Long, long ago, in a galaxy far, far away...
The Jedi is a new warrior for WHQ. He is a Lawful Good character
- he will always put the greater good ahead of himself. Unless he turns to the
Dark Side, that is.
He is slightly weaker than many other characters for the
first few levels, but learns more quickly than any of them and is soon more than
their equal when wielding his Light Sabre, the Jedïs chosen weapon. (Just don't
get it confused with his torch.)
This file is divided into the following sections:
- Basic Rule
- Advanced Rules
- The Force
-
The Light Sabre
Everything you need to play a level 1 game - I hope!
| Level | 1 |
| Rank | Apprentice |
| Move | 4 |
| Weapon Skill | 2 |
| Ballistic Skill | 6+ |
| Strength | 3 |
| Damage Dice | 1 |
| Toughness | 3 |
| Wounds | 1D6+8 |
| Intelligence | 4 |
| Attack | 1 |
| Luck | 0 |
| Will Power | 3 |
| Pinning | 6+ |
Solar Torch
The equivalent of a lantern. It lasts for one adventure
and takes two weeks of travel (above ground) to recharge.
Light Sabre
A Jedi's best friend. +1 to hit on level 1. (See The
Light Sabre section for rules for higher levels.)
Cloak of Polymers
+1 Toughness.
(This is NOT armour, and may be
worn by a Wizard.)
Armour
Don't need it, don't want it. A Jedi can never wear armour,
only Jedi cloaks.
Gold
May only have a maximum of (11-BL)x1000 gold. The rest is
counted as experience. (Same as the Trollslayer.)
The Jedi starts with the following Force Skill:
Deflect (6+)
This allows the Jedi to "dodge" blows, missiles,
fireballs, etc, if he rolls 6+ on 1D6.
The Jedi trains under a Jedi Sage. These somewhat eccentric Jedi can be found in the most unexpected of places. To represent this, whenever the Jedi goes looking for one he rolls on the following table. You may only attempt to find a Jedi Sage once in any settlement.
| Location | Dice Rolled | No. Needed |
| Village | 1D6 | 2+ |
| Town | 2D6 | 8+ |
| City | 3D6 | 7+ |
After finding the Sage, a Jedi may spend one week in training to go up a
Battle Level. He may use any mix of Gold/Experience/Treasure he wishes to pay
for this training. A Jedi can never learn Force Skills anywhere else, except at
a Sage. He may, however, learn other skills.
| Level | Cost | Rank | Move | WS | BS | Str | Dam Dice* | T | Wounds | I | A | Luck | WP | Skills | Power | Pin |
| 1 | 0 | Apprentice | 4 | 2 | 6+ | 3 | 1 | 3 | 1D6+8 | 4 | 1 | 0 | 3 | Deflect | 0 | 6+ |
| 2 | 2000 | Jedi | 4 | 3 | 6+ | 3 | 1 | 3 | 2D6+8 | 5 | 2 | 1 | 3 | 1 | +1D3 | 6+ |
| 3 | 4000 | Jedi | 4 | 4 | 6+ | 3 | 1 | 4 | 3D6+8 | 5 | 2 | 1 | 4 | 1 | +1D2 | 5+ |
| 4 | 8000 | Jedi | 4 | 5 | 6+ | 4 | 1 | 4 | 3D6+8 | 6 | 3 | 1 | 4 | 2 | +1D2 | 5+ |
| 5 | 12000 | Jedi Knight | 4 | 5 | 5+ | 4 | 1 | 4 | 4D6+8 | 6 | 3 | 2 | 5 | 3 | +1D3 | 5+ |
| 6 | 18000 | Jedi Knight | 4 | 6 | 5+ | 4 | 1 | 4 | 4D6+8 | 6 | 3 | 2 | 5 | 3 | +1D2 | 4+ |
| 7 | 24000 | Jedi Knight | 4 | 6 | 5+ | 4 | 1 | 5 | 5D6+8 | 7 | 3 | 2 | 5 | 4 | +1D2 | 4+ |
| 8 | 32000 | Jedi Master | 5 | 7 | 4+ | 4 | 1 | 5 | 6D6+8 | 7 | 4 | 3 | 6 | 5 | +1D3 | 4+ |
| 9 | 45000 | Jedi Master | 5 | 7 | 4+ | 4 | 1 | 6 | 6D6+8 | 7 | 4 | 3 | 6 | 6 | +1D2 | 3+ |
| 10 | 50000 | Jedi Lord | 6 | 8 | 4+ | 4 | 1 | 6 | 7D6+8 | 8 | 4 | 3 | 6 | 7 | +1D6 | 3+ |
*A Jedi does more damage when using his Light Sabre. He cannot use other
weapons to their full effect.
For more info on Skills, see The Force section
below.
The Sage has a variety of rare goods which you may purchase, as well as replacements for your basic equipment, should you ever become parted from it. The Sage will accept treasure as payment for any item, as long as the treasure is worth more than the item. A 1D6 is always rolled for Stock, even in a city.
| Item | Description | Cost | Useable by | Stock |
| Replacement Light Sabre | You may only have one Light Sabre at a time. | 500G | Jedi | 1+ |
| Cloak of Polymers | +1 T | 1000G | J/W | 1+ |
| Cloak of SynthaSteel | +2 T | 3000G | J/W | 2+ |
| Cloak of DuraSteel | +3T | 6000G | J/W | 4+ |
| Laz Pistol | 4 shots/turn,Str 2,modified only for ignore pain. | 5000G | J/Ash | 5+ |
| Data Padd | No Jedi should be without one! | Now only 999G! | J/W/Ash | 2+ |
The Sage also has other services to offer the young Jedi. These take the form of skills which are learned from advanced training sessions. Each of these sessions takes 5 days and costs 2000 experience and 1 treasure worth at least 500G. Roll a 1D6 to find out which skill you have learned. You may re-roll if you already know that skill.
| Roll | Name | Power | Requires | Description |
| 1 | Displace | * | - | May teleport 1 square per point of power used. May move as well. Jedi now gets +1 to his Deflect roll. |
| 2 | Translate | A | - | Can read/write any language. |
| 3 | Force Protection | 2 | - | Immunity to disease, poison, etc. Jedi now gets +1 to his Deflect roll. |
| 4 | Heal | 1 | - | Jedi regains 1 wound. |
| 5 | Forcel Pull | * | - | Disarm enemy: 4+ for 1 power / 2+ for 2 power. |
| Reclaim Light Sabre: 1 power. Always works when in sight. | ||||
| Other: GM decides. | ||||
| 6 | Weapon Construct | - | - | - |
The Jedi may call upon the Force to aid him during his quest.
Force Skills
are similar to the Wizard's spells. Treat the Wizard's Power Roll as a 1D3. On a
6 the Jedi regains 1 point of Reserve Power.
Initially, the Jedi is a good and decent individual, fighting for those in
need, disregarding his own safety, etc, etc...
However, since the discovery
of the Force, there have been Jedi who have become warped and twisted by evil
and have learned that the Dark Side of the Force is even more powerful. Such
Jedis are malicious, evil beings, who live only to rid the world of all that is
good. (Oh, no!)
Each time a Jedi meets an enemy spell-caster, he must roll
less than his Willpower on a 1D6 or turn to the Dark Side.
Of course, if he
wants, or if the prospect of so much power is overwhelming, he can choose to
turn at any time.
When a Jedi turns, his first act will be to kill his fellow
adventurers. Any monsters will not attack him while he is doing this. All his
Force Skills are converted to the Dark Force Skill of the same number. He may
now only go questing with other evil characters.
The Jedi starts with the following Force Skill:
Deflect (6+): This
allows the Jedi to "dodge" blows, missiles, fireballs, etc, if he rolls 6+ on
1D6. He gets +1 to this roll when he attains the rank of Jedi Master.
When the Jedi learns a new Force Skill, roll 2D6 on the following table:
| Roll | Name | Power | Requires |
| 2 | Danger Sense Jedi avoids the effects of any ambush if he rolls 3+ on a 1D6. |
A | - |
| 3 | Persuasion A Jedi may try to control a monster. Roll (1d6+Initiative) for Jedi and same for monster. If the Jedi scores higher, he may control the monster for the rest of this turn. |
3 | Telepathy |
| 4 | Throw Jedi throws any target on the board up to 1/2 BL squares in a straight line. Target receives 3D6 damage, modified for Toughness only. Any interveening model takes 1D6 damage with no modifiers. |
5 | Force Pull |
| 5 | Run Jedi gets +2 Movement per point of power he spends, up to a maximum of 2xBL squares. |
* | Agility |
| 6 | Jump Jedi may jump 1 square per point of power he spends, up to a max of BL/2 squares. If he runs, he may jump 1 square for every 3 squares he runs. (Giving a max jump of 5+6 squares!) |
* | Agility |
| 7 | Telepathy May now communicate silently with his comrades and other creatures whose language he speaks. (Bridge that language gap with Translate.) |
1 | - |
| 8 | Absorb Magic Give the Jedi a Magic Resistance of 5+. He MUST resist ALL spells, including healing and protective spells! |
A | - |
| 9 | Force Seeing If the Jedi does NOTHING else for the entire go, he may look through the wall into the next room (or similar). On a 4+ on a 1D6, he sees the room's contents. He does not have to reveal this to the other players. |
2 | Danger Sense |
| 10 | Agility Jedi gets +1 to his Deflect roll. He takes no damage from falling (into pits, etc). Must use 1 Force Point per 10ft, up to a maximum of 10xBL feet in total! |
* | - |
| 11 | Invisibility Drawing on the power of the Force, the Jedi may becomes invisible until the end of the turn. If he attacks (RPG - or his concentration is broken) he immediately becomes visible. |
8 | Absorb Magic |
| 12 | Choose Choose your new skill wisely Jedi... (Choose any skill.) |
- | - |
If you roll a skill which requires another skill to be able learn it, and you
do not have the required skill, you learn the required skill instead, as long as
it is on this table.
The Jedi's weapon of choice. This awesome product of a race long-dead draws
its power from the Jedi wielding it - its abilities increases as its Master's
does. Improvements are cumulative: e.g. a level 2 Jedi gets +1 to hit and +1D6
Dam on nat 6 to hit.
The Light Sabre is treated as a magic weapon, but none
of the penalties for using a magic weapon apply to i
| Level | Damage Dice | Improvement |
| 1 | 1 | +1 to hit |
| 2 | 1 | +1D6 damage if to hit roll is a natural 6 |
| 3 | 1 | Ignore +2 T |
| 4 | 2 | Ignore +3 Armour (including Magic Armour) |
| 5 | 2 | Natural 6 to hit destroys enemy's: 1 nothing 2-4 Armour 5-6 Weapon |
| 6 | 2 | Blow cannot be ignored on 5+ to hit roll |
| 7 | 3 | Ignore ALL Armour (including Magic Armour) |
| 8 | 3 | +1D6 Damage on 4+ to hit roll |
| 9 | 3 | Ignore +2 T |
| 10 | 4 | Blow cannot be ignored |
References, images, quotes and other similarities to the
character of Luke Skywalker are, are ... coincidental? ... I don't think
so!
They are, however, the property of Lucasfilm Inc. and no challenge is
implied or intended by their usage.