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.
|
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.
The Force and Light Saber
None
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.
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.
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 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.
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.
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.
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 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.
|
2 |
Jedi Mind Control Powers |
|
3 |
Force Agility |
|
4 |
Force Push |
|
5 |
Force Seeing/Travel |
|
6 |
Force Sight |
|
7 |
Force Invisibility |
|
8 |
Force Jump |
|
9 |
Force Speed |
|
10 |
Force Pull |
|
11 |
Force Saber Throw |
|
12 |
Force Fury |
|
1 |
Force Blinding |
|
2 |
Force Heal |
|
3 |
Force Absorb |
|
4 |
Combat Skill |
|
5 |
Force Resilience |
|
6 |
Force Protection |
|
1 |
Force Lightning |
|
2 |
Force Throw |
|
3 |
Force Grip |
|
4 |
Combat Skill |
|
5 |
Deadly Sight |
|
6 |
Force Destruction |
Roll a D3/D6 on the following table:
|
1-(2) |
Impale |
|
2-(3) |
Reaction Strike |
|
5-(6) |
Combat Master |
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…
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.
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.
In Settlements, the Jedi may visit the Fletcher, the Animal Trader, the
General Store, the Alchemist's Laboratory and the Alehouse (2D6).
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…
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.
| 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 |
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!!