Star Wars-40k: Jedi

The important thing in the new Star Wars Codexes is to make sure the balance is right between the principle infantry (Stormtroopers vs. Rebel Troopers) and between infantry vs. heavy vehicles (got some concerns there, but I’ll begin addressing those next week).

However, what everyone will want to know (including me!) is how the Force works and what Jedi can do.

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As I have been concentrating on Codex: Galactic Empire, the Dark Jedi came up first. To begin with, I needed Force powers for them to use and the 40k psychic system works just fine. I drafted up the following;

 

Force Powers (Dark Side)

The dark side is an aspect of the Force. Those who use the dark side are known as either Darksiders or Dark Jedi when unaffiliated with a dark side organisation such as the Sith, and the Empire has many such practitioners within its ranks. Unlike the Jedi, who are famous for using the light side of the Force, darksiders draw power from raw emotions; anger, rage, hatred, and fear.

 

Primaris Power

Farseeing                                    Warp Charge 1

Farseeing is the ability to gain impressions of events happening in other places or times using the Force. These visions focused on strong imagery and emotions. The future is always in motion, however, and is thus subject to change but good reading of these visions can save a Force user from death.

Farseeing is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker and his unit have the Counter-attack special rule and fire Overwatch using their full Ballistic Skill, rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire in Overwatch to do so.

1. Force Grip                               Warp Charge 1

This power crushes a creature’s throat, choking them. Masters of the Force, however, can extend this power to physically crush an enemy with a mere gesture.

Force Grip is a focussed witchfire power with a range of 18”. Roll 2D6. The target model suffers a hit with a Strength equal to the result (a result of an 11 or 12 wounds automatically or, in the case of a vehicle, causes an automatic penetrating hit) with an AP equal to the result of a separate D6 roll.

2. Force Shield                            Warp Charge 1

Focussing his mind upon the Force, the Psyker throws up a bubble of unassailable power, deflecting incoming shots from himself and his allies.

This is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and all friendly models within 12” have a 5+ invulnerable save against any shooting attack.

3. Force Repulse                                       Warp Charge 1

An awesome power, the Psyker concentrates on the Force and violently pushes it outwards, creating rapidly-expanding kinetic ripples in space, flinging nearby objects away at high velocity.

Force Repulse is a nova power with the following profile:

 

Range S AP Type
Force Repulse 6” 3 Assault 2D6, Concussive, Strikedown

4. Force Lightning                        Warp Charge 1

This is a purely offensive, energy-based attack that channels Force energy down the user’s limbs, hurling arcing bolts of electricity from the wielder’s fingertips or palms,

Force Lightning is a nova power with the following profile:

 

Range S AP Type
Force Lightning 9” 5 4 Assault 2D6, Ignores Cover, Soulblaze

5. Force Rage                              Warp Charge 2

The Psyker taps into his innermost fears, pain and hate, and converts them into an intense rage. The Psyker then channels the anger to increase his or her own speed, strength, and ferocity.

This is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit gain the Rage special rule.

6. Force Storm                            Warp Charge 3

One of the most powerful known Force abilities in existence, this power is capable of violently destroying the fabric of the space-time continuum by opening dimension-altering rifts in the universe. Once unleashed, it is incredibly difficult to control and requires mastery in many different Force disciplines.

Force Storm is a witchfire power with the profile below. If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.

 

Range S AP Type
Force Storm 12” D 1 Assault 1, Blast, Vortex

 

As you can see, a lot of what is already in 40k works very well with Star Wars – Force Storm, for example, is exactly the same as Vortex of Doom from the Sanctic powers list. No need to change or tweak anything, it already does what Force Storm is supposed to do. Same with Farseeing and Force Grip, all renamed from existing powers. Force Lightning is new, as it needed a bit more punch, and I thought Force Rage was quite Sith-y (though perhaps it ought to be using Rampage instead?).

 

Lightsabres

Jedi need Lightsabres, of course, and I went for a fairly simple route here; S User, AP 1, Fleshbane, Gets Hot, Melee, Smash. This little combo means you can scythe through armour and flesh alike, but can steel yourself up for that one big attack. Gets Hot is in there because Lightsabres are very dangerous to use, but I chopped in just two additional rules – the first being that a Psyker who uses a Lightsabre ignores Gets Hot – you won’t hurt yourself if you actually know what you are doing.

Second is this little gem: “A psyker, also benefits from a 4+ Invulnerable save. This Invulnerable save improves to 3+ if the wielder is a Psyker (Mastery Level 3 or higher).”

Meaning a) you can do your blaster bolt parrying bit, b) become better at it if you are a Jedi Master and c) Lightsabre duels may well go on for a few turns – as they should!

 

Dark Jedi

I then needed a Dark Jedi entry for the army list. I came up with this;

WS BS S T W I A Ld Sv Unit Type Unit Composition
Dark Jedi 4 4 3 3 2 4 2 8 Infantry (Character) 1 Dark Jedi
Dark Jedi Master 5 5 4 4 3 5 3 9 Infantry (Character)

WARGEAR:

  • Lightsabre

SPECIAL RULES:

  • Adamantium Will (Dark Jedi Master only)
  • Independent Character
  • Preferred Enemy (Rebels)
  • Psyker (Mastery Level 1)
  • Stubborn

Knowledge of the Dark Side: At the start of a battle, before any models are deployed, roll on the table below and apply its effects to the Dark Jedi.

 

D6 Dark Side Effect
1 The Dark Jedi has the Counter-attack special rule
2 The Dark Jedi has the Fear special rule
3 The Dark Jedi has the Feel No Pain special rule
4 The Dark Jedi has the Furious Charge special rule
5 The Dark Jedi has the Hatred (all) special rule
6 The Dark Jedi has the Zealot special rule

Untrustworthy: A Dark Jedi will always be regarded with suspicion and will rarely be permitted to lead an Imperial army. A Dark Jedi may only be selected if another (non-Dark Jedi) HQ choice has already been taken and may never be the army’s Warlord.

OPTIONS:

  • May upgrade to Psyker (Mastery Level 2)                                                   25 pts
  • May upgrade to Dark Jedi Master with Psyker (Mastery Level 3)     35 pts
  • A Dark Jedi Master may upgrade to Psyker (Mastery Level 4)          25 pts
  • May take a second Lightsabre                                                                          30 pts
  • May take a blaster pistol                                                                                    5 pts

A few points to be made here. First up, Jedi can do a lot of things not tied directly into Force powers and I wanted this represented to make individual Dark Jedi interesting and a bit more potent. Here, the 40k universal rules rode into the rescue, and the Knowledge of the Dark Side rule was born. I was going to make this table the same between Jedi and Dark Jedi but, in the end, saw the opportunity to make them more light or dark side in feel. So, whereas the Dark Jedi causes Fear, the Jedi are Fearless. The Dark Jedi also get more ’emotional’ effects, such as Furious Charge, Hatred and Zealot.

I also wanted to avoid letting Dark Jedi lead Imperial forces (it just does not seem right), so you have to have a ‘proper’ officer in a Battle-forged army.

Finally, as well as letting them be pretty much any power level you want (along with boosting up stats if you take your Dark Jedi to Master), there is the option for the blaster pistol that some of the miniatures have, as well as everyone’s favourite, twin Lightsabres.

 

Light Side Jedi

With the Dark Jedi done, there was nothing stopping me from doing Jedi for Codex: Rebel Alliance. The Light Side powers list will be done this coming weekend (hopefully), but I was initially just going to copy/paste the Dark Jedi into the Alliance book – actually, I was going to keep them exactly the same but charge the Rebels 10 points more for exactly the same unit (because the Dark Side is quicker, easier, more seductive…). As it turned out, tweaks suggested themselves almost immediately but I kept the points difference – you can decide for yourself whether the Light Side Jedi is worth a little more but if not, well, I stand by my previous explanation!

WS BS S T W I A Ld Sv Unit Type Unit Composition
Jedi 4 4 3 3 2 4 2 8 Infantry (Character) 1 Jedi
Jedi Master 5 5 4 4 3 5 3 9 Infantry (Character)

WARGEAR:

  • Lightsabre

SPECIAL RULES:

  • Adamantium Will (Jedi Master only)
  • Independent Character
  • Psyker (Mastery Level 1)
  • Stubborn

Knowledge of the Light Side: At the start of a battle, before any models are deployed, roll on the table below and apply its effects to the Jedi.

 

D6 Dark Side Effect
1 The Jedi has the Counter-attack special rule
2 The Jedi has the Fearless special rule
3 The Jedi has the Eternal Warrior special rule
4 The Jedi has the Feel No Pain special rule
5 The Jedi has the Hit & Run special rule
6 The Jedi has the Shrouded special rule

OPTIONS:

  • May upgrade to Psyker (Mastery Level 2)                                                 25 pts
  • May upgrade to Jedi Master with Psyker (Mastery Level 3)              35 pts
  • A Jedi Master may upgrade to Psyker (Mastery Level 4)                    25 pts
  • May take a second Lightsabre                                                                         30 pts
  • May take a blaster pistol                                                                                    5 pts

 

So, stats are the same, as are options. The Jedi loses Preferred Enemy (they just don’t dislike anyone enough), and their Knowledge of the Light Side concentrates more on ‘useful’ abilities such as Eternal Warrior, Hit & Run, and Shrouded. This, with their forthcoming Light Side powers list should give both types of Jedi the right ‘feel’ and make for some classic confrontations on the battlefield!

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