Codex: Lost and the Damned for 5th Edition - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Misanthrope's Avatar
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    Codex: Lost and the Damned for 5th Edition

    Hi all,

    I was kind of bored today and fretting over the disappearance of support (from GW) for the Lost and the Damned, so I figured "hey, why not try to make one of my own!"

    So I did.

    I tried to keep all of the flavour and colourfulness of the original LatD, while updating it and adding some cool new stuff to it, such as mixing both CSM "Lesser Daemons" and actual Daemons of Chaos, adding a "Rogue Psyker" with a bunch of different abilities for power selection, adding options for several new unit types here and there, etc. I also, of course, had to try and keep it all balanced, but it's not like i'm an expert at balsnce. I was greatly inspired by, of course, the original LatD, as well as CSM (last edition and current), Codex: Daemons, as well as Codex: Orks just a bit. Maybe you'll spot where

    Anyway, here it is! Lots of feedback, people!

    LatD.txt

    More in-depth, I tried to make a uniform merging of all different types of units; from rogue heretical leaders and psykers to elements of Chaos Space Marines to daemonic forces. I attempted to balance the introduction of powerful units from other codecies by dropping an additional 50pt cost for buying them; so a Chaos Lord leading LatD forces would cost an extra 50pts. I also tried to mix in both firepower and CC power; the basic Traitor (and Mutant) are very cheap but about Guard Conscript level of effectiveness (but better WS). Hopefully what it'll do is make armies which have lots of really cheap core units mixed in iwith a healthy amount of powerful chaotic elements.

    Last edited by Misanthrope; July 10th, 2008 at 21:45.
    Takka n' Wakka's Dakka Attacka! 33W / 6L / 1D

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  3. #2
    Lord Admiral kithre's Avatar
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    Can you post in piecemeal here? It's hosted on a website most people behind corporate firewalls can't access.

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    If you have access to codex:CSM 4th edition, it has lots of awesome, tasty, juicy buffs for units that are not included in the stinky, disgusting, even-Nurgle-won't-touch-it edition that came out last year. Also, it would be best to allow selections from codex: Daemons instead of the deamons that are in csm, as they are much more chaotic. With a few other minor changes though, it would be a great list. Please use Word next time?

  5. #4
    Senior Member Misanthrope's Avatar
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    <HQ>

    APOSTLE OF THE DAMNED 60 POINTS
    WS BS S T W I A Ld Sv
    4 3 3 3 3 4 2 9 4+

    Unit Type:
    Infantry

    Number/Squad:
    1

    Wargear:
    Carapace Armour
    Bolt Pistol
    Close Combat Weapon
    Frag Grenades
    Krak Grenades

    Special Rules:
    Independant Character
    Aurator of Damnation

    Options:
    May have one of the following:
    Mark of Khorne for 15pts
    Mark of Nurgle for 20pts
    Mark of Slaanesh for 10pts
    Mark of Tzeentch for 20pts

    May replace his Bolt Pistol for one of the following:
    Plasma Pistol for 15pts
    Combi-Flamer for 5pts
    Combi-Melta for 15pts
    Combi-Plasma for 10pts

    May replace his Close Combat Weapon for one of the following:
    Power Weapon for 15pts
    Power Fist for 25pts
    Arcane Weapon for 40pts

    May take any of the following:
    Melta Bombs for 5pts
    Personal Icon for 5pts
    Daemonic Steed (see Codex: CSM) for 30pts

    Aurator of Damnation: The Apostle of the Damned is said to be blessed by the Chaos Gods. So convinced of his divinity with the Infernal Powers, all Lost and the Damned units with atleast one model within 12" are Fearless.

    Arcane Weapon: Arcane Weapons are said to be ancient, corrupted weapons forged millenia ago through arcane rituals dedicated to the Chaos Gods. Arcane Weapons are treated as Force Weapons. They are also Personal Icons, and grant their wielder with a 5+ invulnerable save.

    0-2 Dark Mechanicus Magii 50 POINTS

    WS BS S T W I A Ld Sv
    4 4 3 3 3 4 2 8 4+

    Unit Type:
    Infantry

    Number/Squad:
    1

    Wargear:
    Carapace Armour
    Bolt Pistol
    Close Combat Weapon
    Frag Grenades
    Krak Grenades

    Special Rules:

    Independant Character
    Techpriest
    Curse of the Infernal Machine

    Options:
    May replace his Bolt Pistol for one of the following:
    Plasma Pistol for 15pts
    Combi-Flamer for 5pts
    Combi-Melta for 15pts
    Combi-Plasma for 10pts

    May replace his Close Combat Weapon for one of the following:
    Power Weapon for 15pts
    Power Fist for 25pts
    Force Weapon for 40pts

    May take any of the following:
    Melta Bombs for 5pts
    Personal Icon for 5pts
    Daemonic Steed for 30pts
    Chaos Power Armour (3+ Save) for 15pts

    May be accompanied by up to 4 of the following:
    Tech Servitor for 10pts
    Gun Servitor for 20pts
    Combat Servitor for 15pts

    Each Gun Servitor may take any one of the following:
    Heavy Bolter for 5pts
    Multimelta for 20pts
    Plasma Cannon for 30pts
    Reaper Autocannon for 20pts

    Curse of the Infernal Machine: Twisted by their pact with the Infernal Powers, Dark Mechanicus Magii have developed their usually supportive and passive abilities for use in offensive roles. Magii have the Curse of the Internal Machine power. During the Shooting Phase, instead of repairing a vehicle or firing another weapon the Magii may select any enemy vehicle within 12" and in Line of Sight. Roll for a Leadership test; if it is passed the targeted vehicle suffers an automatic penetrating hit (subject to cover saves as normal). If the test is failed the Magii immediately suffers a Perils of the Warp attack as if he had rolled a 12. Note that as this is a shooting attack, the Magii must target the same enemy unit as the rest of his squad, and vice versa.

    Tech-Priest: Dark Mechanicus Magii and his Servitors follow the same rules for Techpriests in regards to repairing damaged vehicles. See Codex: Imperial Guard for more details.

    If your army includes one or more Dark Mechanicus Magii, you may include a single Obliterator Cult unit from Codex: Chaos Space Marines. This unit will cost 50pts + Actual Cost. Obliterator units chosen this way will not take up a Force Organization Chart slot.



    ROGUE PSYKER 60 POINTS

    WS BS S T W I A Ld Sv
    3 2 3 3 2 3 2 8 6+

    Unit Type:
    Infantry

    Number/Squad:
    1

    Wargear:
    Light Armour
    Laspistol
    Close Combat Weapon

    Special Rules:
    Independant Character
    Psyker

    Options:
    May have one of the following:
    Mark of Nurgle for 20pts
    Mark of Slaanesh for 20pts
    Mark of Tzeentch for 30pts

    May replace Laspistol with one of the following:
    Bolt Pistol for 1pt
    Plasma Pistol for 10pts

    May Replace Close Combat Weapon with one of the following:
    Force Weapon
    Arcane Weapon
    Staff of Torment

    A Rogue Psyker is a Psyker and must have one of the following psychic powers (models with a Mark of Tzeentch may choose one additional power):
    Capricious Blessing for Free
    Doombolt for 10pts
    Warptime for 25pts
    Wind of Chaos for 30pts
    Gift of Chaos for 30pts
    Nurgle's Rot for 15pts (models with the Mark of Nugle only)
    Bolt of Change for 25pts (models with the Mark of Tzeentch only)
    Lash of Submission for 20pts (models with the Mark of Slaanesh only)

    Alternatively, instead of choosing one of the above powers, the Rogue Psyker may
    May take any of the following:
    Melta Bombs for 5pts
    Personal Icon for 5pts
    Familiar for 5pts

    Capricious Blessing: Rather than selecting a specific power, the Rogue Psyker will allow the uncontrolled power of Chaos flow through him. Roll on the table below at the beginning of every shooting phase; the result will be the chosen power unleashed by the Rogue Psyker this turn. After rolling for his psychic power, roll his psychic test as usual.

    D6 Result
    1 Mental Abomination
    The unfettered power of Chaos incarnate courses through the Rogue Psyker, threatening to overwhelm him. Roll a psychic test as normal, but with a -1 Ld modifier. If the test is passed, you may select any power from this list to use this turn. If the test is failed, the Psyker will not cast any power this turn and is overcome by the power of Chaos, suffering 1 wound with no saves of any kind allowed.
    2 Machine Curse
    The Psyker reaches out with his mind to sabotage the inner workings of an enemy vehicle. Select any enemy vehicle within 18" and which the Psyker has Line of Sight to. If the Psychic Test is passed, that vehicle suffers an automatic glancing hit.
    3 Surge
    The Psyker releases an ebb of Chaotic energy, which fills all nearby units with insatiable violence. If the Psychic Test is passed, all units with a model within 6" of the Psyker gain the Fleet of Foot special ability for this turn only.
    4 Power Incarnate
    Psychic energy flows into the Psyker's hands, and is released as either one massive blast of energy, or a wave of mind-numbing power. If the Psychic Test is passed, the Psyker may fire either a single S9 AP2 shot at any target within 18", or D6 S5 AP4 Pinning shots at any target within 24". These attacks follow all the normal rules for shooting attacks.
    5 Maelstrom
    The Psyker calls upon the Warp, and in an instant disappears. The Psyker and any unit he is removed from the table and immediately re-enters the battle using the Deep Strike special rules, with the only difference being that the Psyker and his unit may still shoot and assault this turn after Deep Striking.
    6 Daemonic Presence
    The Psyker concentrates with all his might to summon the malicious presence of Chaos to bless his damned armies. All friendly units become Fearless this turn (and the enemy's next turn). Any Daemons held in Reserve may be immediately summoned if the owning Player so chooses, entering the table immediately (yes, in the Shooting Phase!) and subject to all the normal rules for Daemonic Summoning as stated in Codex: Chaos Space Marines. All Daemons (including those brought onto the table by this power in this turn) add +1 to their Invulnerable Save, though it may not exceed 2+.



    DAEMON PRINCE 50 POINTS + ACTUAL COST
    0-1 Daemon Princes may be chosen from the Codex: Chaos Space Marine army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs.


    CHAOS LORD 50 POINTS + ACTUAL COST

    0-1 Chaos Lords may be chosen from the Codex: Chaos Space Marine army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs.



    <ELITES>

    BIG MUTANTS 20 POINTS EACH


    WS BS S T W I A Ld Sv
    3 2 5 5 2 2 2 7 5+

    Unit Type:
    Infantry

    Number/Squad:
    5-10

    Wargear:
    Tough Hide (counts as 5+ armour)
    Close Combat Weapon

    Special Rules:
    Slow and Purposeful

    Options:
    Big Mutants may take one of the following options (every model in the squad must be equipped):
    Firearms for 3pts per model
    Big Blunt Weapons for 5pts per model

    The unit may take any two of the following:
    Heavy Stubber for 5pts
    Flamer for 5pts

    Firearms: The legions of the damned have countless varieties of looted, scavanged and daemonically manufactured weapons available to them. Firearms count as S4, AP6, Assault 1, Gets Hot! weapons with 18" range.

    Big Blunt Weapon: Big Mutants will often grab large items for use as weapons. Big Mutants with Big Blunt Weapons add +1 to their strength.


    CHOSEN CHAOS SPACE MARINES 50 POINTS + ACTUAL COST
    0-1 units of Chosen Chaos Space Marines may be chosen from the Codex: Chaos Space Marine army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs.

    DAEMONS OF THE GODS 50 POINTS + ACTUAL COST
    0-2 units of Daemons may be chosen from the Codex: Chaos Daemons army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs. The following Daemons units may be chosen: Bloodletters of Khorne, Flesh Hounds of Khorne, Daemonettes of Slaanesh, Seekers of Slaanesh, Plaguebearers of Nurgle, Pink Horrors of Tzeentch, Screamers of Tzeentch, Furies of Chaos. These Daemons will enter play according to the rules for summoning Lesser Daemons as found in Codex: Chaos Space Marines. Note that this means that these daemons may assault on the turn they are summoned. Daemon units may only be summoned by Icons bearing their Mark, or by Icons of Chaos Glory or Personal Icons, but never an Icon of another God other than their own (for instance, a unit of Bloodletters can not be summoned to an Icon of Slaanesh, or to a Personal Icon carried by a character with the Mark of Slaanesh, as that character's mark will seep into his Personal Icon).



    <TROOPS>

    TRAITORS 4 POINTS EACH


    WS BS S T W I A Ld Sv
    3 2 3 3 1 2 1 5 6+
    Agitator
    3 3 3 3 1 3 2 6 6+
    Champion
    4 4 4 4 1 4 2 10 3+

    Unit Type:
    Infantry

    Number/Squad:
    5-20

    Wargear:
    Laspistol and Close Combat Weapon
    Frag Grenades

    Character:
    One model may be upgraded to an Agitator for 10pts

    He may replace his Laspistol for one of the following:
    Shotgun for Free
    Bolt Pistol for 1pt
    Boltgun for 2pts
    Twin-linked bolter for 5pts
    Combi-Weapon for 10pts

    He may replace his close combat weapon with one of the following:
    Power Weapon for 20pts
    Power Fist for 30pts

    The unit may be led by an Aspiring Champion Chaos Space Marine for 30pts. He may have any of the options as stated in Codex: Chaos Space Marines. Note that units of Traitors may have both an Agitator and an Aspiring Champion.

    Icon:
    One Model may be given one of the following Icons:
    Chaos Glory for 10pts
    Slaanesh for 20pts
    Khorne for 30pts
    Nurgle for 40pts
    Tzeentch for 40pts

    Options:
    One model may be given one of the following special weapons in addition to his Laspistol and Close Combat weapon:
    Grenade Launcher for 5pts
    Combi-Weapon for 10pts
    Plasma Gun for 15pts
    Melta Gun for 15pts
    Flamer for 5pts
    Sniper Rifle for 10pts

    Two models may form a heavy weapon crew with a weapon from the following list:
    Heavy Bolter for 5pts
    Autocannon for 10pts
    Missile Launcher for 15pts
    Lascannon for 20pts
    Mortar for 5pts

    If no heavy weapon is taken, then one additional model may take a special weapon from the above list.

    If the unit does not have any dedicated transports, and is not led by an Aspiring Champion, it may have any number of the following options:
    Infiltrate/Flank for Free
    Move Through Cover for 1pt per model
    Guerilla Camouflage (+1 to Cover Saves) for 1pt per model

    Note that if the unit is joined by a model which does not have these abilities, the entire unit will lose the ability.

    Transport:
    If the unit numbers 10 models or less, they may take a Chaos Rhino as a dedicated transport (see the entry in Codex: Chaos Space Marines). If the unit numbers 12 models or less, they may take a Chimera as a dedicated transport (see the entry in Codex: Imperial Guard). If the unit numbers 6 models or less, they may take a Personal Vehicle as a dedicated transport (see below).

    Multiple Transports:
    If the unit numbers 20 models, they may take two Rhino or Chimera dedicated transports. When the unit is embarked, the dedicated transports are treated as a Vehicle Squadron except that, if they are Rhinos, damage results which cause Immobilization will not lead to a transport being destroyed. Instead, the second transport must remain in coherency with the Rhino as it attempts to repair its immobilization result (which it must do, barring any other action, until it is repaired). When disembarking from multiple transports, the unit must disembark while maintaining the normal 2" coherency with all models.

    If the unit numbers 12 models exactly it may take two Personal Vehicles as dedicated transports, rather than a Chimera. If the unit numbers 18 models exactly it may take three Personal Vehicles as dedicated transports. Personal Vehicles follow the rules for Multiple Transports as stated above.

    PERSONAL VEHICLE 20 POINTS

    BS F S R
    2 10 10 9

    Unit Type:
    Fast Vehicle (Open-Topped)

    Wargear:
    None

    Special Rules:
    Ancient Engineering

    Options:
    Extra armour for 10pts

    One of the following Pintle-mounted weapons:
    Heavy Stubber for 5pts
    Twin-linked Boltgun for 5pts
    Havoc Launcher for 20pts

    Transport:
    Personal Vehicles have a transport capacity of 6.

    Ancient Engineering: Personal Vehicles are old, discarded piles of junk that have been scavanged and put to service by the foul followers of Chaos for use as transportation in their guerilla campaigns. Because of their ancient workmanship, any Personal Vehicle which attempts to move Flat Out, or more than 12" during its movement phase, will be treated as if it were moving through Difficult Terrain, to represent the chances of the vehicle breaking down completely as it is pushed to such high speeds.


    MUTANTS 4 POINTS EACH


    WS BS S T W I A Ld Sv
    2 0 3 3 1 1 2 5 -
    Mutant Leader
    3 3 3 3 2 2 2 5 6+
    Big Mutant
    3 2 5 5 2 2 2 7 5+

    Unit Type:
    Infantry

    Number/Squad:
    5-20

    Wargear:
    Close Combat Weapon

    Special Rules:
    Slow and Purposeful

    Character:
    One model may be upgraded to Mutant Leader for 10pts

    He may replace his close combat weapon with one of the following:
    Power Weapon for 20pts
    Power Fist for 30pts

    Instead of a Mutant Leader, the unit may be led by a single Big Mutant as taken from the Big Mutant army list entry above, with all of the same options.

    Options:
    The entire unit may take Firearms at no additional cost.

    Two models may take Flamers for 5pts each.

    The entire unit (except Big Mutants) may take one of the following daemonic abilities:
    Corpulescent - Toughness permanently increased to 4 for 2pts per model (note: for Instant Death calculations, treat the mutant as being Toughness 4)
    Ultra-Violent - Strength increased to 3 for 2pts per model
    Scantily Clad - Initiative increased by 1 for 2pts per model
    Changed - 5+ invulnerable save for 2pts per model



    GIBBERING HORDES 15 POINTS EACH


    WS BS S T W I A Ld Sv
    2 0 3 3 3 2 3 10 5+

    Unit Type:
    Infantry

    Number/Squad:
    3-9

    Special Rules:
    Swarm

    The Plagueswarm: One unit of Gibbering Hordes (which count as Nurglings) may be selected for every unit bearing the Mark or an Icon of Nurgle, or a Mutant unit with the Corpulescent daemonic ability. Gibbering Horde units will not use up any Force Organization Chart spots.

    Scavengers of Death: For every enemy unit completely destroyed (either by killing each model, or by the unit fleeing off table, or ceasing to exist in any other way), an additional d3 bases may be added to every Gibbering Hordes unit, as the stench of death and decay draw more of the fickle, putrid scavengers from the depths of the warp.



    CHAOS SPACE MARINES 50 POINTS + ACTUAL COST
    0-2 units of Chaos Space Marines or Cult Marines (Berzerkers Plague Marines, Noise Marines or Thousand Sons) may be chosen from the Codex: Chaos Space Marine army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs.


    LESSER DAEMONS ACTUAL COST
    0-6 units of Lesser Daemons may be chosen from the Codex: Chaos Space Marine army list at their actual cost. They follow all of the normal rules for Lesser Daemons.


    <FAST ATTACK>

    CHAOS HOUNDS 10 POINTS EACH


    WS BS S T W I A Ld Sv
    4 0 4 4 1 4 2 7 6+

    Unit Type:
    Cavalry

    Number/Squad:
    5-10

    Special Rules:
    Infernal Obedience

    Infernal Obedience: Warhounds are trained through viscious and violent beatings, starvation and other cruelty. Any unit of Warhounds which is defeated in combat will automatically fail its Leadership test. Due to their speed, they will immediately flee 3d6 inches before the enemy has a chance to commit a sweeping advance. They will automatically regroup the next turn, unless they flee off of the table edge, in which case they are lost forever. Having been comprehensively defeated by their foe, they must roll a Leadership test if they wish to assault any enemy unit which has previously defeated them. If they fail the leadership test, they may not assault that turn, as they are intimidated by the beatings they endured.


    HELLRIDERS 25 POINTS + ACTUAL COST
    0-3 units of Imperial Guard Roughriders may be chosen from the Codex: Imperial Guard army list. If taken, they will cost an extra 25 points to field in a Lost and the Damned army, along with their actual costs.


    CHAOS RAPTORS 50 POINTS + ACTUAL COST
    0-1 units of Chaos Raptors may be chosen from the Codex: Chaos Space Marines army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs.


    CHAOS SPAWN ACTUAL COST
    0-3 units of Chaos Spawn may be chosen from the Codex: Chaos Space Marines army list. They follow all the rules for Chaos Spawn as detailed in Codex: Chaos Space Marines


    <HEAVY SUPPORT>

    TRAITOR HEAVY WEAPON SQUAD 4 POINTS EACH
    Traitor Heavy Weapon Squads are the same as regular Traitor Squads, except that they may take up to three heavy weapons, and no special weapons. All other options apply.


    SUPPORT VEHICLE SQUADRON 30 POINTS EACH

    BS F S R
    2 10 10 9

    Unit Type:
    Fast Vehicle (Open-Topped)

    Number/Squadron:
    1-3

    Wargear:
    None

    Special Rules:
    Ancient Engineering

    Options:
    Extra armour for 10pts

    One of the following weapons:
    Twin-Linked Grenader Launcher for 10pts
    Twin-Linked Heavy Stubber for 10pts
    Heavy Bolter for 10pts
    Missile Launcher for 15pts

    Ancient Engineering: Personal Vehicles are old, discarded piles of junk that have been scavanged and put to service by the foul followers of Chaos for use as transportation in their guerilla campaigns. Because of their ancient workmanship, any Personal Vehicle which attempts to move Flat Out, or more than 12" during its movement phase, will be treated as if it were moving through Difficult Terrain, to represent the chances of the vehicle breaking down completely as it is pushed to such high speeds.


    DEMOLITION VEHICLES 50 POINTS EACH

    BS F S R
    2 10 10 9

    Unit Type:
    Fast Vehicle (Open-Topped)

    Number/Squadron:
    1-3

    Wargear:
    Bomb

    Special Rules:
    Suicide Run
    Ancient Engineering

    Suicide Run: Demolition Vehicles are piloted by maniacal devotees to the Chaos Gods, who have taken it upon themselves to sacrifice their own lives in return for eternal life. The vehicles they man are fitted with bombs which are triggered by the maniacal drivers. During the movement phase the Demolition Vehicle may declare it is going to Tank shock or Ram an enemy unit, and will move up to its maximum distance in order to make contact with the target. If the target is too far away, or if a dangerous terrain test is failed, or if for any other reason the vehicle fails to reach its target, it will detonate at the end of its movement wherever it may be.

    Detonation: When the Demolition Vehicle detonates, it is treated as a Vehicle Explodes! result on the vehicle damage table, except that the explosion is S10, AP4 (so any models within d6" will suffer a S9 AP3 hit). If the target was a vehicle, that vehicle suffers a S10 hit against the armour facing the Demolition Vehicle. Not that any vehicles will only suffer a full-strength hit if it was the intended target; if any vehicles happen to be within range of the explosion when it detonates against another target, they will be unaffected.

    Independant Targets: 1-3 Demolition Vehicles will make up a single selection on the Force Organization Chart, however they may be deployed and operate independant of one another (though all members of the squadron are placed at the same time). They are treated as single, lone vehicles in every other way.

    Ancient Engineering: Personal Vehicles are old, discarded piles of junk that have been scavanged and put to service by the foul followers of Chaos for use as transportation in their guerilla campaigns. Because of their ancient workmanship, any Personal Vehicle which attempts to move Flat Out, or more than 12" during its movement phase, will be treated as if it were moving through Difficult Terrain, to represent the chances of the vehicle breaking down completely as it is pushed to such high speeds.



    BARRICADE VEHICLE 100 POINTS EACH

    BS F S R
    2 14 10 10

    Unit Type:
    Vehicle (Tank)

    Wargear:
    None

    Special Rules:
    Moving Barricade

    Options:
    Extra armour for 20pts

    Transport:
    Barricade Vehicles have a transport capacity of 20

    Moving Barricade: Barricade Vehicles are large, scavanged vehicles that have had armour piled as thick as possible on their front hulls. They are used as moving barricades and bunkers, slowly approaching the enemy while shielded by their immense armour. Barricade Vehicles are automatically assumed to pass difficult terrain tests, however they may only move up to 6" in the movement phase. Because of their immense size and bulk, Barricade Vehicles are treated as always being stationary for passengers who wish to fire from it. Lastly, because of the immensely thick frontal armour, and the daemonic blessings placed upon it, Melta weapons will not roll 2d6 for armour penetration if within half range, and weapons that count armour thickness as being less than its actual thickness (such as Eldar Lance weapons) treat the armour as its normal thickness. Close Combat weapons that enhance the strength or armour penetration of a model, such as Power Fists, Thunder Hammers, Eldar Witchblades, or Rending weapons lose their bonus; the attacks will be at the model's default strength with no additional dice rolled for penetration. However, this ability will only come into effect if the attack in question is against the vehicle's front armour; against any other facing the attacks are made as normal without any modification on the part of the Barricade Vehicle.

    Because of its slow movement, troops which disembark from the Barricade Vehicle may assault that turn, just like a Land Raider.

    Firing Points:
    Barricade Vehicles have two firing points on every facing.

    Access Points:
    Barricade Vehicles have one access point on every facing.


    CHAOS SORCERER 50 POINTS + ACTUAL COST

    0-1 Chaos Sorcerers may be chosen from the Codex: Chaos Space Marine army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs.


    CHAOS DEFILER 50 POINTS + ACTUAL COST
    0-1 Chaos Defilers may be chosen from the Codex: Chaos Space Marines army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs.


    SOUL GRINDER 50 POINTS + ACTUAL COST
    0-1 Soul Grinders may be chosen from the Codex: Chaos Daemons army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs. They may deploy with the rest of the army normally, though they may Deep Strike if the mission permits.


    LEMAN RUSS BATTLE TANK 50 POINTS + ACTUAL COST
    0-2 Leman Russ Battle Tanks may be chosen from the Codex: Imperial Guard army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs. Leman Russ Battle Tanks chosen in this way will have BS2.


    BASILISK 50 POINTS + ACTUAL COST
    0-2 Basilisks may be chosen from the Codex: Imperial Guard army list. If taken, they will cost an extra 50 points to field in a Lost and the Damned army, along with their actual costs. Basilisks chosen in this way will have BS2.
    Last edited by Misanthrope; July 12th, 2008 at 01:52.
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    Ni!! davidH's Avatar
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    Looking good from what I have read but it is more like a chaos imperial guard list rather than the original LatD not that that is a bad thing though.

    Anyway, if it helps you can check out my attempt at the LatD HERE (New rules for the Lost and the Damned), I didn't actually come up with many new ideas like you have but it was designed to be simple and to only affect gameplay a small amount.
    Total 40k: >5000pts
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    Senior Member Misanthrope's Avatar
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    The general idea was that by offering lots of different types of units, people could create armies of widely varying themes, from Traitor Guard to Mutant Hordes to Chaos Marines with heretical allies, etc.
    Takka n' Wakka's Dakka Attacka! 33W / 6L / 1D

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    On a horde-type army I would add a bit more randomness - e.g. rolling to see which mutations a squad posseses or rolling to see the effects of a squad's shooting each turn - maybe having a "looter" squad that has no specific heavy weapons, but for every 2 members, they may shoot as if armed with 1) a Heavy bolter
    2) a melta gun
    3) a heavy flamer
    4) an multimelta
    5) a missile launcher
    6) a lascannon?

    This is all randomness that the Chaos horde would have in adundance - one minute horrifically effective, the next - well - erm...

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    Senior Member Sitnam's Avatar
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    Must say I really enjoy these rules. They give alot of variety to a Chaos force. This would make a decent way to make an Alpha Legion or Word Bearer force. Maybe some BS 3 tratior guard would be a good addition? Also, heavy stubbers as a special weapon choice for +5 points would be a unique addition for Trator squads.
    Last edited by Sitnam; July 16th, 2008 at 23:47.
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