The Saedith

(Sith of Warhammer origin)

By Martin, the Old Warrior
(inspired by other creator's: Raven & Darkside and...)


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

The Saedith is a very 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.  By making his choice to follow the Dark Side, he opens himself up to certain types of Force powers while shutting himself off from others.

For the purposes of this document, Jaedai means the same thing as Jedi and Saedith means the same thing as Sith.  This document primarily provides all the rules for playing the Saedith (Sith).  To see the Jaedai's (Jedi's) full rules, please look up the Jaedai's document (The Jaedai's Rules).

Please note the divisions of this document:

Basic Rules
Advanced Rules (Assassination Assignments, Saedith Enclave, and Training under or with another Saedith)
Force Powers (effectively spells, but generally a little different than the Wizard's)
Power Sabre Skills
Battle Level Table
Addendum: Magic Users Table and Assassination Target Table,

Basic Rules


Saedith (Sith)
Move 4
Wounds* 1D6+8*
Weapon Skill      3
Ballistic Skill 5+
Strength 3
Damage Dice 1
Toughness 3(4)
Initiative 4
Attacks 1 (+1 FA)***
Luck 0
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 Saedith potentially has more power starting out. Re-roll any 1 rolled for power tokens, keeping the second result even if it is a 1.

*** FA = Force Attack as distinguished from the normal Attack characteristic. This attack may only be used to wield the Force against the Saedith's foes.

Equipment

Weapon

Power Sabre
This is the Saedith's weapon of choice with which he constantly practices.  It does normal damage of Saedith's Damage Dice + the Saedith's Strength.  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. The 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.)

Saedith Cloak
+1 Toughness (magically bestowed by the Force)
(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 WHQ) and to channel its power for his protection, the Saedith begins with Magic Resistance 6+.  This improves when he gains titles (5+ as Apprentice, 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).

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. A list of prohibited items may be added to these rules in a future update.

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

Gold
To represent the concept that a Dark Side Force user gains power by destroying other Force (or magic) users, the Saedith (only and not the Jaedai) receives an extra 100 gold/experience times the Monster Table Level of each sorcerer/magic user that he kills. For instance, a Great Dragon that has Chaos Magic 1, that is produced by the Monster Table Level 9 would grant him an additional 900 gold if he kills it; and, he would get 100 extra gold for killing a  Goblin Shaman produced by Monster Table Level 1.

Magic Users 
Because magic users of any type are generally at least Force-sensitive (if not adept at its use), then a Jaedai or a Saedith 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 (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 the 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 Saedith 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, though it will 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 Apprentice 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 in doubt, the Saedith chooses which monster of the ranged type being deflected at which he may redirect the attack (must be in LOS, Line of Sight).

Power Sabre Style (Choose your style.):
The Saedith 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 damage 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 doing no damage.

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 Saedith's Sabre Skills also depend upon his use of Force power (magic power).  The Saedith begins with three Force Powers (see their separate descriptions below).  These are all determined according to the method outlined below. 

Two notes for clarification:  1. The Saedith 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 Saedith 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 Saedith 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 Saedith 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.

The Saedith has certain limitations to the usage of his Attack Force Powers.  First, he may only use an Attack Force Power during his specific turn during the Warrior Phase (or during a special Warrior Phase or other equivalent event that allows a warrior to attack the monsters).  He may use Defense and Special Force Powers about any time, just like a Wizard.  Second, he may only use Attack Force Powers in place of his normal attacks, trading evenly one normal, physical attack for one Force Power Attack.  This means that he must make some decisions along the way, especially if he has chosen the Aggressive Sabre Style.  These limitations on the use of attack powers should help to balance the Saedith with other warriors in the game.

The Saedith's extra Force Power Attack: Once per turn in addition to his normal attacks, the Saedith may make a Force Attack without deducting an attack from his normal attacks. This extra attack may only be used for a Force Power Attack (not for a physical attack).  Of course, if the Saedith doesn't have enough power (current and/or stored power) then he cannot use this attack.  Therefore, the Saedith could use any of the following combinations in one turn assuming that he has enough power to do so: 1. One physical/normal attack (with Power Sabre or other weapon) and 1 Force Attack (spell); 2. Two Force Attacks (using his 1 normal attack for a spell); 3. One Physical attack only -- saving Force Power for some other use (or in the case of not enough power to do anything).  This extra attack should help the Saedith to satisfy his  aggressive nature in combat.

 

The Saedith's Beginning Force Powers

The Saedith begins with one Dark Side Attack Power, One Defense Power, and one Special power.  The Force Powers are chosen from the tables below. (But, see the alternate method below: allows two attack powers). At the end of this document you will find two full Force Powers listings with descriptions for Saedith.  Please refer to them before making your decisions final.

The Saedith may begin with two attack Force Powers if he so desires.  In this case, he would then choose Defense or Special for his other Force Power.  Otherwise, he gains one of each (Attack, Defense, & Special).

Beginning Attack Power: Roll 1D6 if only beginning with one Attack Power or roll two 1D6s if beginning with two Attack Powers (re-rolling the first roll of 1 on each dice if desired, but you must keep the second roll). Then according to the dice rolls choose from the following table. Yes, the Saedith may choose an Attack Force power that has a pre-requisite, but only if he is starting with two attack powers and chooses the pre-requisite as well.

Alternatively, after choosing to roll for two attack powers, the Saedith may choose to add the 2D6 together and take one Attack Force Power with the combined dice roll value (up to casting cost of 6). This choice to use this alternate method  need not be made until after the dice for attack powers have been rolled.  If the two add up to 6 or more (treating 6+ as a 6), this effectively gives the Saedith the option of choosing any one Force Attack Power instead of choosing two within the dice-rolled limitations on casting power.  For instance, this alternate method might be desirable if the beginning Saedith had rolled 2D6 for two spells and got a 1 (and re-rolled it as a 1) and a 5, and really wanted to gain a certain Force Power of casting cost 6 (or of any other number not rolled).  But, remember that this method leaves the Saedith with only two Force Powers: one Attack and then only one from Defense or from Special. For a full description of each Force Power refer to the complete tables below (under Saedith Force Powers).

1 2 3 4 5 6
Sap Life Choke Absorb Life (Prerequisite: Sap Life) Force Blast (casting cost is actually 4+BL) Crush Foe Dark Frenzy
Zap Strength of Anger Force Shove* Lightning Bolt
(Prerequisite: Zap)
Dark Side Empowerment Force Storm**
(Prerequisites: Hurl Object and Force Shove -- see asterisk note)
- - Hurl Object - - OR, Choose from Any Power 1-6 (any Beg. Attack Power)
- - Power of Hatred
(Prerequisite: Strength of Anger)
- - -

* Force Shove, though listed as an attack power, may be used as a special power as well (also listed under Special Powers), in which case it would not count against the Saedith's number of attacks for the turn. Also, this power has technically a 2+ or 3+ casting cost, but it will always cost at least 3 power to use. See the full description in the Attack Force Powers tables.
** Force Storm is possible to gain as a beginning power, but only if the Saedith chooses to get two beginning Attacks then first gets Force Shove (by rolling a 2 or a 6 on Special Powers table) as a special power and rolls a 3 (or 6) and chooses Hurl Object as an attack power as well, and then also rolls a 6 to choose Force Storm.  The dice rolling combination for these three powers is unlikely, but it can happen.

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 Slip Mind Trick Force Restraint Blur (Choose from Any Power 1-5)
Minor Distraction Nausea 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).  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 choose from any other powers listed in this table.

1 2 3 4 5 6
Burst of Speed Strengthen Force Shove/push* Force Jump Invisibility ( choose any Beginning Spec. FP)
Open Understand Others (only one available) Force Vision Steal Life**
(Prerequisite: Sap Life)
-
- Telepathy - - - -
- Zone of Silence - - - -

* Force Shove/push is a power which is listed under attack and special.  It may be used either way, but it may be gained from either class in the beginning.
** Steal Life is possible to gain as a beginning power only if the Saedith begins with the Sap Life Attack Power.

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Advanced Rules


Additional Treasure Rules:

Magic scrolls 
The Saedith may not use any spell scrolls as intended (by a Wizard), but there is a chance that he could learn one of his Force Powers if he comes 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 Saedith can learn the relevant Force Power, roll 1D6 and add his Current Title-Level (Initiate = 1, Apprentice = 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 Saedith 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 Saedith CANNOT Use:  Spell Ring, Amulet of Fury, Talisman of Jet, Book of Arcane Knowledge, Crown of Sorcery

Wizard-only and Dark Side Type Treasures the Saedith 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), Circlet of Wrath (Dark Side), Crown of Night (Dark Side),  Wand of Diabolum, Staff of Command (Dark Side). Also,  he can use the Chalice of Sorcery (Dark Side) which the Jaedai cannot use.

Settlements

The Saedith may visit all the places that a Wizard may visit (but roll 2D6+1 on Alehouse, +2 as Apprentice, +3 as Master, and +4 as Lord) and see below) except he may not go to the Wizards 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 Saedith may seek out a Saedith Enclave (very rare to find one) or may try to find a Saedith Initiate, Apprentice, Master, or Lord for training and/or to seek out some type of assistance (artifact or special cloak for instance). It is recommended at times -- especially when about to train -- that the Saedith first try to find an Enclave if he has enough gold for the fee, then try to find another Saedith if no Enclave is available.

Alehouse and Assassination Assignments -- If the Saedith rolls a 13+ in the Alehouse he has been secretly contacted by a Saedith Master or a messenger of a Dark Lord which orders him to track down and assassinate an especially hated enemy of the Saedith.  Roll 1D6 on the Assassination Target Table (located in the addendum below) and add the Saedith's Battle-Level.  The table shows the enemy in question, their stats (or how to acquire them), and the payment the Saedith 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 assassination target arrives along with the monsters for the event (unless otherwise instructed in the table below, or unless the "outlaw" arrives with his own accompanying monsters).  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 assassination target.  If no doubles are rolled in the room-generated Monster Events during the adventure, the assassination target got away.  Roll 1D6 (+1 as Apprentice, +2 as Master or Lord) and on 5+ the Saedith is able to track the enemy into the next dungeon (roll doubles for each monster event there as well).  The Saedith may have more than one target to track at a time.  In this case, randomly determine which one arrives if doubles are rolled.  If more than one Saedith (and/or Jaedai) have one or more assassination targets (or enemies of justice -- for the Jaedai), then still only roll one set of 2D6 for room-generated monster events and randomize which targeted enemy arrives.  Though the Saedith 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.

No gold or experience is gained from assassinating the enemy of the Saedith until the Saedith returns with proof to a Saedith Enclave and informs the Saedith Lord or Master he there finds, at which time he receives payment.  The Saedith will generally not share the payment with the other party members unless he feels in his sole judgment that they contributed in a substantial manner to the assassination's success.  The Saedith may want to keep a list of all successful assassinations and re-roll any particular monsters/outlaws that are repeated.  If the assassination Target is a magic user as well, the Saedith also receives a bonus of DL x 100 gold (or experience) upon the death of the assassination target, and a 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 assassination target 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).

 

Saedith Initiate, Apprentice, Master, or Lord

Roll on the tables in the Training Section to find out which title of Saedith your Saedith warrior has found.. Then the Saedith spends the day testing his Force Powers (especially the Dark Side ones) against those powers of the other Saedith.

Payment
Also, if the Saedith he has found is a Master or a Lord, he must give 1D6 X 100 gold just to gain an audience with them.  If the other Saedith is an Apprentice, pay him 1D6 X 50 gold, unless you are a Master or a Lord, then pay nothing. If he is an Initiate, pay nothing.  Once he has given the required gold, roll on the following table to see how he fares.  The roll should be modified according to the Saedith trainer's title:  Initiate -2, Apprentice -1, Master and Lord +1.  The items in the table which cost something, must be paid for by your Warrior if he wants them.

Dice Rolled
(2D6 with modifier)
Result Description
2-4 Nothing The Saedith has nothing of use for you, but you may still train as usual if ready to do so.
5 Power Sabre Advice While sparring with the Saedith you learn a little bit more about the more excellent sabre-wielding techniques.  You gain one of the following (random roll: 1D3): 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 Dark  Cloak The Saedith has a special cloak that has been Force-enhanced. It only costs 400 gold and grants +1 T and counts as magical armour -- even though it isn't armour at all.
7 Strong Cloak of Darkness The Saedith has a special cloak from a surprisingly strong and black skin of a very rare Force-sensitive predator. It is said that it can enable a Dark Force user to pounce upon his unsuspecting foes with rather satisfying results. It costs 650 gold and grants +2 T and a chance that the Saedith may attack his would-be ambushers before they attack him.. Roll 1d6 for each ambush monster event. On a roll of 4+, the Saedith is effectively removed from the board (save his space for him though) and will reappear immediately before the monsters attack but after they are placed (do not include the pouncing Saedith in the monsters first attack targets at this point). He will then get two immediate attacks -- one physical (death-blows included) and one Force Attack (optional and if he has the power) against them before they attack the warriors. However, this may also leave the Saedith open to the ambush attack as well. Any monsters that cannot reach the other warriors may attack him if they can reach him this turn.
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 Saedith knows something extraordinary about special Force Powers. Randomly determine which of your warrior's special powers is a specialty of this Saedith. From now on, once per adventure, your warrior may use this particular  Special Force Power without cost.  Each Force Power may only be chosen once for this benefit.
10 Defensiveness This Saedith knows something extraordinary about Defensive Force Powers. Randomly determine which of your warrior's Defense powers is a specialty of this Saedith. From now on, once per adventure, your warrior may use this particular Defense Force Power without cost.  Each Force Power may only be chosen once for this benefit.
11 Forcefulness This Saedith imparts some of his superior knowledge of Force Attack Powers. Randomly determine which of your Warrior's current Attack Force Powers is a specialty of this Saedith. From now on, once per adventure, your warrior may use this particular Attack Force Power without cost.  Each Force Power may only be chosen once for this benefit.  However, this Force Attack Power will still use up one attack as normal.
12+ Amulet of Darkness This is a treasure indeed! It cannot be bought. Rather it is gained only by destroying the Saedith or weakening him and forcefully taking it from him. If you already have one, you cannot gain another (choose any other result on this table instead in such a case). The Saedith's last words are, "You have indeed proven yourself to be a worthy wielder of the Dark Side powers. Only through great vigilance and ruthless use of the Force shall you be able to keep this amulet without coming to an untimely end as I have....." The Amulet of Darkness  is an ancient artifact, which exudes powerful Dark Side Force energies.  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 Dark Side (tagged with DS in the Force Power tables), these powers cost -1 power to use each time. Lastly, it grants Magic Dispel 6+ (5+ for Master and 4+ for Lord). Each time a monster casts a spell, while the Saedith is wearing this amulet, roll 1D6. On 6+ the monster's spell is dispelled.  Note: this amulet overrides by +1 the rule which limits the amount of magic resistance a Saedith 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 by that monster or spell).

Lost Equipment (Saedith Cloak and Power Sabre)
If he has lost his cloak or Power Sabre, he may purchase one here for 300 gold after having won a Will Power test against the other Saedith (one test for each item that he attempts to replace).  This test represents the conflict required to obtain the precious cloak or sabre and/or the need to prove that the Saedith warrior is worthy of having it -- after having somehow lost one or more of them.  Will Power test roll to acquire a normal cloak (may be done after rolling on the table below): Roll 1D6 + your warrior's Will Power. The result must be equal to or greater than the other Saedith's WP test (1D6 + 1 for Initiate, +2 for Apprentice, +3 for Master and +4 for Lord).

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. The Saedith of the Enclaves care little for visitors in general and try to keep their locations secret from the common folk. Roll on the table below. Yes, luck may be used to re-roll but no automatic success is allowed.  Each Saedith in a party may only visit the Saedith Enclave once per settlement. Each Saedith may only attempt to find an enclave once per settlement.  If one Saedith finds an enclave, any other Saedith in the party may visit the enclave on a subsequent day without having to roll to find it -- even if they had failed to find it beforehand.

Location (still good though) Roll No. Needed
Village 3D6 12+
Town 2D6 11+
City 2D6 12+

If he has found a Saedith Enclave and paid the entrance fee --(his Battle-Level 1D6) X 50 gold , he only needs to find a master or Lord through whom he may train. Roll 1D6. On 4+ he finds a Lord, but on 1-3 he finds only a Master.  Then the Saedith may roll once on the table above (under "Saedith Initiate, Apprentice", etc.) ignoring the admittance fee and adding the appropriate +1 or +2 modifier for Master or Lord.  If training, he may then pay for his training and follow the training instructions below.  Remember that finding an Enclave (and paying the high fee) may be very useful in the Saedith's superior training.  If training under a Master or a Lord he gains a new Power Sabre Skill on 2+ instead of 3+.

Saedith Artifacts Shop

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

Location (still good though) Stock Roll Gold Cost to Buy Gold Cost to Sell
Saedith Cloak (as beg. 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
Kronicon 12 1000 300
Metal Compass of Night 13 400 90
Obsidian Amulet of Absorption 14 1500 500

Item Descriptions

Saedith Cloak -- same as the one with which the Saedith begins the game.  A Jaedai may wear this cloak -- see A Sneaky Jaedai below.

Short Power Sabre (two different sets of effects based upon style) -- with this Power Sabre in the Saedith'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 Saedith the Ambidextrous skill -- the benefits only apply to using a Short Power Sabre.  If he has the Accuracy Power Sabre Skill, it will compensate for the -1 to hit penalty.  If the Saedith 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).  Note: any extra attacks granted by a weapon (like the Short Power Sabre for instance) may not be used in trade for a Force Power Attack.

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 in order to use it) and grants +1 Power Sabre Attack each turn in which the first Power Sabre attack actually hits (just like the Blades of Death Elf Ranger skill) (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 in any combat, 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 (The button may be pressed only at the beginning of the wielder's turn.).  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 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 wielder has 4 total attacks, he could do two focused extended Power Sabre Attacks in one turn.

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, 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 Saedith with the defensive sabre style to deflect and redirect the same as with a normal Power Sabre (all mods to the rolls for both weapons assumed to have balanced 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.

Kronicon -- This is some type of dark stone saturated with Dark Side Force Power.  It is said to be useful in detecting the movements of evil magic users.  While a Saedith in the warrior party is carrying this artifact, roll 1D6 every time that a magic using monster (no matter how generated) appears during an adventure.  If the result is 5+ (for Initiate and Apprentice, or 4+ for Master and Lord), the Saedith is forewarned by the Kronicon.  What this means is that the magic using monster does not get to ambush (if it has that ability) and the Saedith gets one immediate action (attack, or Force Attack, other Force Power, one use of an item or artifact, revealing an Obsidian Amulet of Absorption, or movement -- with or without pinning, and etc...) in response to the monster's arrival.

Metal Compass of Night -- This is an artifact?  Well, some seem to think so.  Upon closer examination, or upon another experienced Saedith's explanation, the Saedith warrior learns that this is not just some ordinary compass.  Rather, it is guided by secret Dark Powers which enable it to sometimes discover the right direction to take when trying to complete an objective/mission.  Whenever the Saedith is faced with a division in a dungeon passageway (a T-section, or any other fork in the road), He may use the Metal Compass.  It will tell him on a successful roll (Yes or No) whether a certain direction is the right one.  It only gives a positive or negative indication, by glowing very brightly for the correct path and dimming into midnight blackness for the incorrect path.  Roll 1D6: on 5+ it works (4+ for a Master or  Lord).  One attempt may be made for each direction.  For instance, if there are three forks, three separate attempts may be made (one per turn and one per direction).  With one or two correct answers the right way may sometimes be discerned thereby.

Obsidian Amulet of Absorption -- This Dark Side artifact craves, absorbs and interferes with Force/magical Powers.  It grants the wearer a special absorption ability whenever it is worn in open sight.  Roll 1D6 for each enemy spell cast.  On 6+ (5+ for a Master, and 4+ for a Lord), the amulet absorbs some of the magical power, restoring 1 stored power (Power Tokens, up to starting value) to the Saedith wearing it. Also, and as a result of this success, roll 2D6 (roll 1D6 for D6 monster spell table).  If the result is equal to, or greater than, the cost to cast the spell or the number rolled by the monster (on that magic user's spell table), the spell totally fails and does no harm to the warriors and no good for the monsters.  On the down side, this amulet causes all spell casting warriors, except for the Saedith wearing it, to spend 1 point more for every spell/Force Power used (or -1 to their success rolls for chance casters, like the Elf Ranger Mage).  The amulet may be hidden (though still worn) behind the Saedith's cloak when not in use, thus preventing its interference, but remember to bring it out again if the benefits are desired.  The Saedith must declare at the beginning of his turn if he intends to reveal or to hide the amulet - otherwise, it remains hidden or revealed as before.

A 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 the Jaedai may briefly appear within the shop in order to attempt one or more purchases of special Power Sabres, a Power Whip, or even to purchase a Saedith Cloak.  The Jaedai may usually only do one thing here: 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...

For each attempt to purchase (for each stock roll made whether successful 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, 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 may either continue to purchase the item if available, 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.  If the Jaedai is not in a party that has a Saedith in it, he may roll just like a Saedith (on the table above) 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.

Why CANNOT a Saedith Sneak into a Saedith Enclave? Just because I believe this question will arise, I here answer it.  The Saedith, even though he may have the Invisibility Force Power cannot sneak in and avoid paying an entrance fee at an enclave, because such matters will be checked and double-checked while he is seeking assistance from the Saedith trainers found there.  The Jaedai will seek to limit his interaction with the Saedith while trying to obtain some important item, while the Saedith will actually benefit from the interaction and the price he pays will generally be well worth the advantages.

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TRAINING


SAEDITH'S TRAINING

The Saedith trains with Saedith of varying experience.  He should try to find the most experienced one in order to get the most out of his training.  A Village is the best place to find a more experienced Saedith Trainer, because they try to avoid more populated areas.  Luck may be used to re-roll on the following table (automatic success allowed for one Luck point).  If there are more than one Saedith in a warrior party and one Saedith fails to find a Saedith Trainer, he may visit the same Saedith (without having to find him) that the another Saedith has found on a 1D6 roll of 3+.  On 1 or 2, the other Saedith doesn't have time to trouble with the warrior's training or to give him any assistance.

Table to find a Saedith

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

After finding a Saedith to train him, the Saedith must then pay his gold (and/or deduct experience) before rolling to see how experienced his trainer is.  Training will take seven days.  Roll 1D6 each time the Saedith gains a Battle-Level, re-rolling the first 1, and add the result to the Saedith's power (power tokens).

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

Village:

Dice Rolled Experience Level of Saedith Trainer
1 Initiate
2 Apprentice
3-4 Master
5-6 Lord

Town:

Dice Rolled Experience Level of Saedith Trainer
1-2 Initiate
3-4 Apprentice
5 Master
6 Lord

City:

Dice Rolled Experience Level of Saedith Trainer
1-3 Initiate
4-5 Apprentice
6 Roll 1D6: on 1-3 = Master; on 4-6 = Lord

Training Among the Party

If two or more Saedith 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 Saedith (or a Saedith Enclave) in the settlement.  In such a case, the highest title of other Saedith with whom he trains will be used for number of Force Powers a Saedith might learn and for whether a Sabre skill is learned.  But, the only Force Powers and Sabre Skills that may be learned are those that other Saedith 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.

FORCE POWERS TRAINING

To determine how many new Force powers he may learn roll 1D6 on the following table.  The result after the Saedith's trainer's experience level shows how many new Force Powers the Saedith 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 Saedith must decide which Force Powers he will learn (under Force Powers below).

Number of New Force Powers to Learn

Experience of Saedith Trainer Dice Roll Result
Initiate 1-4 = only one new Force Power;  5-6 = two new Force Powers
Apprentice 1-3 = only one new Force Power;  4-5 = two new Force Powers; 6 = three new Force Powers
Master 1-3 = two new Force Powers;  4-6 = three new Force Powers
Lord 1-2 = two new Force Powers;  3-6  = three new Force Powers

Remember to roll for whether the Saedith gains a new Force Sabre Skill as well, 1d6, must get 3+ (or 2+ if training under a Master or Lord)

After discovering the number of new Force Powers the Saedith will learn, he may then choose any available Force Powers from either Force Powers table below (unless training among his warrior party).  For instance, if he learns three new powers, he may choose three Attack Powers, OR one Attack, one Defense, and one Special, OR any combination of Powers up to the number rolled above.  The only restriction is that the Saedith may not learn a new Force Power until he has first learned the prerequisite power(s).

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Force Powers


The Saedith, may call upon the Force to aid him during his quests.  The Saedith is very limited in healing powers while very strong in direct Force-wielding (magic) attacks.  In fact, the only healing type of powers that he may gain are actually classified as Attack Powers.  Though he does not gain any gold for healing (if he happens to get any of the two or three healing spells available to him), he does get to do more killing.  Plus, the Saedith receives his bonus gold for killing any magic-using foe (100 times the Monster Table that generated it).  Remember the Saedith's limitation on attack powers versus physical attacks.  This becomes even more important at higher levels when his Force powers are much greater and his number of attacks increases.

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 name (most of them) 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.

Some 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 (when gaining a new level).  This means that to gain some Force Powers the Saedith must be patient and plan his training path(s).  When training, the Saedith may choose any Force Power from the following tables (Attack, Defense, or Special, in any combination) that he doesn't already know as long as he already has the prerequisite(s) if required.  No dice rolling is needed at this point.

Saedith Force Powers

Attack Powers

Casting
Power

Power (or spell) and Description (Underlining indicates modifications to Wizard's spells) Class Target Duration
1 Zap (Sting*) (DS)
With just a dab of dark energies, the Saedith releases a rather rudimentary and weak pulsation of Force Lightning.
Pick any single monster on the same board section as the target and roll 1D6  On a score of 4, 5 or 6, that target takes 1 Wound, with no modifiers for anything.
Attack Any single monster on the same board section as the Saedith Immediate
1 Sap Life (Bloodblade*) (DS)
With a wild influx of dark energies, the Saedith draws the life out of some nearby enemies (and friends alike).
Roll 1D6 for each Model adjacent to the Saedith.  On a score of 6, that target takes 1 Wound, with no modifiers for Toughness or armour. Any wounds caused may be used to immediately heal the Saedith up to his Starting Wounds.  Sap Life may only be used once per turn.
Attack All Models adjacent to the Saedith Immediate
2 Choke (Coughing*) (DS)
The Saedith reaches out with the Force and squeezes his foe with the power of hatred and anger.
Pick any single monster on the same board section as the Saedith and roll 1D6.  On a score of 4+ as Initiate (3+ as Apprentice, 2+ as Master, and automatic as Lord) the target is choked so that it nearly drops its weapon.  The target then is at -1 to hit the warriors for the rest of the turn. If the roll was a natural 6 as Initiate (4+ as Apprentice, automatic as Master and Lord), the monster also suffers 1 wound with no modifiers for anything.
Attack (changed from Defense) Any one monster on the same board section as the Saedith Immediate & one turn
2 Strength of Anger (DS version of Strength*)
In anger, the Saedith draws upon the Force to increase his strength.
The Saedith only is at +1 Strength for this turn.  He may only use this Force Power (cast this spell) once per turn.  Note: the strength increase will apply only in combat and for combat-related strength tests (such as for web or net breaking), but not for non-combat strength tests.
Attack The Saedith himself (only) One Turn
2+ (+1/2 Monster Table Level rounded up, or + 1/2 DL if object, or + 1/2 BL if warrior) Force Shove (DS version of Force Push)
The Saedith 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 Saedith Initiate up to 1D6+1 (1D6+2 as Apprentice, 1D6+3 as Master; 1D6+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 shove 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), AND the shove itself may damage the target, because the Saedith is demonstrating his power in the Force.  Roll 1D6 and add the Saedith's Strength and the number of remaining squares in the shove (determined above by the 1D6+1 and etc). Take this total and subtract only the target's Toughness and Ignore Pain (armour is ignored). This is the number of wounds taken.  This power may be used with Levitate to prevent the target from falling.
Attack versus Monsters,

Special versus objects and warriors

Listed in both tables, but only need be learned once.

any one model or object within 6 squares and within Saedith's LOS Immediate
3 Absorb Life (DS, an advancement on Sap Life)
With greater control of the Force energies about him, the Saedith draws the life out of some nearby enemies (but not his allies)..
Roll 1D6 for each monster/enemy adjacent to the Saedith.  On a score of 4+, that target takes 1 Wound, with no modifiers for Toughness or armour.  The wounds thus inflicted are immediately taken into the Saedith (absorbed) to heal his own wounds (up to his Starting Wounds).  Absorb Life may only be used once per turn.  Prerequisite: Sap Life
Attack All Adjacent Monsters Immediate
3 Hurl Object (=Fist of Iron)(DS)
The Saedith by the Force alone lifts up a moderately heavy object and flings it into his enemy.
Pick any Monster up to 6 squares away from the Saedith and roll 1D6. If the score is greater than or equal to the range of the target it suffers 1D6+ 1 Wounds.  Otherwise the object misses.
Attack Any monster up to 6 squares away. Immediate
3 Power of Hatred (DS version of Ogre Strength*)
Calling on the Force, the Saedith infuses himself (only) with great strength inspired by hatred of his foes.
The Saedith (himself only) is at +2 Strength for one turn.  He may only use this Force Power (cast this spell) once per turn.  Note: in play the Strength increase will apply only in combat and for combat-related Strength tests (such as for web or net breaking), but not for non-combat Strength tests.  Prerequisite: Strength of Anger
Attack The Saedith himself (only) One turn
4+ BL of Saedith Force Blast (DS, =Acid Blast)
A very powerful stream of pure Force energy shoots outward from the Saedith destroying everything in its path.
This power allows the Saedith to create a corridor of pure destruction 1 square wide, traveling directly away from him in one of the compass directions and continuing until it hits a Monster, Warrior or other obstacle. Note that the Casting number for Force Blast is 4+ (the Saedith's Battle- Level). The first model in the path of the stream of energy suffers 2D6+ (the Saedith's Battle-level) Wounds. If this is sufficient to kill the model, the stream continues until it hits another model, which it wounds in the same way. This process continues until a target survives or the energy hits a solid obstacle, such as a wall.
Attack a one-square wide corridor Immediate
4 Force Lightning (Lightning Bolt*) (DS)
Raw power arcs across the Saedith's fingertips and a bolt of eerie blue power streaks from his hand towards his opponent.
Pick any Monster that lies within the Saedith's line of sight. The target suffers 2D6 Wounds (modified as normal).   Prerequisite: Zap
Attack Any monster (opponent) in LOS of the Saedith Immediate
5

 

Crush Foe (DS/=Firehammer*)
The Saedith causes the Force to close in upon his enemy attempting to crush the life out of him.
Pick any Monster adjacent to the Saedith. It immediately suffers 3D6 Wounds.
Attack One Adjacent Monster Immediate
5

Casting Cost Changed too

Dark Side Empowerment (DS/=Weaponmaster*)
The Saedith calls on the Dark Side to guide his hand as he moves to strike down his enemies.
This turn the Saedith (only) gets an increase in his Weapon skill: +1 if he is an Initiate, +2 if he is an Apprentice. +3 if he is a Master and +4 if he is a Lord. This power may only be used once per turn.
Attack The Saedith himself (only) One turn
6 Dark Frenzy (DS/Swords of Doom*)
The Saedith becomes so engrossed in battle that, in the heat of anger, he draws deeply upon the Dark Side giving himself great destructive power.
This turn the Saedith (only) gets a number of extra Attacks: +1 as Initiate, +2 as Apprentice, +3 as Master and +4 as Lord. The attacks may be used for Force Sabre and/or for further Force Power Attacks.  Dark Frenzy may only be used once per turn.
Attack The Saedith Himself (only) One Turn
6 Force Storm (DS/Cataclysm*)
The Saedith reaches out through the Dark Side and flings a storm of objects into a small area where his enemies stand (hopefully, no allies are there).
Pick any 2 square by 2 square area on the same board section as the Saedith. Every Model in the chosen area suffers 1D6 Wounds, with no modifiers for anything (Toughness, armour, Ignore Pain, etc.).  Prerequisites:  Hurl Object and Force Shove
Attack All models in a 2x2 square area on same board section Immediate
7

Casting Cost Changed too

Cause Animosity* (DS)
Drawing strongly upon the Dark Side, the Saedith turns the minds of his foes against each other for a brief time.
Roll 1D6 for each group of Monsters in the room (A group being defined as all those Monsters of the same type on that board section). On a score of 1, 2 or 3 the spell has no effect on those Monsters. On a score of 4. 5 or 6 that group of Monsters attacks another group of Monsters this turn (determine randomly) rather than the Warriors. Prerequisites: Mind Trick, Telepathy and Compulsion
Attack (class changed) All monster groups on the same board section as the Saedith One whole turn

 

Defense and Special 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 Saedith and roll 1D6.  On a score of 6 any one object 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 *)
Upon casting this spell, the Saedith (no other target) gets +1 Move this turn.  May only be used a number of times per turn equal to the Saedith's Title advancement (once as Initiate, twice as Apprentice, thrice as Master, and four times as Lord..)
Special Saedith himself (only target) One Turn
1 Open (N/=)
The Saedith 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)
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 place (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 Slip* (N)
With a wave of his hand the Saedith causes the ground his opponent stands on to shift. Pick any Monster on the board within the Saedith's Line of Sight and roll 1D6. On a score of 1 to 4 the power has no effect. On a score of 5 or 6 the Monster slips over and can do nothing else this turn as it regains its balance. May only be cast once per Monster per turn.
Defense Any monster on the board within LOS One Turn
2 Force Pull (N)
The Saedith 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 Nausea* (N)
The Saedith focuses the Force upon the midsection of his enemy, makes a fist and twists it firmly causing some severe abdominal disruption.
Pick any Monster on the board within the Saedith's Line of Sight. This turn it is at -1 on its to hit rolls. May only be cast once per Monster per turn.
Defense Any monster on the board within LOS One Turn
2 Understand Others (N/Tongues*)
By tapping into the Force, the Saedith 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 Saedith 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 Saedith to speak another language.  When used to pick up on surface thoughts, this power may fail.  Roll 1D6.  The roll is successful on 5+ as Apprentice, 4+ as Master, and 3+ as Lord.
Special Saedith himself One whole turn
2 (+ # of
board
sections
distant)
Telepathy (N)
The Saedith 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 Saedith has at least met the receiver of the message in person.  No, this does not allow the Saedith 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 Saedith.  As an Initiate or an Apprentice the Saedith may us Telepathy to communicate with the target up to three board 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 (or magic).
Special Any single model of even brief acquaintance Immediate
2 Zone of Silence* (N)
The Saedith calls upon the Force to create a pocket of silence than takes in the whole room
Works only in the same board section. 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 Saedith 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 whole turn
2+ (+1/2 Monster Table Level rounded up, or + 1/2 DL if object, or + 1/2 BL if warrior) Force Shove (DS version of Force Push)
The Saedith 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 Saedith Initiate up to 1D6+1 (+2 as Apprentice, +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 shove 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), AND the shove itself may damage the target, because the Saedith is demonstrating his power in the Force.  Roll 1D6 and the Saedith's Strength and the number of remaining squares in the shove (determined above by the 1D6+1 and etc). Take this total and subtract only the target's Toughness and Ignore Pain (armour is ignored). This is the number of wounds taken.  This power may be used with Levitate to prevent the target from falling. It does not work against LARGE Monsters.
Attack versus Monsters,

Special versus objects and warriors

Listed in both tables, but only need be learned once.

any one model or object within 6 squares and within Saedith'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.  Prerequisite:  Minor Distraction
Defense All monsters of a monster event Immediate
3 Mind Trick (N/=Confuse*)
The Saedith motions with his hand and speaks words of authority 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 Initiate and Apprentice (3+ as Master, 2+ as Lord) it is successful.  Pick any Monster on the same board section as the Saedith.  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 Saedith may make two attempts to ignore 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.  This may be attempted for one Hazard as Apprentice, 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 Saedith 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 Saedith that can absorbs up to 1D6 Wounds.
Defense Saedith himself One turn
3 Force Speed (N/Speed*)
Drawing upon  the Force the Saedith runs with what seems super-human speed.
The Saedith'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 Boost of Speed.  Prerequisite: Must have previously learned Boost of Speed.
Special Saedith himself One turn
3 Sense Danger (N)
The Saedith warns the party of an ambush preventing its occurrence on a successful roll:  6+ as Initiate or Apprentice, 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 Monster that lies within the Saedith'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 Saedith 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 Saedith continues to spend power points equal to the target's Toughness each turn.
Defense/Special Any one model within Saedith's LOS While maintained
4 (+1 for each target above one) Strong Force Pull (N)
The Saedith 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 Saedith's LOS and within 6 squares Immediate/one turn
4 Levitate* (N)
Pick any Warrior or object within the Saedith's line of sight (excluding the Saedith) 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, but only if the Saedith 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 within LOS/ or moveable object 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 Apprentice, 4 as Master, 8 as Lord.  Make no mistake this power gives much more control to the Saedith than Force Shove.    Prerequisites: Levitate, Force Pull, and Force Push (all three are required)
Defense/Special Any friendly model within LOS/ moveable object One turn
4 Rebound* (N)
Pick any Warrior within line of sight including the Saedith.  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.
Defense Any friendly model within LOS One turn
4 (+1 per additional square) Force Jump (N)
The Saedith may leap over any one square provided that there is room between the obstruction and the ceiling.  An Initiate may only jump over one square at a time.  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: Apprentice = 2, Master = 4, Lord = 6.  If the Saedith 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 Saedith 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 Saedith himself One turn
4 Force Vision (N/Second Sight*)
On a successful roll (5+ as Initiate or Apprentice, 4+ as Master, 3+ as Lord), this power allows the Saedith 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 Saedith 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
5  change Compulsion (DS version of Persuasion)
A Saedith may try to control a monster.  Roll (1d6+Initiative) for Saedith and same for monster. If the Saedith scores higher, he may control the monster for the rest of this turn, and  may even use the monster to attack other monsters.  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; and, yes it may be used versus many of the undead if the GM allows it.  To continue controlling the same target in each turn after the first, the Saedith 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 whole turn
5 Advanced Force Speed (N)
Centering himself in the Force and closing his mind to all distractions, the Saedith's movements in combat appear as fast as lightning.
The Saedith'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 an Initiate or an Apprentice 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 Boost of Speed.  Prerequisites: Boost of Speed and Force Speed
Special Saedith himself One Warrior Phase per use
5 Invisibility*(N)
Calling upon the Force to hide him from the minds of his foes, the Saedith disappears from all his enemies.
This power makes the Saedith (only) seem to be invisible, while he is not actually invisible as the Wizard can be.  While appearing invisible the Saedith 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 Saedith's enemies.  If successful, only the model that has resisted may see and attack the invisible Saedith.  Roll any Magic Dispel also.  If Magic Dispel is successful, the Saedith's power to appear invisible has failed entirely, and all foes may see and attack him.  Of course, he may then also attack them..
Special Saedith himself One whole turn
5 Blur*(N)
The Force gives the Saedith a little extra protection in combat, making him harder to hit as he better anticipates the enemies' attacks.
Roll 1D6; on 4+ as Apprentice (3+ as Master, 2+ as Lord) all attacks made against the Saedith are at - 1 to their to hit roll for this turn.
Defense Saedith himself One whole turn
5 Befuddle (N/Dazzle*)
The Saedith 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 an Initiate or an Apprentice (3+ as Master, 2+ as Lord) pick any Monster on the board within the Saedith'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.  Prerequisites:  Mind Trick
Defense Any enemy in LOS One whole turn
5 Steal Life (DS version of Life Force*)
A stream of pure Force energy flows from the Saedith's fingertips, redirecting nearby Monsters' life-force back into the Saedith and healing him.
Before making any attacks, the Saedith may use this power. For each wound that he inflicts this turn upon any adjacent monsters (must be adjacent when the monster suffers the wounds) either by Power Sabre or by direct Force Attack Powers, after the target's Toughness and armour (and any other damage-reducing/wound-eliminating abilities) have been taken into account, the Saedith (only) receives this many wounds in self-healing. The wounds may restore up to the Saedith's Starting Wounds before, during and after the Monster Phase. This means the Saedith may restore his own wounds up to the total he has inflicted until the end of the turn in which this power is used.  However, the healing energies cease at any time that the Saedith falls to Zero Wounds (so, restoring wounds after each monster attack is wise).  If the Saedith inflicts no wounds this turn, this power has been wasted. Each monster with magic resistance targeted by this spell (during its suffering of wounds) can resist its effects, thereby preventing those wounds from healing the Saedith.  Prerequisite: Sap Life
Special

class changed

All Adjacent Monsters wounded by the Saedith

Healing only for the Saedith himself

This turn
5 Dampen Pain (N/Iron Skin*)
The Saedith calls upon the Force to increase his ability to shrug off physical pain.
This turn the Saedith (only) is at +2 to his Toughness.
Defense Saedith Himself One whole turn

Casting
Power

Power (or spell) and Description Class Target Duration
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).  OR  2.  Roll 1D6 for each Monster on the same board section as the Saedith. 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 All monsters of a monster event Immediate
6 Force Block (N/Invulnerability*)
Roll 1D6; on 4+ as Initiate or Apprentice (3+ as Master, 2+ as Lord) pick any warrior in the Saedith's line of sight at the time of casting (including the Saedith).  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 Initiate or Apprentice (3+ as Master, 2+ as Lord) pick any warrior in the Saedith's line of sight (including the Saedith).  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 in nature (such as magic spells, spell rings,  etc.). The Warrior can move and fight as usual.  Prerequisites: 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 Saedith calls on the Force to powerfully restrain the target with bands of energy.
Pick any one model within the Saedith's LOS
Roll 1D6; on 3+ as Apprentice (2+ as Master and Lord), the model is restrained by strong bands of Force power.  While so 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 Advanced Force Restraint begins) roll 2D6 as Initiate (2D6+1 as Apprentice and Master, 2D6+2 as Lord). If the score is less than the trapped Monster's Strength it breaks free and the spell fails.  Prerequisites: Force Restraint
Defense/Special Any one model within Saedith's LOS Until Broken
8 Advanced Force Shield (N/Halo of Vengeance*)
Pick any one warrior within the Saedith's LOSRoll 1D6; on 3+ as Apprentice (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) attacks can be absorbed by the halo 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

 

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Power Sabre Skills


The Power Sabre is the Saedith'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+ (2+ if training under a Master or Lord -- only failing on a roll of 1), 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).

Roll 2D6 on the following table if the Saedith 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 (lesser title) the 2D6 roll is not modified; if the trainer is of approximately equal experience (same title), the Saedith 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/-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 (Cost 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+ (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.

Note: if 2 is the dice roll result (two 1s) for a Power Sabre skill, then the Saedith 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 Saedith. If on the re-roll, he rolls a sabre skill that he already has, then he gets no sabre skill this time.

3 Unstoppable Strike (Costs 3 power Power Sabre Attack to use)
No monster abilities that decrease or ignore damage will work (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 Saedith may now double his Power Sabre attacks for one turn (Apprentice 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 Saedith may attempt to parry each incoming blow on 6+ (as Apprentice, 5+ as Master, and 4+ as Lord) at a cost of 1 power per turn.. 

If the Saedith has the Defensive Sabre Style his Parry skill is better yet, but costs 1 power each turn to use in its advanced form (defender's choice whether or not to use it): 5+ as Apprentice, 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 Apprentice 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 Apprentice, +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 Saedith 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 for 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 Saedith'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 is automatically recovered at no cost if the Saedith has Minor Force Pull.  If he does not yet have that power, then he must physically be in the same or an adjacent square as the last target of this attack in order to recover his Power Sabre.

At higher titles (Master up to three total targets, Lord up to four), the sabre may then be guided to hit a third and fourth target (all with one attack) whether or not the first targets were hit or killed.  However, the Saedith 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 Saedith 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 Apprentice; 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.  The 50% of wounds caused should be used whether the targeted item was destroyed or not.  Note: even though a weapon or armour may have been destroyed, their respective modifiers still apply for this attack. Any rebound ability of armour only works if the Saedith's attempt to destroy it has failed.

If the Saedith 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 Apprentice (5+ as Master, and 4+ as Lord).

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

If the Saedith 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 Saedith at Apprentice level (for instance) who uses the Aggressive Sabre Style were to hit with a 6, he does his normal damage of 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 Saedith now has +1 to hit while using his Power Sabre whether in melee or as a thrown weapon..

If the Saedith 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 Saedith 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 Saedith 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 Saedith trainer has. If result 12 is rolled as a re-roll from a result of 2, then this choice is not allowed.

Saedith Battle-Level Table


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

2D6

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

* The Attack characteristic shows the total number of normal attacks the Saedith has at the respective Battle-Levels, but the Saedith always has +1 Force Attack when using Attack Force Powers presented in the table by the +1 in parenthesis. See more details above under the Saedith's basic rules.

** The Saedith has one luck less than the Jaedai has.

*** Skills/Spells: The Saedith 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. Also, finding an Enclave and paying the high fee will increase the chances of better training.

To see the Jaedai's rules, follow this link: The Jaedai's Rules

Any similarity or references to ideas, abilities and etc. found in the  Star Wars movies are the property of Lucasfilm 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 exp.
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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Assassination Target Table
(Roll 1D6 + the Saedith's Battle-Level)

Whenever the Saedith gets an assassination assignment at the Ale House, Saedith Enclave, or when meeting with a Master or Lord, roll 1D6 + the Saedith's Battle-Level on the table below.  When rolling on the Outlaw tables, ignore the Dead or Alive part.  Also, do not add any extra crimes at the time that the assassination target is killed.  The Saedith will only give what they originally offered to pay for the assassination.  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.... 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..... 

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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 Saedith'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 above 
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 Saedith (Sith)
Created by the Old Warrior