Jedi Skills & Abilities


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.


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