Challenge League Special Character Rules (Part 8)
The Imperial Guard allows for three types of Generals in the upcoming league, a Senior Heroic Officer (note that you cannot use an SO or JSO in the campaign), a Colonel-Commissar, and a Priest.
IMPERIAL GUARD
Colonel-Commissar
For this character, use the stat line of a Commissar. The Colonel-Commissar is an Independent Character rather than an Advisor. The Colonel-Commissar is Fearless, but loses Summary Execution.
Choice of TWO from this list +10 points:
- +1 WS
- +1 BS
- +1 W
- +1 A
AND choice of ONE from this list:
- Ancient Blade: As a reward for his service the Colonel-Commissar has been gifted with an ancient and priceless relic. The weapon counts as a master-crafted Power Weapon that adds +1S to the weilder; 20 points.
- The Emperor Protects!: The Colonel-Commissar instills such fear that Imperial troops under his command will fight when others would simply lie down and die. As a result, Imperial models within 12″ of the Colonel-Commissar are immune to the effects of Instant Death (including the Colonel-Commissar) caused by weapons with a Strength at least twice the model’s Toughness, taking a single wound instead; 30 points.
- Noble Presence: All Imperial units with a model within 12″ of the Colonel-Commissar count as Stubborn; 15 points.
- Stay the Line: All friendly Imperial units with line of sight to the Colonel-Commissar may roll may attempt to re-group, even if they are not normally allowed to do so; 10 points.
Heroic Senior Officer
Choice of ONE from this list +10 points:
- +1 WS
- +1 BS
- +1 Ld
AND choice of ONE from this list:
- Ancient Blade: As a reward for his service the Heroic Senior Officer has been gifted with an ancient and priceless relic. The weapon counts as a master-crafted Power Weapon that adds +1S to the weilder; 20 points.
- Careful Consideration: The Heroic Senior Officer considers every move his troops make very carefully. Once both armies are deployed but before the dice are rolled to determine who goes first, the Imperial Guard player may exchange the position of any two Imperial Guard units in his deployment zone; 10 points.
- Fight Fire With Fire: The Heroic Senior Officer may select the psychic power of any Sanctioned Psyker in his army; 10 points.
- Master Strategist: As long as the Heroic Senior Officer is alive and on the tabletop, he may choose to add +1 to each Reserves roll; 15 points.
- Master Tactician: The Heroic Senior Officer is a master of battle planning and using terrain to his advantage to surprise and confound his enemy. The Heroic Senior Officer may Infiltrate any one unit in his army, if the Infiltrate special rule is in use; 15 points.
- Scholar of War: May re-roll the die roll to determine who goes first; 20 points
Priest
The Priest loses the Advisors restriction, but must be attached to a unit of Guard Infantry (including any command squad, Anti-tank squad, Fire Support squad, Special Weapons squad, Mortar squads, Hardened Veteran squad, normal Infantry Platoon squads and Armored Fist squads).
Choice of TWO from this list +10 points:
- +1 WS
- +1 BS
- +1 I
- +1 W
- +1 A
- Fearless
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 one unit he joins may Infiltrate, if the scenario allows; 20 points.
- Phanacian Rosette: At the start of the turn, the Priest may reveal his Rosette instead of moving. 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.
I’m a little unsure about the Colonel-Commissar’s “The Emperor Protects!” ability. I was considering it providing a 4+ Invulnerable save to any unit he is attached to to represent their unwillingness to die (much like Azrael’s Lion Helm). I like the idea of the Colonel-Commissar radiating the will to go on, like Synapse. Besides Officers, Commissars, Priests, and Ogryns there just aren’t any multi-wound creatures so it seems like a waste.
Let me know what you think in the comments section!
Next Time: Space Marine Hero Dreadnoughts…