt to flee, if this succeeds he’ll try to get his revenge on the responsible warriors later. Roll 1D6 Dark Elf Assassins to join Redblade instead of the normal monster event.

Special Rules:
Due to his renown, Maledich provides a +1 morale and resist fear bonus to all Dark elves on the board.
All dark elf assassins Maledich leads receive Ambush, magic 4+
Maledich himself has the following abilities:
Ambush, magic 4+, Assassinate 5+, Dodge 5+, Hate Elves, Weeping blades, never pinned, Flees if 3/4th losses.

n/a 550
10 Roll on Outlaw Table in the Bounty Hunter's Rules. Follow the Bounty Hunter's rules (by Gavin Thorpe) and the information on the Outlaw Table to determine the name, characteristics, special rules, and reward for this enemy. 5% / 7% of reward/payment value (rounded to nearest 5 gold) See the Outlaw Table.
11 Haraguum, Beastman Champion of Nurgle
M WS BS S T W I A Arm. DMG
4 5 3+ 4 4 30 4 2 0 1D6/2D6(5+)

Instead of the normal monster event, roll 1D6 and refer to the Dungeon Level below for which beastmen will accompany Haraguum:

DL 5:  1D6+2 Beastmen & 1D3 Beastmen Champions
DL 6: 
8 Beastmen & 3 Beastmen Champions
DL 7: 
1  Beastman Shaman, 6 Beastmen Champions& 1 Beastman Hero
DL 8: 
1 Beastman Shaman Champion, 6 Beastmen Champions, & 1 Beastman Lord
DL 9: 
2 Beastman Shaman, 3 Beastmen Champions, 2 Beastmen Lords
DL 10: 
2 Beastman Shaman Champions, 3 Beastmen Champions, 2 Beastmen Lords, & 1 Minotaur Hero

The special rules he provides applies to all the beastmen on the board, even after his death. Beastmen placed after his demise will not receive the Plague.

Special rules: Plague, gives plague to fellow beastmen.
Throws Javelin, S:4, then fights with his sword unless he can recover his javelin somehow.

n/a for Haraguum,
But see addendum
for beastmen shamans
700
12 Sir Maechwech, Chaos Champion of Tzeentch
M WS BS S T W I A Arm. DMG
4 7 auto 5 4 15 8 3 2 1D6

Special rules:
Chaos Armour. Every time the wearer is struck roll 1D6. On a score of 4, 5 or 6 the blow causes no damage. In addition, the wearer has Magic Resistance 5+.
Magic Sword of Tzeentch: when Maechwech rolls a 6 to hit the powerful magic of the sword temporary mutates the affected warrior, the effect lasts until the warrior has visited a temple. Roll a D6 and reduce the afflicted score by 1. 1: Movement, 2: Weapon Skill, 3: Ballistic Skill, 4: Strength, 5: Toughness, 6: roll twice, rerolling further sixes. Chaos Magic 1

65 / 90 1250
13 Behalzerben, Beastman Shaman
M WS BS S T W I A Arm. DMG
4 4 5+ 3 5 30 3 1 0 1D6

Special Rules:
Due to his renown, Behalzerben provides a +1 morale and resist fear bonus.
Fly, gives the special ability ‘guard’ to his troupe. Magic dispel 5+. Cloak of shadows (gives warriors a –1 to hit).

Behalzerben’s magic 1. Roll 2d6 and refer to this character's description at Cutlass' Warhammer Quest Stuff for the magic spell that he will cast each turn.
35 / 50 720
14-16 Roll on Outlaw Table in the Bounty Hunter's Rules. Follow the Bounty Hunter's rules (by Gavin Thorpe) and the information on the Outlaw Table to determine the name, characteristics, special rules, and reward for this enemy. 5% / 7% of reward/payment value (rounded to nearest 5 gold) See the Outlaw Table.

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This version of the Jaedai (Jedi)
Created by the Old Warrior