Jedi Knight / Sith

By Neil Symonds


From the heart of the Old World, in the lands of Brettonia, there came a sect of knights on foot that followed the house of Jed-Di. Many years ago, they were the land's first line of defense against the invading forces of Chaos… but to be so close to the warping powers of Chaos, even for a brotherhood so dedicated to the powers of good, is never a good thing. They gained odd talents: mind reading powers. From this it was seen that Chaos had affected them, and they were exiled from Brettonia, and all knowledge of their existence was destroyed (many people died). They swore to destroy that which had lost them power: not humanity, but the evil that is Chaos. Among the powers that they gained from the mutations was an ability to draw power from the roots of the planet. Technical abilities and agility has been greatly improved by the magic that the world bestows upon its future saviours. After exile, the Jedi moved North to live in the mystical land of Albion where the powers of chaos were near and they could mind them ever watchful. After living in the land of Albion for generations the Jedi's powers were enhanced, gradually they learned to harness this power for good. The most powerful Jedi's set up a high council who monitored the movements of the worlds forces and the powers of darkness. If there was anything that worried the Jedi they would send their Jedi Knights to investigate and resolve the disturbance. However there have been Jedi's who's power is not enough for them and they crave more power they allow their rage and jealously consume them and they turn to Chaos allowing its dark power to consume them and they become Dark Jedi and the most powerful of these become a type of Jedi known as The Sith. These are the most destructive and dangerous of all the Dark Jedi.

Starting as a JEDI KNIGHT


Wounds

1D6 + 7

Move

4

Weapon Skill      

4

Ballistic Skill

5+

Strength

3

Toughness

4

Initiative

5

Attacks

1

Luck

1

Willpower

4

Damage

1

Pinning

A

NOTE

Before you start to play the Jedi you must choose either the Light or Dark side of the force and which you will follow. 

Equipment

The Force and Light Saber 

Armour

None 

Special Rules

There can never be a light and dark Jedi in the same party as the one would NEVER tolerate the other , they hate each other and are mortal enemies.

CHALLENGE


If at any point the party encounters another Jedi, the Jedi may issue a challenge. The other Jedi is bound to accept and all warriors and monsters must be moved to the nearest board section and continue their battle. If there are two Jedi of one type then they may fight together against the one of the other kind.

The Jedi Knight starts with one Jedi Power. Basically, roll on one of the skill tables as appropriate(A light or dark Jedi may have a standard force power from the neutral table) Before you roll for your power roll a D6 if a 6 is rolled your Jedi is a Saber specialist, do not bother to roll for any skill no matter what type of Jedi you are simply take the skill below instead.

Saber Specialist


The Jedi is special in that he may use different types of Light Saber if he wishes if not simply roll again. He may Use the Double ended Light Saber or Two light Sabers at once.

The Double Ended Light Saber

The hilt of this weapon has a gem at both ends this gives the wielder the following benefits +1 WS and the ability to Parry: roll a D6 on every successful hit on a roll of a 6 the blow is turned away. One end of the light saber may be extinguished to make it a normal saber if the player wishes while like this the player still receives the +1 to WS.

Two Light Sabers

The Jedi has had the natural ability and training to use two sabers at once while using both the Jedi receives +1 attacks at level 5 +2 attacks at level 9 +3 attacks. While using just one saber the Jedi receives +1 attack which ignores toughness and armour on a roll of a 6 to hit.

Note

The Jedi's should use their specialist weapons as often as possible as it is there skill after all in fact in a moderated game the games master might feel justified in saying no using one light saber at all exept during a ONE-on-ONE Jedi challenge/fight. This skill may never be rolled by going up through battle levels only by rolling a 6 naturally at the start.

LIGHTSABER


The Lightsaber is a special weapon designed for use by the Jedi. It is created from a magical gem mined by the people of Albion which emits a solid beam of magic through the gem. The Light Saber can cut through anything non magical. It automatically ignores up to three points of armour. On a roll of 6 to hit, it ignores all other points of armour as well(Magic Armour still confers the usual bonuses). If not magically protected, the Lightsaber can be used to cut through locks on doors. Also, when attacking with the Lightsaber the Jedi receives +2 to strength. The Light Saber is definitely a magic weapon.

THE FORCE


The Force is the name of the power that originates from the Warhammer World itself. It allows the Jedi Knight to do things that no ordinary man could possibly do. It allows mind control in situations where the Jedi may be trying to get information out of someone. The Jedi can hold his breath for an exceptionally long period of time. If he encounters (and is targeted by) a gas trap, and is hit, roll an Initiative test (target of 10). If he passes, he has managed to hold his breath, but can do nothing in the following turn. Also, the Jedi has excellent reflexes, and, on a 6 on a roll of 1D6, can attack ambushing monsters before they make their attack. Also, the Jedi can use telepathic powers to communicate, so information can be passed along even if the Jedi is out of hearing distance from the other Warriors.

Force Powers: NEUTRAL

2

Jedi Mind Control Powers
This skill gives your Warrior a canny eye for searching out bargains. While in a Settlement, you may roll an extra 1D6 when making the dice rolls to see if an item is in stock. In addition, when your Warrior buys an item, roll 1D6. On a 6, he gets it at half price.

3

Force Agility
This skill allows your Warrior to move after his attack. He can move, then attack, and then move the squares that he did not move initially. Then he may repeat the process. For example, he could move, attack, move, attack, move, attack, and move, attack. But then, all the squares of movement have been used up, so no more movements or attacks can be made.

4

Force Push
This skill allows your Warrior to relieve himself of some monsters that are attacking him (or another Warrior). He can channel the Force into a blow that knocks opponents back one square on a roll of 4 or more on 1D6. The monsters must be within line of sight. This skill pushes them away form the Jedi by one square. If they hit a wall or another monster, they are immobilised for the turn. If this pushes them into a pit, they automatically fall in. This skill may be used once per turn in addition to normal skills.

5

Force Seeing/Travel 
After the Exploration Phase, the Jedi may use his Force Sight to see what lies in the room ahead. If the new floor section is a room (not a corridor) the Jedi player must roll a die. On a 5 or 6, he may look at the next two event cards and choose between them.

6

Force Sight
This skill allows the Jedi to see in the dark. It also enables him to automatically see another Jedi so Force Invisibility and Force Blinding has no effect and the Jedi may act normally.

7

Force Invisibility
On a roll of a 5 or 6 the Jedi may go invisible for the turn just as if he had the ring of invisibility. While invisible he may not be targerted by normal or magical attacks this applies both ways as he cannot receive aid or healing from another warrior . He may heal himself though as normal.

8

Force Jump
This skill allows your Warrior to leap 1 square in any direction as part of his move, landing in the square beyond. Any obstacle in the intervening square is ignored, though it still counts as 1 square of movement. This skill may be used once per turn. If Skill 1 is used at the same time as this Skill, two squares can be leapt.

9

Force Speed
This skill allows the Jedi to increase his movement. Roll 1D6. If you score a 5 or 6, your Warrior's Move is doubled. This skill may be used once per turn.

10

Force Pull
This skill allows the Jedi to reach out and pull his enemies weapons out of their hands if he can roll OVER their weapon skill. While without a weapon the enemy is unable to add his strength to any damage he cause. Or if a the Jedi takes a missile weapon the monster cannot make missile attacks. E.g. A level 3 Jedi rolls 3 dice (1 dice per level) he is attacking the Jedi is attacking a Minotaur with WS 4. The Jedi has a number of options he could roll one dice and hope he gets a 5 or6. Alternately he could roll two dice and add the scores together and try to get over 5 or 6. Or he could roll three dice and add the scores together and try to get over 5 or 6. Any dice a Jedi has left he may try to use Force Pull again on another target. Note: This skill may not be used on another Jedi and in a role playing game the Jedi may use each dice to pull one object to him.

11

Force Saber Throw
The Jedi may use one of his attacks to throw his light saber out at an enemy make a to hit roll using the the Jedi's Ballistic skill if it hits the treat the target as though he had been hit as normal with the light saber. The Saber throw power has a range of 8 squares and returns if it hits or misses the Jedi may then make any attacks he has left if any. Note: The Jedi may not throw the Saber while in hand to hand there'd be no point anyway…

12

Force Fury
The Jedi is able to whirl his light Saber with incredible speed and accuracy parrying blows and deflecting missile fire. The Jedi may choose to forsake his attacks for every attack he forsakes his opponent loses one too or for every attack the Jedi has given up he may ignore one missile fire hit. These attacks do not all have to be used up on one opponent they may be spent on different missile attacks and opponent attacks representing the Jedi's Light Saber going so fast. However for every attack the Jedi gives up just ONE opponent in hand to hand loses one not every opponent in adjacent .

Force Powers: LIGHT SIDE

1

Force Blinding
The Jedi causes a blinding flash leaving his opponent stunned and bewildered. On the roll of 5 or 6 on a D6 the Jedi Blinds his opponent making all attacks from that opponent at -2 to hit.

2

Force Heal
On a roll of 4,5,6 on a D6 the Jedi may heal D6 wounds of his or another warriors. This becomes 2D6 at level 3, 3D6 at Level 7, 4D6 at level 10

3

Force Absorb
Once per adventure you may absorb another Jedi's power and use it to automatically to use one of your own successfully. Note: This can be done to another player but this may well cause friction between the players.

4

Combat Skill
Roll on the Combat Skills table below

5

Force Resilience
This allows you warrior to add +1 to his Toughness.

6

Force Protection
This Skill makes you or another warrior invincible you cannot be harmed by anything for (your battle level) turns per adventure. You can however turn this power on and off providing you have a high enough Battle Level and thus more turns to do so.

Force Powers: DARK SIDE

1

Force Lightning
This give your warrior a S+DD hit a turn this hit ignores toughness and armour except magic armour, providing the warrior gives up one of his light saber attacks he can use this skill.

2

Force Throw
Your warrior gains an extra attack per turn which does a D6+1 Strength hit +Damage Dice.

3

Force Grip
Your warrior uses the Dark Side of the Force to choke his opponent bringing him to his knees fighting for breath. On a roll of a 5,6 your warrior may use this skill. On the first turn the target this is used on gets their movement allowance halved if the grip is not broke then on the second turn they get no move what so ever if the grip is still no broke then on every proceeding turn the warrior loses an attack. This represents their slow loss of conscience. The target also takes your battle Level wounds with no deduction for anything. If the target manages to cause a single wound on you the Grip is broke.

4

Combat Skill
Roll on the Combat Skills table below.

5

Deadly Sight
Once per adventure your warrior may use Deadly Sight on one target he can see. On the first turn the target takes a D6 wounds modified for toughness and magic Armour on each proceeding turn add and extra dice to the total number of wounds. E.g. On turn one a minotaur takes d6 wounds the player rolls a 5 minus the minotaurs toughness of 4 the minotaur takes 1 wound, on turn 2 the player rolls 2D6 rolling a 6+4 minus the minotaur of 4 the mintotaur takes 6 wounds .On the 3rd turn the minotaur takes 3D6 damage etc etc.

6

Force Destruction
Battle Level times per adventure nominate a monster that monster takes Battle Level Damage Dice wounds unmodified for anything bar magic armour.

Combat Skills

Roll a D3/D6 on the following table:

1-(2)

Impale 
This skill may be used on a monster with twice your battle-level or less Wounds left, and uses up all your attacks this turn. It does not work on Large Monsters or monsters that can fly. Roll to hit. If you do, you impale the monster with your saber then hold it upright, watching him slowly slide down the blade. The monster is (obviously) dead.

2-(3)

Reaction Strike
The Jedi can now make one immediate attack on a monster as soon as he is placed on the board next to him. The attack is made in addition to any other attacks he may have this turn. Because this skill is an instinctive reaction, it cannot cause a deathblow. By the same token, the Jedi is not affected by any Psychology effects. 

5-(6)

Combat Master
The Jedi can use his bare hands and feet just as well as his Light Saber if he is ever disarmed or chooses to he may use his hands with equal effect or he may use this skill to add an extra point of strength to his damage. This represents a powerful kick or elbow to an opponent which sends them reeling back with their guard down.


Training


When going up Battle Levels roll 2D6 to find a Jedi Council. Refer to the tables below for the Characteristics increases. When choosing Force powers/Skills you must pick at Least 3 of your chosen path (Light/Dark) and may choose the others as you please as long as they're not from the other path. In addition when a Light Jedi reaches level 5 he must undertake a solo adventure to become a Jedi Knight if he dies or fails he simply loses all his gold and fails his test. He msut accumulate all the gold again and try again until he passes. These tests must be fairly challenging remembering it's a solo adventure you may want to get someone else to design the quest for you. If you pass the test proceed to train up to Battle Level 6.

When the Dark Jedi reaches levels 9 or 10 he may challenge to become one of the Sith he doesn't have to he's OBVIOUSLY JUST NOT GOOD ENOUGH that's all! If he does wish to challenge a Sith he may either Battle either a Level 9 or level 10 Dark Jedi which represents the Sith Lord or Sith MASTER you may wish to randomly generate some magical items for this character as well as his standard powers make as many of his powers from the Dark Side as possible. If you win you may be able to fight the SITH MASTER that's if you haven't already beat him. Even if you beat the level 9 Sith your still now a Sith but is that enough for your Dark spirit…


Advanced Rules


Equipment

The Jedi may use only use his light saber and anything he buys from the fletcher (he will not use black powder weapons). He will not wear armour or carry shields though he will gladly accept magical protection. 

Treasure

The Jedi will not use any weapon unless it is a bow, which is not made for one race in particular (e.g. Elves). He will use anything such as magical rings, amulets or healing potions.

Settlements

In Settlements, the Jedi may visit the Fletcher, the Animal Trader, the General Store, the Alchemist's Laboratory and the Alehouse (2D6).

Role-Playing Guide


The Light Jedi is an honourable character and will never allow harm to come to those who are innocent. He is knowledgeable in things such as rings, scrolls and artefacts. If there is a Dark Jedi the Light Jedi will fight to the death rather than retreat IF it's a Jedi duel. Saying that both types of Jedi know when the odds are unmatchable and they're beat. However the Light Jedi may not know when to quit if there are innocents or his fellow warriors at jeopardy. He will strive to destroy the forces of darkness particularly Chaos. The Jedi will be obsessed with reaching his goals and growing stronger in the Dark Side of the Force. He will care little for his comrades unless there is another Dark Jedi present then he will help if he is of a higher battle level than he is , if the Jedi's of a lower Battle Level then he may help he may not… The Dark Jedi will also have a good knowledge of the same items as the Light Jedi though for different purposes… Try to remember all the special rules which go with both characters as these enhance the flavour of the warriors. Jedi's however will always use the Force if they can as it is their main ally. There are many things yet unknown about the force so try and be creative but not unrealistic and may the Force be with You…

Models


There aren't any which are particularly brilliant but try the Dark Elf Assassin models for both types of Jedi and the Vespero Vendetta model for a Sith or particularly nasty Dark Jedi. You'll obiously have to do a bit of conversion work on the models for the light sabers but that shouldn't be too bad.

JEDI KNIGHT BATTLE-LEVEL TABLE

BL Gold Title Wnds Move WS BS STR T Att Init Will Luck Skills Pin
1 0 Apprentice D6+7 4 4 5+ 3 4 1 5 4 1 1 A
2 2,000 Jedi 2D6+7 4 4 4+ 3 4 2 6 4 1 1 A
3 4,000 Jedi 2D6+7 4 5 4+ 4 4 2 6 4 2 2 A
4 8,000 Jedi 3D6+7 4 5 4+ 4 5 3 7 4 2 2 A
*5* 12,000 Jedi initiate* 3D6+7 4 5 3+ 4 5 3 7 5 2 3 A
6 17,000 Jedi Knight 4D6+7 4 6 3+ 4 6 3 8 5 3 4 A
7 24,000 Jedi Knight 5D6+7 4 6 3+ 4 6 4 8 6 3 4 A
8 32,000 Jedi Knight 5D6+7 4 7 2+ 4 6 4 8 7 4 5 A
*9* 45,000 Jedi Lord
Sith
6D6+7 4 7 2+ 4 6 5 8 7 4 6 A
10 50,000 Jedi Master
Sith Lord*
7D6+7 4 7 2+ 5 6 5 9 8 5 7 A
 

Authors Notes


I have always been a great fan of The Star Wars films and Computer games. After reading the original Jedi Knight character by Stephen Morffew I was heavily impressed so I must say that I have not changed that much of the original character . I have added more Jedi powers and the Option of being able to use new light sabers as well the option of fielding a Jedi from the Dark Side. If anyone has any questions or queries please free feel to e-mail me at Neil.Symonds@Genie.co.uk .

I'd love to have some feed back or stories to be honest. Before I go I'd just like to say a big thank you to Techpriest for his COOL Quest website the warriors page was where I first saw the Jedi and once again thanx to Stephen Morffew for creating the character in the first Place. 

GOOD LUCK!!