Level | Rank | Move | WS | BS | Str | Dam Dice | T | Wounds | I | A | Luck | WP | Pinning |
1 | Apprentice | 4 | 2 | 6+ | 3 | 1 | 3 | 1D6+8 | 4 | 1 | 0 | 3 | 6+ |
Location | Dice Rolled | No. Needed |
Village | 1D6 | 2+ |
Town | 2D6 | 8+ |
City | 3D6 | 7+ |
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+ |
Item | Description | Cost | Useable by | Stock |
Replacement LightSabre | You may only have one LightSabre 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+ |
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 LightSabre: 1 power. Always works when in sight. | ||||
Other: GM decides. | ||||
6 | Weapon Construct | - | - | - |
Roll | Name | Power | Requires | Description |
2 | Danger Sense | A | - | Jedi avoids the effects of any ambush if he rolls 3+ on a 1D6. |
3 | Persuadtion | 3 | Telepathy | 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. |
4 | Throw | 5 | Force Pull | Jedi throws any target on the board up to 1/2 BL squares in a straight line. Target recieves 3D6 damage, modified for Toughness only. Any interveening model takes 1D6 damage with no modifiers. |
5 | Run | * | Agility | Jedi gets +2 Movement per point of power he spends, up to a maximum of 2xBL squares. |
6 | Jump | * | Agility | 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!) |
7 | Telepathy | 1 | - | May now communicate silently with his comrades and other creatures whose language he speaks. (Bridge that language gap with Translate.) |
8 | Absorb Magic | A | - | Give the Jedi a Magic Resistance of 5+. He MUST resist ALL spells, including healing and protective spells! |
9 | Force Seeing | 2 | Danger Sense | 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. |
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 | 8 | Absorb Magic | 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. |
12 | - | - | - | Choose your new skill wisely Jedi... (Choose any skill.) |
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 |