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Challenge League Special Character Rules (Part 6)

5 Minute Read
Jul 5 2007
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Here are the League rules for Tyranids, Eldar and Dark Eldar.

TYRANIDS

Hive Tyrant

Choice of ONE from this list:

  • Ancient Bone Sword: Hive Tyrant’s Bone Sword may be used as a Force Weapon (page 46 of the Warhammer 40,000 Rulebook); 15 points.
  • Hive Mind Conduit: Automatically passes any required Psychic Tests and may buy one additional Hive Mind power; 15 points.
  • Master of Its Kind: Synapse control range is extended to 18″; 15 points.
  • Regenerate: The Hive Tyrant gains the Regenerate ability; 25 points.
  • Reinforced Chitin: The Hive Tyrant gains the Reinforced Chitin (+1 Toughness) ability; 20 points.
Broodlord

Choice of ONE from this list:

  • Berserk Charge: On a player turn in which he charges, the Broodlord and all members of any squad he has joined are filled with berserker rage and may re-roll failed rolls to wound; 25 points.
  • Faster than Thought: The lone Broodlord has Fleet as described in the Universal Special Rules. May only not be used on a Broodlord with a Genestealer Bodyguard; 20 points.
  • Ferocious Bodyguard: The Broodlord’s Genestealer bodyguard gains the Counter-Attack ability; 15 points.
ELDAR
Farseer

Choice of ONE from this list +10 points:

  • +1 T (use original Toughness for Instant Death)
  • +1 A
AND choice of ONE from this list:

  • Clarity of Vision: The Farseer’s visions of the future are particularly powerful. If a Summoned or Deep Striking unit enters play within 4D6” of the Farseer (roll when each unit enters play), both he and any joined unit make immediately take a “free” shot at them. These shots are taken before the enemy unit moves, as an exception to the normal turn sequence, and the unit counts as stationary. Aside from this, the normal shooting rules apply; 10 points.
  • Power Weapon: The Farseer’s Witch Blade counts as a Power Weapon (in addition to its other benefits); 15 points.
  • Scholar of War: May re-roll the die roll to determine who goes first; 20 points.
  • Wraithbone Singer: The Farseer may attempt to repair damaged Eldar vehicles and restore them to their rightful place on the battlefield. If an Eldar vehicle has suffered an Immobilized or Weapon Destroyed result then there is a chance the Wraithbone Singer can repair it. To do this the Farseer must start his Movement phase in base contact with the damaged vehicle and not be inside it, Falling Back, Locked or Pinned. Rodd a D6 and of the result is a 5 or 6 then either a Weapon Destroyed result or Immobilized result (owning player’s choice) will be repaired. Both the vehicle and the Farsee (including any unit he has joined) must remain stationary for the entire Movement phase. The repair attempt will be complete before the Shooting phase begins; 25 points.
Autarch

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Choice of ONE from this list +10 points:

  • +1 WS

AND choice of ONE from this list:

  • Inspiring: The Autarch is the epitome of all it is to be Eldar. Units within a model within 12″ may re-roll any failed morale checks; 10 points.
  • Precise Attack: A model that fails a saving throw when wounded by the Autarch suffers two wounds instead of one; 10 points.
  • Prolonged Training: The Autarch is a veteran of hundreds of battles. The Autarch may have one Exarch Power from any Aspect for the cost of the power, plus 10 points.
  • Sure Footed: The Autarch (and any unit he joins) may not be Entangled; 10 points.

Avatar

Choice of ONE from this list:

  • Terrifying: Units in close combat with the Avatar are at -2 to Leadership for Morale checks required by combat resolution; 15 points.
  • Umatched Warrior: Ignores the base contact requirement for performing a Sweeping Advance; 15 points.

AND choice of ONE from this list:

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  • Alaitoc Like the Void: Enemy units must use Night Fighting rules to target the Avatar; 30 points.
  • Biel-Tan Thundervoice: The Avatar’s Inspiring special rule is increased to 18″; 20 points.
  • Dirge of Iyanden: Any enemy with a model within 12″ of the Avatar has their Leadership reduced to 7; 30 points.
  • Saim-Hann Faster than Thought: The Avatar has Fleet as described in the Universal Special Rules; 20 points.
  • Ulthwe Psychic Presence: The psychic essence of the Avatar enhances the Eldar psychic powers of the Farseer. Friendly psykers in line of sight to the Avatar automatically pass Psychic Tests; 25 points.

DARK ELDAR

Archon, Dracon, Wych Archite and Wych Dracite

Choice of ONE from this list +10 points:

  • +1 WS
  • +1 W (Dracon and Wych Dracite only)
  • +1 A (Dracon and Wych Dracite only)
  • +1 Ld
  • 4+ Armor Save

AND choice of ONE from this list:

  • Furious Insanity: Once per game the Archon may descend into the depths of his depravity, forsaking reality for insanity. At the start of any Dark Eldar turn your Archon can go insane. His base Strength, Toughness, and Attacks characteristics are doubled until the start of the following Dark Eldar turn as his fury is unleashed. Unfortunately he expends no effort on defending himself, so can receive no save (cover, armor, or invulnerable) for the duration of his fury; 30 points.
  • Master Raider: The Dark Eldar character may choose the result of the Dusk and Dawn die roll for any game that uses that rule; 10 points.
  • Precise Attack: A model that fails a saving throw when wounded by the Dark Eldar character suffers two wounds instead of one; 10 points.
  • Sure Footed: The Dark Eldar character (and any unit he joins) may not be Entangled; 10 points.

Haemonculus

Choice of TWO from this list +10 points:

  • +1 WS
  • +1 BS
  • +1 W
  • +1 I
  • +1 A
  • +1 Ld

AND choice of TWO from this list:

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  • Torturous Blades: The Haemonculi know the weakness of every species he has tortured. If he desires, he can kill with a single blow. Any unsaved wound caused by the Haemonculus in close combat causes Instant Death; 20 points.
  • Enhanced Victims: One unit of Grotesques in the army is enhanced. Their attacks count as Rending; 25 points.
  • Frightful Presence: Any enemy unit with a model within 12″ of the Haemonculus suffers a -1 Leadership modifier; 10 points.
  • Trophy Rack: The Haemonculus understands the power of grisly trophies. All enemy models require a 5+ to hit the Haemonculus (and any unit he has joined) in shooting, but their hatred of the Haemonculus gives them the Preferred Enemy ability when attacking the unit in close combat; 15 points.

I’d like everyone to take a look at these and let me know if you see any issues. If you have any questions or thoughts, please leave them as comments (we’re getting lots of email with great questions, but comments are more helpful so I don’t have to answer the same question twice).

Next Time: The Inquisition!..

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