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Challenge League Special Character Rules (Part 7)

4 Minute Read
Jul 7 2007
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Here are the Inquisition rules. Let me know if you like them.

INQUISITION

Inquisitor Lord or Inquisitor

Choice of ONE from this list +10 points:
  • +1 WS
  • +1 S
  • +1 T (use original Toughness for Instant Death)
  • +1 A
  • +1 Ld (Inquisitor only)
AND choice of TWO from this list:

  • Cult Knowledge: The Inquisitor has fought (and vanquished) many threats before. In the midst of combat he can relay key information to those troops nearby. Every Imperial unit with a model within 12″ of the inquisitor counts as having the Preferred Enemy rule against an army that includes one or more units of the Inquisitor’s primary enemy type; 10 points.

Daemonhunters: Chaos units (including Lost and the Damned units).
Witch Hunters: Psykers (including Tyranid Hive Powers).
Alien Hunters: Xenos units (including Orks, Eldar, Dark Eldar, Necrons, Tyranids, Tau or Kroot).

  • Influential: This puritan Inquisitor commands almost unlimited resources in the sector. He may purchase up to 15 henchmen, and may have 0-4 of any one type. All other standard restrictions apply; 10 points.
  • Inquisitorial Rosette: At the start of the turn, the Inquisitor may reveal his Rosette instead of moving. All friendly Imperial units with line of sight to the Inquisitor that are falling back will regroup automatically, even if they are not normally allowed to do so. Pinned units in line of sight to the Inquisitor are no longer Pinned; 15 points.
  • Potent Summoner: This radical Inquisitor controls particularly potent warp creatures. Wounds that would cause Instant Death to Daemonhosts instead cause a single wound. In addition, the Inquisitor may choose the result of the Daemonhosts psychic power roll each turn; 20 points.
  • Teleport: The Inquisitor uses teleportation technology to travel where he is needed most. The Inquisitor (and his retinue) may 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; 10 points.

WITCH HUNTERS

Canoness

Choice of ONE from this list +10 points:

  • +1 WS
  • +1 A

AND choice of ONE from this list:

  • Blessed Ammunition: Any Bolt Pistol, Bolter or Heavy Bolter shots made by a unit attached to the Canoness ignore cover saves; 20 points.
  • Indomitable Will: Heroine has the Feel No Pain special ability; 20 points.
  • Undying Faith: All Faithful units in the army provide double Faith points, but the army does not benefit from the Martyr rule; 20 points.
  • Wings of Faith: The Canoness gains the Hit & Run special rule; 10 points.

Priest

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Choice of TWO from this list +10 points:

  • +1 WS
  • +1 BS
  • +1 I
  • +1 W
  • +1 A
  • Faithful (any attached unit also counts as Faithful)

AND choice of ONE from this list:

  • Confessor: Faced with the zealous rage and spittle-laden tirades from this Priest, any enemy unit within 12″ if the Priest suffers a -1 Leadership modifier; 10 points.
  • Evangelist: The Priest is unswerving in his faith and can inspire acts of courage even in the direst circumstances. The Priest (and any friendly unit in close combat with the Priest) never count as losing a close combats, counting a lost combat as drawn instead; 10 points.
  • Missionary: In his countless years of preaching the Word of the Emperor this Priest has visited many worlds and fought over many battlefields including these areas found locally. The Priest and the unit he is attached to may Infiltrate, if the scenario allows; 20 points.
  • Phanacian Rosette: At the start of the turn, the Priest may reveal his Rosette. All friendly Imperial units with line of sight to the Priest that are falling back will regroup automatically, even if they are not normally allowed to do so. Pinned units in line of sight to the Priest are no longer Pinned; 15 points.
  • Preacher: The Priest’s sermons of faith and devotion inspire those around him. Units within a model within 12″ may re-roll any failed Morale and Pinning checks; 10 points.

DAEMONHUNTERS

Grey Knight Hero

Choice of ONE from this list +10 points:

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  • +1 BS (Brother-Captain only)
  • +1 I (Brother-Captain only)
  • +1 W (Brother-Captain only)

AND

choice of ONE from this list:

  • Sanctified Weapon: Instead of using the Force Weapon, the Grey Knight Hero may choose to allow all of his close combat attacks to ignore Invulnerable saves. The Grey Knight Hero must choose at the beginning of the Assault phase; 20 points.
  • Healing Light: The Grey Knight Hero counts as equipped with a Narthecium; 20 points.

DEATHWATCH KILL-TEAM

Deathwatch Captain or Librarian

Choice of ONE from this list +10 points:

  • +1 WS
  • +1 Ld (Deathwatch Captain only)

AND choice of ONE from this list:

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  • Battle Captain: The Deathwatch Captain has the Rites of Battle ability. Deathwatch Captain only; 15 points.

    Master Librarian: May select a second Psychic Power from the Space Marine Codex for free. Deathwatch Librarian only; 15 points.

  • Chapter Librarian: The Librarian was recruited from the Dark Angels or Blood Angels chapter and has access to the two Chapter specific Psychic Powers only. Deathwatch Librarian only (must be modeled appropriately); 10 points.
  • Xenos Knowledge: The Deathwatch Kill-team has fought (and vanquished) many Xenos threats before. In the midst of combat he can relay key information to those troops nearby. Every Imperial unit with a model within 12″ of the Deathwatch Captain counts as having the Preferred Enemy rule against an army that includes one or more Xenos units (including Orks, Eldar, Dark Eldar, Necrons, Tyranids, Tau or Kroot). Deathwatch Captain only; 10 points.

Comments are welcome.

Next Time: Imperial Guard…

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