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Birth Of Legends Tourney

The purpose of the Birth of Legends events is to merge a campaign experience with a one day tourney
event, allowing people to build up their forces based upon their results in game. These characters and
units from these games may be saved and carried onto similar events in the future.
Building Legends: When beginning a new BOL commander choose an HQ choice (no specials). This
choice begins the campaign with a roll on the Advancement Table below (re-roll 12) and one
Legendary ability. Additionally you may roll for two Warlord traits and choose one. This is your
permanent Warlord trait.
Gaining Further Abilities: After every game you play you may have one your surviving characters and
one unit of your choice (no vehicles) roll on the Advancement table below.
Alternatively some missions bestow certain abilities for success, depending on whether the
criteria was met. If the criteria was met the character or unit meeting it may skip an
advancement roll and get the benefit instead.
Limits: A Warlord, HQ or similar, can have at max six advancements, of which only three can be
Legendary Abilities. A unit can only have four advancements, of which only two can be Legendary
Abilities.

-Advancement Table (Roll 2d6)2-3 Weapon of Excellence The character may choose any one weapon from his army's Codex
that he can normally select to be master crafted. Units can choose one special or regular
weapon in their squad to master craft.
4-7 Skilled Warrior The character may choose from the Skills below.
8 Characteristic Increase Choose either +1 WS or +1 BS.
9 Characteristic Increase Roll again: 1-3 = +1 Initiative; 4-6 = +1 Leadership.
10 Characteristic Increase Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.
11 Characteristic Increase Roll again: 1-3 = +1 Wound; 4-6 = +1 Toughness.
12 Legendary Ability The character/Unit may choose from Legendary Abilities below.

Limits: HQs/Warlords-6 Advancements/3 Legendary Abilities


Units-4 Advancements/2 Legendary Abilities

-Skills

Counter-Attack
Fleet
Infiltrate
Preferred Enemy
Scouts
Slow and Purposeful

Eternal Warrior
Fearless
Hit & Run (Requires Jump Infantry, Cavalry, or Bike)
Move Through Cover Acute Senses
Relentless
Rending (must choose either ranged or melee attack)
Skilled Rider (Requires Cavalry or Bike)
Stealth
Stubborn
Tank Hunters

LEGENDA RY ABILITIES Legendary Abilities represent truly unique abilities and skills possessed by only a
handful of mighty warriors. These are classed as either Single, Unit, Tank, or Army, and represent that
the ability only affects the commander (Single), a Unit (Unit), a Vehicle (Tank), or the entire force
(Army). Unless stated each ability may only be taken once.
Ancient Entity (Army-Necrons, All Eldar, All Chaos Only): Once a game force 1d3+1 units to make a
Fear check, regardless of whether theyd auto pass or have passed already, at a -3 penalty.
The Armor Of Contempt (Army, Imperial Only): Reroll all rolls of 1 for either ranged or melee attacks
once a game if vs. xenos or chaos.
Awesome Aim (Single): Character makes precision hits on a 5+.
Blademaster (Single): Hits in close combat have the Rending or Poison ability (take one character is
currently missing).
Blessing of Mars (Tank): vehicle becomes immune to the Melta and Lance rule.
Blood for Ground (Unit Tau and Astra Militarium Only): This unit claims objectives it can contest. If
this unit is wiped out while by an objective no one can claim it for one round.
Bionic Strength (Single): The character may make one attack with an initiative reduced weapons
(powerfists, etc) at their normal initiative, but must make an initiative test first.
Coordinated Assault (Single): Unit joined by this character gain +1 Attack.
Counterstrike (Single): For every roll of '1' to hit this character in close combat, enemy units
immediately suffer an automatic hit at the users base Strength.
Demonic Pact (Single): This character gains IWND of 4+ and two Advancement rolls (No Legendary
Abilities). If this character dies though take a leadership test. If failed the character returns with 1
wound and the abilities associated with Possession on the Perils of the Warp table but loses IWND and
the advancements for the rest of the game. Furthermore the player must pass a leadership test every
round or character comes under the control of the opposing player for that round. Character counts as
having died in the game afterwards and will suffer injuries, but otherwise returns to normal for next
game.

Demonic Thrall (Single-Non Grey Knights, Space Marines, Tyranids): The character gains a demonic
thrall that follows him around and takes up a spot on a transport. They gain either a bloodletter, a
daemonette, a plaguebearer, or a horror, which becomes a part of their unit and follows the states from
Codex: Chaos Demons. They come equipped with their basic armaments and psychic powers, but lose
Fearless if their character lacks it. The demon is spiteful though, so any melee or ranged attacks rolls of
1 to hit land on their character instead.
Dodge (Single): Character receives a 6+ invul save or +1 to their existing roll. Max of one.
Double Tap (Single): This character may fire one additional shot per turn if he does not move in the
movement phase and does not have a Heavy Weapon.
Duelist (Single/Unit): Character/Unit may forgo up to two of their attacks. For every surrendered
attack the target must reroll a successful armor save (both normal and invul).
Fates Fickle Adoration (Single): You may reroll up to 1d3+1 dice per turn, but your opponent gets half
as many dice to reroll on his turn.
Fearsome Reputation (Single/ Unit): This character/unit causes Fear.
Fenrisan Wolf (Single-Non Tyranid): Character has gained a Fenrisan wolf, which becomes part of his
unit and has the same stats from Codex: Space Wolves. This wolf bestows acute senses on the
character, and counts as one model for transportation purposes.
Flurry (Single): Instead of making his normal attacks, this character may inflict a single automatic hit on
all enemy models in base contact.
Gork or Mork? (Army Ork Only): During the turn orks call a Waagh up to 1d3+1 units may either gain
Rage or Fearless (but not both).
The Greater Good (ArmyTau Only): May choose to pass or fail any leadership test once per game
turn.
Gunnery Sergeant (Single): Unit join by character gain +1 Ballistics Skill.
Inspiring Iron (Tank): Units within 6 of this tank may reroll any failed break test each turn.
Master Psyker (Single): The character knows all the Psychic powers available to his Discipline.
Mentor (Unit): Unit joined by this character gain +1 Weapon Skill.
Monsters Are Real (Single/Unit): Place a counter by character or unit after it wins an assault. From
now on the unit counts as automatically scoring one additional point for combat results for the rest of
the game.
Outmaneuver (Army): After deployment, choose a single infantry or vehicle unit in your army. That unit
has the Scouts special rule for the duration of the battle.

Practiced Psyker (Single): The character may choose to cancel the casting of one psychic power once
per turn to prevent a Perils Of The Warp result after seeing the results of the attempt.
Psychic Hell (Single/Unit): Unit or character psyker may, once per game, voluntarily suffer a Perils of the
Warp. If they do any enemy unit within 12 inches suffers a strength 4, AP- hit and must make a panic
check.
Ravenous Invasion (Army -Tyranids Only): All difficult ground crossed by enemy units is also dangerous
for the game.
Red Fury (Single/Unit): Unit forgoes bonus attacks for charging but may reroll failed rolls to wound on
target. Only applies if unit could gain bonus attacks.
Retinue Of Honor (Single): Choose one unit in your army. When this character is in this unit he
automatically passes Look Out Sir rolls and can redirect hits to anyone in the unit despite distance.
Sharpshooters Eye (Single/Unit): Enemies may not take cover saves against shots from this character
or unit.
Superior Tactician (Army): You pass Seize The Initiative rolls on a 5+.
Tactical Precision (Unit): If this unit arrives by Deep Strike, it scatters D6" less than normal.
Timeless Evil (Single/Unit-Necrons & Demons Only): Force your opponent to reroll either any roll of to
hit or wound of 6 (choose at the start of every round).
Tau Drone Controller (Single-Non Tyranids): Character has gained a Tau Shield or Gun Drone (one only)
from Codex Tau that joins their unit and takes up a transport spot.
Tread Head (Tank): Tank may fire overwatch shoots with none blast weapons.
Untrained Psyker (Single Non Necron/Demon): Character counts as a Lv. 1 psyker with a random
discipline and its signature power. Psyker must +1 to any perils test they make.

Surviving Hell (Injury & Death): After each battle fought roll a D6 for any of your characters that have
been slain in battle (not fleeing or have fled from the table). If you won the game, a +1 bonus is added
to your roll:
1 Serious Injury - The character has survived but is greatly weakened by his injuries. He permanently
loses either 1 Wound or 1 point of Toughness from his starting profile. If either scores reaches 0 they
have died and cannot return.
2 War Wound - The character has survived but is weakened by his injuries.
Roll a D6.
1: Blind in one Eye The character takes a -1 to BS. If he gets this result again he must retire.
2-3: Broken Hand The character takes a -1 to WS.
5: Head Injury The character take a -1 to In.
6: Post Traumatic The character gains the Rage special rule. If he gets this result again he treats
all opponents as causing fear.
3 Slow Recovery - The character has survived, but is greatly weakened. Next game he suffers a
temporary -1 penalty to Strength, Toughness, and Initiative. After that game he returns to normal.
4 Traumatized - The near death experience has shaken the warrior. He takes -1 to Leadership.
5 Full Recovery - Despite his wounds, the character has made a full recovery and is ready for battle in
the next game.
6-7 What Doesn't Kill Me - The character gains a roll on the Advancement Table.
Recovery: After suffering grievous injuries, characters may be healed at the hand of an Apothecary,
Medic, or other healer. If your army includes a model that grants the Feel No Pain rule, roll a D6 after
each game the injured character takes part in. On a roll of 6, the character has been fully healed and no
longer suffers any of the injuries and penalties received. Demon, Necron and Tyranid characters may
always roll to Recover.

The Immortals: Some races are beyond true death. Demons can be destroyed permanently, but are
more likely to be banished to the warp except under extreme psychic assault. Necrons can repair their
bodies endlessly so long as enough survives. Even the Dark Eldar have found a way to regrow their body
from even a fragment.
A Character that is a Dark Eldar, a Daemon, a Necron, or a Wraithlord can chose to gain a new body in
the event their old one dies. All current injuries are healed, and the character starts as he/she/it was
before their bodies death. However, they must pass a Leadership test with a -2 penalty. If the test is
failed roll a 1d3:

1-Character is traumatized, as per the injury chart.


2-Character has post traumatic stress, as per the injury chart.
3-The character gains Deathwish, as below.
DeathWish (Single): Character becomes fearless, but must pass an armor save for every point he is
outnumbered by after losing an assault as he has become too reckless to care.

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