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*
This skill allows your Warrior to attempt to increase his speed. Roll 1D6. If you score a 5 or 6, your Warrior's Move is doubled. This skill may be used once per turn.

3

Force Sight* 
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.

4

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.

5

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 2 is used at the same time as this Skill, two squares can be leapt.

6

Evade
This skill gives your Warrior the ability to dodge the incoming blows by stepping to one side. If a monster successfully hits your Warrior, roll 1D6. On a 5 or 6, the Warrior can evade the blow by stepping into an empty adjacent space. If no squares are free, the blow must be taken normally. If your Warrior comes into contact with another monster, it may attack as normal in the turn after, by which time the Jedi should be prepared. Also, the Jedi may come out of contact with the monster that was attacking it. If not pinned by another Warrior, the monster will follow.

7

Parry 
This skill allows your Warrior to parry an incoming blow. When your Warrior is attacked, roll 1D6. On a score of 6, he turns the blow and it causes no damage.

8

Channel the Force
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.

9

Force Resilience* 
This skill allows your Warrior to stay upright and active even when he reaches 0 Wounds. As soon as a blow takes him to 0 Wounds or less, roll 1D6. If the score is a 5 or 6, your Warrior is placed on 1 wound.

10

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.

11

Killing Blow
This skill allows your Warrior to cause an extra 2 wounds on his opponent if his to hit roll was a natural 6.

12

Herblore
This skill allows your Warrior to try and heal himself or a wounded companion. Roll 1D6 on the following table.
   1. The wounded Warrior reacts badly to the salve and takes another D6 Wounds. 
   2-3. Nothing happens 
   4-5. The salve works and the wounded Warrior regains D6 Wounds 
   6. The treatment is even better than expected and the wounded Warrior regains 2D6 wounds. This skill may be used once per turn.

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.