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INTRODUCTIONThe Lost and The Damned are warbands of treacherous renegades, deserters, mercenary scum, misguided rebels, traitors, rebelling slaves, pirates, mutants, and here�cs. They are corrupted and controlled by their cruel Chaos Space Marine and Daemon masters. Living only for the next raid, they pose a constant threat from the heart of the Imperium.
This supplement is designed for use in friendly games of Wrhammer 40,000, with full agreement from all players. If anything seems unfair or too limi�ng, please discuss it and make adjustments. In no way are any of Games Workshop’s copyrights, trademarks, or intellectual property rights being challenged. This document is free and not for profit.
Created by Ross Hertzog , 2008-2009
TABLE OF CONTENTS
ALLIANCE RULES PAGE 2SPECIAL RULES PAGE 3ARMY LIST PAGE 4-11MODELING & HOBBY PAGE 13
ALLIED UNITSThe Lost and the Damned Army List can incorporate allied units from other codexes, as described below.
NATIVE UNITSThe units listed below from Codex: Imperial Guard may be taken as if they are part of Codex: Lost and The Damned.
SPECIAL UNITSAddi�onally, Depending on for every full 500 points of the force, a Lost and the Damned army may include one special allied unit selected from Codex: Chaos Space Marines and Codex: Daemons
• Special allies will not count as scoring• May not exceed 0-1 HQ, 0-2 Troops, 0-1 Elites, 0-1 Fast A�ack, or 0-1 Heavy Support• Forces cannot be from more than one Chaos god (see the Jealous Gods special rule)
Units taken from Codex: Daemons must start the game in reserve, but are not split up into two cohorts. Daemons can only enter play if the first model deep striking is within 6” of a Chaos Icon. The Icon must be either of Chaos Glory or of the same chaos diety. Roll for sca�er as normal. Note that this is more restric�ve and risky than the normal method for daemons entering play.
Codex: Chaos Space Marines (HQ) Greater Daemon* (HQ) Daemon Prince* (Elites) Possessed (Troops) Lesser Daemons (Troops) Chaos Space Marines (Troops) Death Guard (Troops) Khorne Berserkers (Troops) Noise Marines (Troops) Thousand Sons (Heavy Support) Defiler
Codex: Daemons (HQ) Bloodthirster* (HQ) Great Unclean One* (HQ) Keeper Of Secrets* (HQ) Lord of Change* (Troops) Bloodle�ers (Troops) Daemone�es (Troops) Pink Horrors (Troops) Plaguebearers (Troops) Nurglings (Fast A�ack) Furies (Heavy Support) Damon Prince*
Codex: Imperial Guard(Elites) Psyker Ba�le Squad(Elites) Ratlings(Troops) Conscripts (from Infantry Platoon)(Troops) Penal Legion(Troops) Veteran Squad(Fast A�ack) Rough Riders(Fast A�ack) Sen�nel (single vehicle)(Fast A�ack) Armored Sen�nel (single vehicle)(Fast A�ack) Hellhound variant (single vehicle)(Heavy Support) Leman Russ variant (single vehicle)(Heavy Support) Ordnance variant (single vehicle)(Heavy Support) Hydra Flak Tank (single vehicle)
* = enters through Possession
3
ARMY SPECIAL RULES
Ambi� onRival commanders soon turn to treachery and murder to solve their diff erences. Fortunately for the damned, there are alwaysambi� ous Traitor Marines ready to use a group of fools as their own personal cannon fodder, and lead them into ba� le.
One H.Q. slot must either be fi lled with Aspiring Champions Of Chaos, or remain empty. At deployment, Champions from this unit may be split up and assigned to lead any squad of infantry, calvary, or beasts. They will become part of that unit and may not leave it for the dura� on of the ba� le. Any Champions assigned this way will not count for any kind of kill points when killed.
PossessionSome leaders are hollow shells of their former selves, their souls having been devoured by a warp predator.
When a Greater Daemon or Daemon Prince is taken from either Codex: Chaos Space Marines or Codex: Daemons, it must enter play from reserves, through Possession. Write down a specifi c character model, chosen from H.Q. to serve as host. This may be an Aspiring Champion. You may keep the host’s iden� ty a secret. When the Daemon becomes available it will take the place of the host model, killing the character. When taking this op� on your mortal host cannot begin the game in reserve. If the host dies before the daemon arrives, the daemon enters immediately in place of the dead model.The host will no longer count for kill points unless the a� ached Greater Damon is killed too. (Refer to Codex: Chaos SpaceMarines, pg. 61 for guidance.)
ScavengersA Lost and The Damned army is usually opera� ng without organized support. Either they are a desperate band living from raid to raid, or part of a larger horde that is indiff erent to the needs of its troops. Scavenging is the only way the warband can survive and rearm itself. Even when equipment and vehicles can be looted, it is another problem to fi nd clear minds amongst the rabble. It is usually only amongst groups of traitor Imperial Guardsmen and hardened mercenary thugs that anyone can be found to operate and repair the technology. Once a looted vehicle is fi xed up and func� oning with a crew, the next challenge is to keep inept, groping mutants and luna� cs out of the crew compartments.
A Lost and the Damned army may not include more vehicles in it than units of Traitors.
UNIT SPECIAL RULES
Units from this codex uses the following special rules: (These are marked with a * within the unit entries.)
DaemonkinDaemonkin units are touched by the warp, and aff ected by enemy weapons or special abili� es as if they are Daemons.
MindlessModels that are mindless never count as scoring units, al-though they can s� ll contest objec� ves as normal.
Sacrifi ceWhen leading a squad, a character with this ability may re-roll a leadership check by removing a squad member (of your choice) as a casualty. If this check is failed, the character takes a wound as he is shot, knifed, or bi� en in the back (armor saves apply).
Spawn Movement• During the movement phase, roll 1D6 for each unit of Chaos Spawn or Giant Chaos Spawn as it moves, and use the chart below:
1-2: Move 2D6” in the direc� on of a sca� er die (Do not move on a hit result)3-4: Move 2D6” towards closest enemy unit5-6: Move up to 2D6” in any direc� on
(Giant Chaos Spawn only move 1D6” when using this table)
• During the Shoo� ng Phase, Chaos Spawn may run normally.• During the Assault Phase, Chaos Spawn must charge if possible, but you may determine the target unit or units.
Warp-SpawnedAny � me a Warp-Spawned unit par� cipates in a winning as-sault and all enemy models were killed, you may add a new model of the same basic type as the unit. Put the model in base contact with the unit, and at least 1” away from enemy models. If there is no room or you do not have a suitable model do not place a model.
4
May Have One Mark:-Mark Of Chaos Undivided +10 pts. (GIves +1 WS and Stubborn) - Mark Of Khorne +10 pts. (Gives +1 A and Fearless) - Mark of Slaanesh +10 pts. (Gives +1 I and Fearless) - Mark Of Nurgle +20 pts. (Gives +1 T and Fearless) - Mark Of Tzeentch +15 pts. (Gives +1 to Inv. Save and Fearless)
May take one Transport: - Bike +30 pts. - Jump Pack / Wings +20 pts. - Steed Of Chaos +10 pts.
(Changes unit type to Cavalry) - Juggernaut +35 pts.
(Requires Mark of Khorne)(+1 S, +1T, +1W +1A)
- Disc Of Tzeentch: +25 pts.(Requires Mark of Tzeentch )(+1 A, Changes unit type to Jump Infantry)
- Palanquin of Nurgle: +20 pts.(Requires Mark of Nurgle)(+1A, +1 W)
- Mount Of Slaanesh: +15 pts.(Requires Mark of Slaanesh) (+1 A, Changes unit type to Cavalry)
-Rhino +35 pts.
OPTIONS:
Can replace Bolter with:- Combi-weapon +10 pts.- Flamer +5 pts.- Melta Gun +10 pts.- Plasma Gun +15 pts.- Twin-linked Bolter +5 pts.
Can replace Bolt Pistol with:- Plasma Pistol +15 pts.
Can replace Close Combat Weapon with:- Poisoned Weapon +5 pts.- Power Weapon +15 pts.- Power Fist +25 pts.- Lightning Claw +25 pts.
Can replace all weapons with:-Pair of Lightning Claws +30 pts.
May take any of the following:- Melta Bombs +5 pts.- Chaos Icon +15 pts.
Unit Composi�on:• 1 Exalted Champion Chaos Marine
Unit Type:• Infantry
Special Rules:• Independent Character• Infiltrate• Sacrifice*
EXALTED CHAMPION OF CHAOS COST: 65 POINTS
WS BS S T W I A Ld Sv
Exalted Champion 5 5 4 4 2 4 3 10 3+/5+(I)
Wargear:• Power Armour• Bolter• Bolt Pistol• Close Combat Weapon• Frag Grenades• Krak Grenades• Refractor Field
HQASPIRING CHAMPIONS OF CHAOS COST: 30 POINTS
WS BS S T W I A Ld Sv
Aspiring Champion 4 4 4 4 1 4 2 9 3+
Unit Composi�on:• 1-6 Aspiring Champions
Unit Type:• Infantry
Wargear:• Power Armour• Bolter• Bolt Pistol• Close Combat Weapon• Frag and Krak Grenades
Special Rules:• Ambi�ous (see army rule)• Infiltrate• Sacrifice*
Can replace Bolter, Bolt pistol and CCW with:-Pair of Lightning Claws +30 pts.
May take any of the following:- Melta Bombs +5 pts.- Chaos Icon +15 pts.- Chaos Steed +10 pts. (Changes unit type to calvary)
May Have One Mark:-Mark Of Chaos Undivided +10 pts. (GIves +1 WS and Stubborn)- Mark Of Khorne +10 pts. (Gives +1 A and Stubborn) - Mark Of Nurgle +20 pts. (Gives +1 T and Stubborn) - Mark of Slaanesh +10 pts. (Gives +1 I and Stubborn) - Mark Of Tzeentch +15 pts. (Gives 5+ Inv. Save and Stubborn)
OPTIONS:
Can replace Bolter with:- Twin-linked Bolter +3 pts.- Combi-weapon +5 pts.- Flamer +5 pts.- Melta Gun +10 pts.- Plasma Gun +15 pts.
Can replace Bolt Pistol with:- Plasma Pistol +10 pts.
Can replace Close Combat Weapon with:- Poisoned Weapon +5 pts.- Rending Weapon +10 pts.- Power Weapon +15 pts.- Lightning Claw +20 pts.- Power Fist +25 pts.
5
MUTANT OVERLORD COST: 120 POINTS
WS BS S T W I A Ld Sv
Mutant Overlord 5 2 7 6 4 4 4 10 4+
OPTIONS:
May Have One Mark: - Mark Of Khorne +10 pts. (Gives +1 A and Fearless) - Mark of Slaanesh +5 pts. (Gives +1 I and Fearless) - Mark Of Nurgle +20 pts. (Gives +1 T and Fearless) - Mark Of Tzeentch +15 pts. (Gives +1 to Inv. Save and Fearless)
MUTANT SUPREMACY!Selec�ng a Mutant Overlord as your H.Q. allows you to take units of Big Mutants as troops.
MONEY TALKSSelec�ng a Mercenary Lord as your H.Q. allows you to take units of Kroot and Vespid from Codex: Tau Empire as special allies.
HQ
Unit composi�on:• 1 Mutant Overlord
Unit Type:• Monstrous Creature
Wargear:• Scavenged Armor• Close Combat Weapon• Close Combat Weapon• Frag & Krak Grenades
Special Rules:• Stubborn
MERCENARY LORD COST: 70 POINTS
WS BS S T W I A Ld Sv
Rogue Trader 5 5 4 3 3 4 3 10 4+/5+(I)
Unit composi�on:• 1 Mercenary Lord
Unit Type:• Infantry
Wargear:• Carapace Armour• Bolt Pistol• Close Combat Weapon• Frag and Krak Grenades• Refractor Field
Special Rules:• Independent Character• Infiltrate• Relentless• Scout• Stealth• Stubborn
May take any of the following:- Melta Bombs +5 pts.- Chaos Icon +15 pts.- Chaos Steed +10 pts. (Changes unit type to calvary)
May take one of the following: - Bike +30 pts. - Jump Pack / Wings +20 pts. - Steed Of Chaos +10 pts. (Changes unit type to Cavalry)
OPTIONS:
Can take up to two of the following:- Bolter (Free)- Shotgun (Free)- Sniper Rifle (Free)- Twin-linked Bolter +3 pts.- Combi-weapon +5 pts.- Flamer +5 pts.- Grenade Launcer +5 pts.- Melta Bombs +5 pts.- Demoli�on Charge +10 pts.- Melta Gun +10 pts.- Plasma Gun +15 pts.- Chaos Icon +15 pts.- Missile Launcer +20 pts.
Can replace Bolt Pistol with:- Plasma Pistol +10 pts.
Can replace Close Combat Weapon with:- Poisoned Weapon +5 pts.- Rending Weapon +10 pts.- Power Weapon +15 pts.- Lightning Claw +20 pts.- Power Fist +25 pts.
6
RENEGADE PSYKER COST: 60 POINTS
WS BS S T W I A Ld Sv
Renegade Psyker 4 4 3 3 2 3 3 9 4+/5+(I)
The Psyker can choose up to two psychic powers:
Lightning Arc +10 pts.Psychic Shoo�ng a�ackRange 18” / S: 4 / AP: 3 / Assault 3
Gi� Of Chaos +30 pts.Assault PhaseUse the Chaos Spawn profile in this codex.
Wind Of Chaos +30 pts.As in Chaos Space Marine Codex
Curse Of The Machine Spirit +20 pts.Psychic Shoo�ng a�ackRange 24” Assault 1Causes a glancing hit on target vehicle
Teleport +20 pts.Movement PhaseThe Psyker immediately deep strikes, but can do nothing for the rest of the player turn.
Fear +15 pts.Psychic Shoo�ng a�ackRange 24” Assault 1If this a�ack hits, the target squad takes a leadership check. If it fails, the player controlling the psyker decides if the unit is pinned or falls back. This does not affect fearless units.
Warpstorm +20 pts.Psychic Shoo�ng a�ack
Range 24” / S: 4 / AP: 4 / Assault 1 / Large Blast
Unit composi�on:• 1 Renegade Psyker
Unit Type:• Infantry
Wargear:• Carapace Armour• Laspistol• Force Weapon• Frag Grenades• Krak Grenades• Refractor Field
Special Rules:• Independent Character• Infiltrate• Stubborn
May Have One Mark:- Mark of Slaanesh +5 pts. (Gives +1 I and Fearless) - Mark Of Nurgle +20 pts. (Gives +1 T and Fearless) - Mark Of Tzeentch +15 pts. (Gives 5+ Inv. Save and Fearless)
May take one Transport: - Bike +30 pts. - Jump Pack / Wings +20 pts. - Steed Of Chaos +10 pts.
(Changes unit type to Cavalry) - Disc Of Tzeentch: +25 pts.
(Requires Mark of Tzeentch )(+1 A, Changes unit type to Jump
Infantry) - Palanquin of Nurgle: +20 pts.
(Requires Mark of Nurgle)(+1A, +1 W)
- Mount Of Slaanesh: +15 pts.(Requires Mark of Slaanesh) (+1 A, Changes unit type to Cavalry)
HQ
OPTIONS:- Flamer +5 pts.- Melta Gun +10 pts.- Plasma Gun +15 pts.
Can replace Bolt Pistol with:- Plasma Pistol +15 pts.
Can replace Close Combat Weapon with:- Poisoned Weapon +5 pts.- Power Weapon +10 pts.
PLAGUEMASTER COST: 100 POINTS
WS BS S T W I A Ld Sv
Plaguemaster 5 3 4 5 4 3 3 10 2+/5+(I)
Unit composi�on:• 1 Plaguemaster
Unit Type:• Infantry
Wargear:• Plague Armour• Bolt Pistol• Poisoned Power Weapon• Frag and Krak Grenades• Blight Grenades (Defensive)• Refractor Field
Special Rules:• Fearless• Feel No Pain• Independent Character• Relentless• Stealth
CONTAGION IS THE GIFTSelec�ng a Plaguemaster as your H.Q. allows units of Plague Zombies, Nurglings, and Plaguebearers to count as scoring units. It also allows you to take any Nurgle aligned daemon from Codex: Daemons.
7
ALLIESALLIED UNITSThe Lost and the Damned Army List can incorporate allied units from other codexes, as described below.
Units taken from Codex: Imperial Guard cannot take advantage of the special rules for orders, as traitors are too undisciplined and untrained.
Units taken from Codex: Daemons must start the game in reserve, but are not split up into two cohorts. Daemons can only enter play if the first model deep striking is within 6” of a Chaos Icon. The Icon must be either of Chaos Glory or appropriate tRoll for sca�er as normal. Note that this is more restric�ve and risky than the normal method for daemons entering play.
NATIVE UNITSThe following units from Codex: Imperial Guard may be taken as if they are part of Codex: Lost and The Damned, with no restric�ons:
• (Troops) Conscripts (from Infantry Platoon)• (Troops) Penal Legion• (Troops) Veteran Squad• (Fast A�ack) Rough Riders• (Fast A�ack) Sen�nel (single vehicle)• (Fast A�ack) Armored Sen�nel (single vehicle)• (Fast A�ack) Hellhound variant (single vehicle)• (Heavy Support) Leman Russ variant (single vehicle)• (Heavy Support) Ordnance variant (single vehicle)
SPECIAL UNITSAddi�onally, for every full 500 points of the force, a Lost and the Damned army may include one special allied unit selected from below.
• Special allies will not count as scoring• May not exceed 0-1 HQ, 0-2 Troops, 0-1 Elites, 0-1 Fast A�ack, or 0-1 Heavy Support• Forces cannot be from more than one Chaos god (see the Jealous Gods special rule)
Codex: Daemons(HQ) Bloodthirster(HQ) Great Unclean One(HQ) Keeper Of Secrets(HQ) Lord of Change(Troops) Bloodle�ers(Troops) Daemone�es(Troops) Pink Horrors(Troops) Plaguebearers(Troops) Nurglings(Fast A�ack) Furies
Codex: Chaos Space Marines(Troops) Chaos Space Marines(Troops) Death Guard(Troops) Khorne Berserkers(Troops) Noise Marines(Troops) Thousand Sons(Elites) Possessed(Heavy Support) Defiler
Codex: Imperial Guard(Troops) Penal Squad(Troops) Veteran Squad(Elites) Psyker Ba�le Squad
ELITES
Unit composi�on:• 3-11 Big Mutants
Unit Type:• Infantry
Wargear• Close Combat Weapon
(Tentacles, Spines, Claws, and other muta�ons)
BIG MUTANTS COST: 30 POINTS EACH
WS BS S T W I A Ld Sv
Big Mutant 4 2 5 5 3 2 3 7 5+Big Mutant Boss 4 2 5 5 3 2 4 8 5+
CHAOS SPAWN COST: 25 POINTS EACH
WS BS S T W I A Ld Sv
Chaos Spawn 3 0 5 5 2 3 D6 10 4+
Unit composi�on:• 3-12 Spawn
Unit Type:• Infantry
Wargear• Close Combat Weapon
(Tentacles, Spines, Claws, and other muta�ons)
Special Rules:• Bulky (Takes up two transport slots)• Furious Charge• Stubborn
OPTIONS:
Character:• One character may be added: - Big Mutant Boss +40 pts.
Op�ons:• Up to three mutants may have one of the
following:- Flamer +5 pts.- Heavy Stubber (counts as Assault 3) +5 pts.
- Chaos Icon +15 pts.
Special Rules:• Daemonkin*• Fearless• Fleet Of Tentacle• Mindless*• Spawn Movement*• Warp-spawned*
COMBAT DRUG ADDICTS COST: 10 POINTS EACH
WS BS S T W I A Ld Sv
Addict 4 1 3 4 1 3 3 9 5+
Special Rules:• Counter-a�ack• Fearless• Furious Charge• Rage• Scouts
Unit composi�on:• 8-20 Addicts
Unit Type:• Infantry
Wargear:• Flak / Scrap Armor• Close Combat Weapon• Close Combat Weapon• Frag and Krak Grenades
OPTIONS:
Up to two addicts may replace a close combat weapon with: - Poisoned Weapon +5 pts. - Rending Weapon +10 pts. - Power Weapon +10 pts. - Power Fist +20 pts.
8
TROOPS GIBBERING HORDES COST: 15 POINTS EACH
WS BS S T W I A Ld Sv
Gibbering Hordes 3 0 3 3 3 3 3 10 5+(I)
Unit composi�on:• 6-12 bases
Unit Type:• Infantry
Wargear• Close combat weapon
(Claws, fangs, muta�ons)
MUTANTS COST: 6 POINTS EACH
WS BS S T W I A Ld Sv
Mutant 3 2 3 4 1 3 2 7 5+
Mutant Boss 4 2 5 5 3 2 3 8 5+
Unit composi�on:• 20-40 Mutants Unit Type:• Infantry
Wargear:• Scraps of Armor• Close Combat Weapon• Laspistol• Frag grenades
Special Rules:• Daemonkin*• Eternal Warrior• Fearless• Invulnerable Save• Swarm• Warp-spawned*
OPTIONS:• The en�re squad may be upgraded with
the following special rule (this includes any champion):
- Scouts +4 pts. per model
• Up to three mutants may have one of the following:- Flamer +5 pts.
- Chaos Icon +15 pts.
Character:• One character may be added: - Mutant Boss +40 pts.
Special Rules:Mutants:• Rage (Mutants are not affected by Rage
while the squad is led by a character)Mutant Boss:• Bulky (Takes up two transport spots)• Furious Charge• Sacrifice*
9
PLAGUE ZOMBIES COST: 7 POINTS EACH
WS BS S T W I A Ld Sv
Plague Zombie 2 0 3 3 1 1 2 10 6+
TROOPS
TRAITORS COST: 5 POINTS EACH
WS BS S T W I A Ld Sv
Traitor 3 3 3 3 1 3 1 7 5+
Dominator 4 3 3 3 1 4 2 8 5+
Special Rules:• Fearless• Feel no pain• Mindless*• Slow and Purposeful
Character:• One character may be added: - Aspiring Champion +30 pts.(See the box below for Aspiring Champion details) - Dominator +10 pts.
• The dominator may replace their close combat weapon with:
- Poisoned Weapon +5 pts. - Power Weapon +10 pts.
• The dominator may take any of the following: - Melta Bombs +5 pts.
Op�ons:• The en�re squad may exchange their lasguns for
either laspistols or shotguns, for free
OPTIONS:
• The en�re squad may be upgraded with any of the following special rules:
- Infiltrate +3 pts. per modelThe en�re squad may swap their lasgun / laspistol for
• You may replace two traitors with a weapon team, armed with:- Mortar +5 pts.
- Autocannon +10 pts. - Heavy Bolter +10 pts. - Missile Launcher +15 pts. - Lascannon +20 pts.
• If no weapon team is chosen, up to two traitors may replace their lasgun or laspistol with one of the following:- Flamer +5 pts.
- Grenade Launcher +5 pts.- Sniper Rifle +5 pts.
- Meltagun +10 pts. - Plasmagun +15 pts.
- Demoli�on Charge +10 pts. - Chaos Icon +15 pts.
Unit composi�on:• 10-30 Traitors
Unit Type:• Infantry
Wargear:Traitors:• Flak / Scrap Armor• Lasgun (or autogun)• Close Combat Weapon• Frag Grenades
Dominator:• Flak / Scrap Armor• Laspistol (or autopistol)• Close Combat Weapon• Shotgun• Frag and Krak Grenades
Special Rules:Traitors:• N/ADominator:• Sacrifice*
Unit composi�on:• 7-35 Zombies
Unit Type:• Infantry
Wargear• Close combat weapon
(Claws and fangs)
10
FAST ATTACK
TRAITOR TRUCK COST: 40 POINTS
CHAOS HOUNDS COST: 12 POINTS EACH
WS BS S T W I A Ld Sv
Chaos Hounds 3 0 4 4 1 4 2 8 6+
Unit composi�on:• 5-15 Hounds
Unit Type:• Beasts
Wargear• One close combat weapon
(Claws, fangs, muta�ons)
Special Rules:• Bulky (Takes up two transport slots)• Counter-a�ack• Daemonkin*
Armor
BS F S R
Traitor Truck 3 11 10 9
OPTIONS:
One stubber can be upraded with a turret mount for +5 pts
Each Stubber can be upgraded to:Heavy bolter +5 pts.Heavy flamer +10pts.Autocannon +15 pts.
Unit Type:Vehicle (Tank, Fast)
Transport capacity: 12Fire points 5:
Wargear• Front mounted heavy stubber• Front mounted heavy stubber• Searchlight• Smoke launchers
11
HEAVY SUPPORT
Special Rules:• Daemonkin*• Fearless• Mindless*• Spawn Movement* (but only 1d6 for movement)
OPTIONS:• The Giant Spawn may be upgraded with any of the following:
- Acid spit (Heavy Flamer) +20 points - Gi� Of Chaos (Psychic Power) +30 points - Fleet Of Tentacle +30 points
TRAITOR HEAVY WEAPON TEAMS COST: 15 POINTS EACH
WS BS S T W I A Ld Sv
Weapon Team 3 3 3 3 2 3 2 7 5+Dominator 4 3 3 3 1 4 2 8 5+
GIANT CHAOS SPAWN COST: 110 POINTS EACH
WS BS S T W I A Ld Sv
Giant Chaos Spawn 4 1 7 6 4 3 2D6 10 3+
Unit composi�on:• 1-3 Giant Spawn
Unit Type:• Monstrous Creature
Wargear• Gribbly bits and other muta�ons
(counts as one close combat weapon)
Unit composi�on:1 Dominator2-9 Weapon Teams
Unit Type:• Infantry
Wargear:Traitor Weapon Teams:• Flak / Scrap Armor• Lasgun (or autogun)• Close Combat Weapon• Frag Grenades
Dominator:• Flak / Scrap Armor• Laspistol (or autopistol)• Close Combat Weapon• Shotgun• Frag and Krak Grenades
Special Rules:Traitor Weapon Teams:• N/ADominator:• Sacrifice*
Each team must take one of the following: - Heavy Stubber +5 pts. - Mortar +5 pts. - Heavy Bolter +8 pts. - Autocannon +10 pts - Missile Launcher +15 pts. - Lascannon +20 pts.
The en�re squad may be upgraded with any of the following special rules: - Infiltrate +3 pts. per model - Stealth +2 pts. per model
12
MODELINGLet your imagina�on run wild with this army! You can create your own themed armies using parts from many different kits, or even sculpt your own details.
• Don’t feel too restricted by the army list. For example, mutants are listed as being armed with a laspistol and close combat weapon, but this is open to interpreta�on when modeling. They could be holding an autopistol, shotgun, ork slugga, scratch built blunderbuss, or no firearm at all (maybe they spit acid or throw bombs).
• Mutants are fun and generally easy to make. Plas�c glue will hold odd parts together well and gives a good working �me to get a pose right. With a clippers, hobby knife or razor you can get a flat edge on any bit, which will make gluing easier. For muta�ons: mix and match parts from different kits. You can make tentacles from green stuff, wire, twisty �es or bits. Fine sand or sta�c grass can be used as a texture or to cover a bad join or area with no detail. Try using limbs of different sizes on the same model, and don’t forget to mix up which heads you are using.
• Old, outdated or poorly detailed models can make excellent bodies and legs for mutants, just a�ach some extra arms and heads. You can cover up big gaps or poor details with bags, ammo, knives, or other bits.
• For tricky joins and advanced modeling a two-part epoxy clay should be used, such as Green Stuff. Some�mes for a join I will use a small amount of superglue on each surface with some Green Stuff in between.
• Forgeworld makes some excellent Renegade Guard models. I have also had good luck swapping in heads made from a company called Pig Iron Produc�ons. Ebay auc�ons of broken or miscellaneous bits can also be a good source for adding diversity.
• Conver�ng Imperial Guard vehicles can be as simple as a�aching the bits from the Chaos vehicle sprues to regular hulls.
Recommend Games Workshop Sprues
Warhammer 40KChaos Spawn
Chaos Space MarinesIG Cadians
IG CatachansKroot
Space Marine ScoutsOrks
Daemon bits
Warhammer FantasyMarauders
Chaos HoundsEmpire Flagellants
BeastmenGhouls
ZombiesOrcs
Lizardmen
13
MORE TO COME...
I will be adding more art, army photos, backgrund, and special characters.
If you have any feedback or ideas for units to include, please let me know.
I am also looking for people to help playtest the list.
Thanks to all those who have taken the �me to give feedback.
Contact [email protected]
http://chaosgerbil.wordpress.com/