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Challenge League Special Character Rules (Part 4)

5 Minute Read
Jun 29 2007
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Here are the Orks!

Note: The rule requiring an Ork army to include a Warboss is suspended for the League. Ork armies may select a Warboss, Painboss, Weirdboy or Big Mek as their General. If a Painboss, Weirdboy or Big Mek is selected as the Ork army’s General, it may not include a Warboss.

ORKS

Warboss

Choice of ONE from this list +15 points:

  • +1 WS
  • +1 BS
  • +1 A

AND choice of ONE from this list:

  • Big Boss: The Warboss is the largest of his kind. He gains +1 to his Strength and Toughness characteristics; 30 points.
  • Goin’ Kommando: This sneaky Warboss has the Infiltrate and Slippery special rules. He must accompany a mob of Kommandos and may not wear mega armor; 15 points.
  • Looted: This Warboss has looted a Power Weapon as a troply of one of his many kills; 15 points.
  • Kunnin’: One of the most kunnin’ of his kind, the Warboss can reveal his plans once set-up is complete but before first turn is determined. The kunnin’ Warboss may re-deploy D3 of his Ork units; 20 points.
  • Storm Boss: The Warboss may be equipped with the Jump Pack. He must accompany a Stromboyz Mob; 20 points.
  • Sure Footed: The Warboss (and any unit he joins) has the Slippery special rule and may not be Entangled; 10 points.

Big Mek

Choice of ONE from this list +10 points:

  • +1 WS
  • +1 BS
  • +1 T
  • +1 W
  • +1 Ld
  • 5+ Invulnerable Save

Choice of TWO from this list:

  • Bolt-on Big Fixxa: The Big Mek in Mega-Armor may also be equipped with a Bolt-on Big Fixxa. This contraption counts as a Techmarine Servo Harness (two servo arms, plasma cutter, and flamer). He may fire both harness mounted weapons or one harness-mounted weapon and one of his personal weapons. If equipped with Mekboy’s Tools, the Big Mek may re-roll the result a repair attempt. The Big Mek using a Bolt-on Big Fixer may not be equipped with a Kustom Force Field; 30 points.
  • Red Paint Job: If the Big Mek’s armor is painted red he can Fleet in the Shooting phase instead of shooting. May not be used if equipped with Mega-Armor; 15 points.
  • Spikes and Blades: Enemy units that attack the Big Mek in close combat and miss potentially wound themselves on the Big Mek’s armor. Each failed hit in close combat causes a single S3 hit to the attacking unit. Wounds caused by Spikes and Blades do not count for combat resolution; 15 points.
  • Teleporta: The Big Mek has access to a “state of the Ork” teleporta. The Ork player may choose D3 units to be held in Reserve and enter play by Deep Strike using the Deep Strike scenario special rules even in missions which do not normally allow Deep Strike or Reserves; 25 points.

Painboss

Choice of ONE from this list +10 points:

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  • +1 WS
  • +1 BS
  • +1 W
  • +1 Ld
  • 5+ Invulnerable Save

AND choice of ONE from this list:

  • ‘Urty Wurks: The Painboss has access to Combat Drugs (Chaos Codex, Book of Slaneesh); 25 points.
  • ‘Uge Bonesaw: The ‘Uge Bonesaw is a two-handed Power Weapon. Roll D6 at the start of each Assault phase the Painboss is in combat. On a roll of 1 the Painboss suffers a wound (saves taken as normal) and may not attack as he fights to control the ‘Uge Bonesaw. Any other result is the number of additional attacks available to the Painboss; 30 points.
  • Joos Injectors: A Painboss may improve his Cybork bodyguard with implanted Joos injectors. When charging into close combat, the unit rolls 2D6″ to determine their assault range. The distance is not reduced by Difficult Terrain. If the result is an 11 or 12, a model is removed as a casualty as the Joos wreaks havoc on his already ravaged body; 20 points.
  • Indomitable Will: Due to years of experimenting on himself, the Painboss the Feel No Pain universal rule. He also has lost the ability to taste Bananas; 20 points.

Weirdboy
For this character, use the stat line and base cost of a Painboss (except Ld8). The Weirdboy is an Independent Character and may be accompanied by Cybork Bodyguard (as per the Painboss). A Weirdboy may NOT take items from the Ork armory.

Note: A Weirdboy does not suffer Perils of the Warp, but instead suffers a Strength D6 hit if he rolls a 2 or 12 on his Psychic test as the barely contained energies build up to cause an ‘Eadbang. Like all psychic powers, only one Weirdboy psychic power may be used per game turn.

Choice of TWO from this list +10 points:

  • +1 WS
  • +1 T
  • +1 W
  • +1 Ld
  • 5+ Invulnerable Save

Choice of TWO powers from this list:

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  • Blazin’ Fist of Gork: This psychic power used instead of shooting. If successful, designate a target unit and place the flamer template so that it is at least partially over as many unit members as possible. The whole template must be in range and line of sight. Roll to hit once, using the Weirdboy’s normal BS. If you hit, then all models partially or wholly under the template are hit. If you miss, they are each hit on a roll of 4+. The Blazin’ Fist of Gork has the following profile: Range 24″ Strength 6 AP 4 Assault 1/Template; 25 points.
  • Da Waaagh: This power may be used at the beginning of either player’s Assault phase. If the Psychic test is passed all Ork mobz with a model within 12″ count as Initiative 4 but may not Waaagh. This effect lasts until the beginning of the next player’s turn; 25 points.
  • Mork Wants Ya!: Nominate one Ork mob within 12″ of the Weirdboy; this mob may move D6″ in the Shooting Phase instead of shooting; 25 points.
  • Psychic Vomit: This power can be used in the Weirdboy’s Shooting phase instead of firing a weapon. As normal, the Weirdboy must pass a Psychic test in order to use the power. It has the following profile: Strength 2D6 AP D6 Template/Assault 1. Note that the Strength of the attack is determined by rolling 2D6 and the AP value is determined by rolling a D6. Roll once for the Strength and AP of the attack each time you shoot; don’t roll separately for each target you hit. If the Strength is 11 or 12, then the attack has no effect; 15 points.
  • Pulsa: The Pulsa psychic power is used in the Weirdboy’s Assault phase, at an effective Initiative of 1. If the Psychic test is passed, place the Ordnance template anywhere in contact with the Weirdboy. All models, friend or foe, touched by the template take a Strength 5 hit with armor saves take as normal. Wounds caused by the Pulsa do not count toward the combat result; 15 points.
  • Roar of Mork: This psychic power is used at the beginning of the Weirdboy’s Movement phase. If successful, all enemies with LoS to the Weirdboy make a successful Target Priority test to target an Ork unit other than the Weirdboy’s unit. If the Target Priority test fails, the unit must shoot at the Weirdboy’s unit instead of their intended target (even if this would be out of range). The Weirdboy may only use this power if joined to an Ork unit. This effect lasts until the beginning of the Weirdboy’s next turn; 25 points.

As always, we’d love your feedback on our rules for the Greenskins!

Next Time: Necrons and Tau…

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  • Challenge League Special Character Rules (Part 1)

    Warhammer 40K