Warhammer Quest
Jedi Knight
By Stephen Morffew
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 defence 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, they began to live deep beneath the World's Edge Mountains, hiding from both dwarves and orcs. When they need to venture to the surface, they hide themselves away under skin cloaks with hoods. They took on the name of Jedi and swore to fend off the forces of the Realm of Chaos.
JEDI KNIGHT PROFILES:
|
Wounds |
1D6 + 7 |
|
Move |
4 |
|
Weapon Skill |
4 |
|
Ballistic Skill |
5+ |
|
Strength |
3 |
|
Toughness |
4 |
|
Initiative |
6 |
|
Attacks |
1 |
|
Luck |
1 |
|
Willpower |
3 |
|
Damage |
1 |
|
Pinning |
A |
Equipment: The
Force
Weapon: Lightsaber, causing D6 + 4 wounds ignoring
armour
Armour: None
Special Rules: The Jedi
Knight starts with one Jedi Power. Basically, roll on the skill table until it
comes up with a skill marked with an asterisk.
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.
LIGHTSABER:
The Lightsaber is a special weapon designed for use by the Jedi. It is created from a barely visible substance that can cut through anything. 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. If not magically protected, the lightsaber can be used to cut through locks on doors. Also, when attacking with the Lightsaber, an extra point is added to the Jedi's strength when determining wounds.
JEDI ADVANCED PROFILES:
Battle Level 2
Wounds: 1D6+7
Wpn/Bal Skill:
4/4+
Strength/Dice: 4/1
Toughness: 4
Initiative: 6
Attacks:
2
Luck: 1
Willpower: 4
Skills: Jedi Power
Pinning: A
Battle Level 3
Wounds: 2D6+7
Wpn/Bal Skill:
5/4+
Strength/Dice: 4/1
Toughness: 4
Initiative: 7
Attacks:
2
Luck: 2
Willpower: 4
Skills: 2
Pinning: A
Battle Level 4
Wounds: 3D6+7
Wpn/Bal Skill:
5/4+
Strength/Dice: 5/1
Toughness: 5
Initiative: 7
Attacks:
3
Luck: 2
Willpower: 4
Skills: 2
Pinning: A
Battle Level 5
Wounds: 4D6+7
Wpn/Bal Skill:
5/3+
Strength/Dice: 5/2
Toughness: 5
Initiative: 8
Attacks:
3
Luck: 2
Willpower: 5
Skills: 3
Pinning: A
Battle Level 6
Wounds: 5D6+7
Wpn/Bal Skill:
6/3+
Strength/Dice: 5/2
Toughness: 6
Initiative: 8
Attacks:
3
Luck: 3
Willpower: 5
Skills: 3
Pinning: A
Battle Level 7
Wounds: 5D6+7
Wpn/Bal Skill:
6/3+
Strength/Dice: 6/2
Toughness: 6
Initiative: 9
Attacks:
4
Luck: 3
Willpower: 6
Skills: 4
Pinning: A
Battle Level 8
Wounds: 6D6+7
Wpn/Bal Skill:
7/2+
Strength/Dice: 6/2
Toughness: 6
Initiative: 9
Attacks:
4
Luck: 4
Willpower: 7
Skills: 4
Pinning: A
Battle Level 9
Wounds: 6D6+7
Wpn/Bal Skill:
7/2+
Strength/Dice: 6/3
Toughness: 6
Initiative: 10
Attacks:
5
Luck: 4
Willpower: 7
Skills: 5
Pinning: A
Battle Level 10
Wounds: 7D6+7
Wpn/Bal Skill:
8/2+
Strength/Dice: 7/3
Toughness: 6
Initiative: 10
Attacks:
5
Luck: 5
Willpower: 8
Skills: 5
Pinning: A
THE JEDI'S SKILLS:
When the Jedi advances in battle level he selects skills from the following list. Roll 2D6 to determine what skills he learns when he gets the chance. Remember that the Jedi starts a Jedi Power!
|
2 |
Force Run* |
|
3 |
Force Sight* |
|
4 |
Jedi Mind |
|
5 |
Force Jump* |
|
6 |
Evade |
|
7 |
Parry |
|
8 |
Channel the Force |
|
9 |
Force
Resilience* |
|
10 |
Force Agility* |
|
11 |
Killing Blow |
|
12 |
Herblore |
ADDITIONAL RULES:
Equipment
The Jedi Knight can
use anything that more than one Warrior may use, with the following exceptions:
he may not use gunpowder weapons, anything that can only be used by any set of
races for a particular reason, or swords (preferring to use his lightsaber). He
cannot wear armour or carry shields, but will gladly accept any magical
protection.
Settlements
In Settlements, the
Jedi may visit the Fletcher, the Weaponsmith, the Animal Trader, the General
Store, the Alchemist's Laboratory, the Alehouse, and the Temple.
Alehouse
The Jedi Knight rolls
2D6 in the Alehouse Location, he is in little danger because of his special
powers.