Sense: | Make a Force Roll for each bonus opponent get in close combat for multi-combat, if successful
that +1WS bonus is cancelled. Jedi Knight adds +1 to this roll. |
Alter: | When opponent declares a charge against a Jedi roll 1D6. On a roll of 5+ that charge is cancelled.
Jedi Master adds +2 to this roll. |
Control: | Target one of opponent's troops. If 2D6 > target's Ld. target is the under control of the Jedi for the remainder of the turn. |
Attract: | Target one of opponent's troops within 6" of Jedi. On a 2D6 roll of 10+ Jedi "steals" target's weapon. Weapon is destroyed. |
Heal: | If Jedi has its wounds reduced place a wound marker next to the model to show that it is healing.
In the Rally Phase roll to heal each wound marker the Jedi has. Roll 1D6 for each marker: On a roll of 4-6 the
wound is healed, on a roll of 1-3 the wound remains. *(similar to the regenerate ability possesed by some Tyranids) |
Affect Mind: | Target one of opponent's troops. If 2D6+2 > target's Ld. target's WS and BS is -2 for remainder of the turn. |
Lightsaber Proficiency: | Jedi recieves +1WS and may re-roll any one fumble in close combat. |
Jump Back: | A Jedi may attempt to back flip out of close combat at any time by making a Force Roll. If successful move the model up to 3" away. |
Dodge: | Jedi may attempt to dodge incoming hits on an unmodified D6 roll of 5+. May be taken in addition with Lightsaber Saving Throw. |
Distract: | At beggining of turn (including opponent's turn) target one of opponent's basic troops not carrying a heavy weapon. If 2D6+2 > target's Ld. target is removed from the battlefield. |