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Codex Lost and the Damned 1 9 · 2009. 11. 5. · 4 LOST AND THE DAMNED UNIT SPECIAL RULES Units from this codex use the following special rules. (These are marked with a * within

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Page 1: Codex Lost and the Damned 1 9 · 2009. 11. 5. · 4 LOST AND THE DAMNED UNIT SPECIAL RULES Units from this codex use the following special rules. (These are marked with a * within

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Page 2: Codex Lost and the Damned 1 9 · 2009. 11. 5. · 4 LOST AND THE DAMNED UNIT SPECIAL RULES Units from this codex use the following special rules. (These are marked with a * within

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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 within 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 either 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.

Version 1.9 • Created by Ross Hertzog , 2008-2009

TABLE OF CONTENTSALLIANCE RULES PAGE 2SPECIAL RULES PAGE 3-4ARMY LIST PAGE 5-12MODELING & HOBBY PAGE 13BACKGROUND STORY PAGE 14CONTACT INFO PAGE 15

ALLIED UNITSThe Lost and the Damned Army List can incorporate allied units from other codexes, as described below.Na�ve units can be selected as if they were part of this codex,

NATIVE ALLIED UNITS The units listed below from Codex: Imperial Guard may be taken as if they are part of Codex: Lost and The Damned.

SPECIAL ALLIED UNITS A Lost and the Damned army may include special allied units selected from Codex: Chaos Space Marines and Codex: Daemons, with the following restric�ons:

• Special allied Troop units will fill Elites slots in the Lost and The Damned force, and will never count as scoring. • May not exceed 0-1 HQ, 0-1 Elites, 0-2 Troops, 0-1 Fast A�ack, or 0-1 Heavy Support (some HQ selec�ons allow addi�onal allies on top of these special allied units, which do not count against these limits) • You may only take units from the lists below without opponent permission.

Codex: Chaos Space Marines (HQ) Daemon Prince (Elites) Chosen (Elites) Possessed (Troops) Summoned Lesser Daemons* (Troops) Chaos Space Marines (Troops) Death Guard (Troops) Khorne Berserkers (Troops) Noise Marines (Troops) Thousand Sons (Heavy Support) Defiler (Heavy Support) Havocs

Codex: Daemons (Troops) Bloodle�ers* (Troops) Daemone�es* (Troops) Pink Horrors* (Troops) Plaguebearers* (Troops) Nurglings* (Fast A�ack) Furies*

(Troops) Penal Legion(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 play through Daemonic Summoning

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LOST AND THE DAMNED ARMY SPECIAL RULESAmbi�onArrogant Traitor Marines seeking to build their legend a�ract groups of deluded fools as followers, which they use as their own personal cannon fodder.

Any Aspiring Champions may be split off from their unit and assigned to lead any squad from within this codex, but not any allied units. This is done during deployment. From then onward, any Aspiring Champions count as a part of the unit they join for all intents and purposes and thus do not yield addi�onal Kill Points. No unit may be joined by more than one Aspiring Champion.

Daemonic SummoningSome�mes the raids and riots of treacherous renegades are only a prelude to a full scale daemonic incursion. Unwi�ng fools carry chaos icons into ba�le, that surge with hidden power.

Units of Lesser Daemons from Codex: Chaos Space Marines and any non HQ unit 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 match the same chaos diety. Roll for sca�er as normal. Lesser Daemons may assault the turn they enter play, but not units selected from Codex: Daemons.

JealousyRival commanders soon turn to treachery and murder to solve their differences. Assassina�on and promo�on are o�en synonymous within the forces of the damned.

Only one H.Q. slot in a Lost and the Damned army can be used to select a character (Aspiring Champions and Rogue Psykers are units so they are an excep�on to this). However, you may also choose any non-unique H.Q. choice from Codex: Daemons or the Summoned Greater Daemon from Codex: Chaos Space Marines to possess the host character, and this selec�on will share the same H.Q. slot. See the Possession rule below for how this works.

PossessionSome leaders are hollow shells of their former selves, their souls having been consumed by a warp predator.

When a Greater Daemon or Herald of any kind is taken from either Codex: Chaos Space Marines or Codex: Daemons, it must enter play from reserves, through Possession. Write down a specific character model, chosen from H.Q., to serve as host. This may NOT 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. The host may op�onally resist possession and on a successful leadership test they will send the daemon back into reserve, at the cost of taking a wound with no saves allowed. The 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. (Refer to Codex: Chaos Space Marines, pg. 61.) The host will no longer count for kill points unless theDaemon is killed too. The Daemon may move, shoot, and assault the turn it arrives.

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 indifferent to the needs of its troops. Scavenging is the only way the warband can survive. Even when equipment and vehicles can be looted, it is hard to find clear minds amongst the horde. Usually only traitor Imperial Guardsmen, PDF, and hardened mercenary thugs understand how to operate and repair the technology. Once a looted vehicle is repaired and opera�ng, 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 allied vehicles in it than units of Traitors. Vehicles unique to this codex (such as the Traitor Truck) do not count againt this limit.

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LOST AND THE DAMNED UNIT SPECIAL RULESUnits from this codex use the following special rules. (These are marked with a * within the unit entries.)

Cowards!Cowardly units can never have a Leadership above 6. Since they so o� en turn their backs and try to run, if the unit loses an assault they will take wounds as if they are Fearless.

DaemonkinDaemonkin units are touched by the Warp, and aff ected by enemy wargear and special abili� es as if they are Daemons.

ExpendableExpendable units are either expected to die or easily replaced, and thus will never count for kill points.

Mob Rule(If no matching unit is le� on the table, ignore this rule.)A unit with mob rule that falls back will fall back towards the nearest unit of the same type, (that is not itself falling back) instead of towards your normal fallback zone. A unit that is “Trapped” will s� ll be destroyed. A mob rule unit can only atempt to regroup when in base contact with a matching unit, but they may a� empt to regroup even if over 50% casual� es. This regrouping happens at the start of your movement phase as normal. If the regroup test succeeds, the models from the falling back unit will join the absorbing squad, although the absorbed unit counts as destroyed. If the test fails the falling back models are destroyed.

MindlessModels that are mindless never count as scoring units, although they can s� ll contest objec� ves as normal. Also, they may not embark on transports.

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 unit 5-6: 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 assault 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.

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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�on* (see army special rule)• Infiltrate• Sacrifice*• Stubborn*

OPTIONS: (Con�nued)

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)

The squad may take one Mark Of Chaos:-Mark Of Chaos Undivided +5 pts. per model (GIves +1 WS and Stealth)- Mark Of Khorne +10 pts. per model (Gives +1 A and Furious Charge) - Mark Of Nurgle +10 pts. per model (Gives +1 T , -1 I, and Feel No Pain) - Mark of Slaanesh +10 pts. per model (Gives +1 I, and Fleet) - Mark Of Tzeentch +10 pts. per model (Gives 5+ Inv. Save, and AP 3 Bolt Weapons)

OPTIONS:(Each Aspiring Champion may be ou�i�ed differently, with the excep�on of Marks)

Can replace Bolter with:- Twin-linked Bolter +3 pts.- Sniper Rifle +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 +10 pts.- Lightning Claw +15 pts.- Power Fist +20 pts.

BLOOD LORD (PLACEHOLDER)

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OPTIONS: (Con�nued)

May Have One Mark:-Mark Of Chaos Undivided +5 pts. (GIves +1 WS and Fearless) - Mark Of Khorne +5 pts. (Gives +1 A and Fearless) - Mark Of Nurgle +10 pts. (Gives +1 T and Fearless) - Mark of Slaanesh +5 pts. (Gives +1 I and Fearless) - Mark Of Tzeentch +10 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)

- Chaos Rhino (Codex CSM, pg. 96) +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 +10 pts.

Can replace Close Combat Weapon with:- Poisoned Weapon +5 pts.- Rending Weapon +10 pts.- Power Weapon +15 pts.- Power Fist +25 pts.- Lightning Claw +25 pts.

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.

Unit Composi�on:• 1 Exalted Champion Chaos Marine

Unit Type:• Infantry

Special Rules:• Independent Character• Infiltrate• Sacrifice*

EXALTED CHAMPION OF CHAOS COST: 80 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

POWERFUL FRIENDSTaking an Exalted Champion Of Chaos as your H.Q. allows you to take any choice from Codex: Chaos Space Marines as an ally, in addi�on to the allies you can normally take. Troops will s�ll count as Elites.

HQ

LUSTWEAVER (PLACEHOLDER)

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MONEY TALKSSelec�ng a Mercenary Lord as your H.Q. allows you to take units of Kroot Carnivores from Codex: Tau Empire; and Veteran Squads and Ratlings from Codex: Imperial Guard as na�ve allies. Also, the Scavengers special rule is amended so you may field up to two allied vehicles for every Traitor unit instead of one.

HQ

MERCENARY LORD COST: 70 POINTS

WS BS S T W I A Ld Sv

Mercenary Lord 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

OPTIONS: (Con�nued)

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.

MASTER OF INTRIGUES (PLACEHOLDER)

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HQ

PLAGUEMASTER COST: 120 POINTS

WS BS S T W I A Ld Sv

Plaguemaster 4 4 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• Rotsprayer (Heavy Flamer)• Frag and Krak Grenades• Blight Grenades (Defensive Grenades)• Refractor Field

Special Rules:• Bulky (Takes up two transport slots)• Fearless• Feel No Pain• Independent Character

Psychic Powers:• Nurgle’s Rot (Codex: CSM pg. 88)

CONTAGION IS THE GIFTSelec�ng a Plaguemaster as your H.Q. allows units of Plague Zombies, Nurglings, and Plaguebearers to count as scoring units. This overrides any other rule. The Plaguemaster also allows you to take up to three units of Beasts of Nurgle as allies in addi�on to the allies you can normally take.

OPTIONS:

Can take any of the following: - Melta Bombs +5 pts. - Chaos Icon +15 pts. - Eternal Warrior +20 pts.

Can replace Bolt Pistol with: - Plasma Pistol +10 pts.

MUTANT OVERLORD COST: 120 POINTS

WS BS S T W I A Ld Sv

Mutant Overlord 5 2 7 6 4 4 4 10 3+

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 +20 pts. (Gives 5+ 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.

Unit composi�on:• 1 Mutant Overlord

Unit Type:• Monstrous Creature

Wargear:• Scavenged Armor• Close Combat Weapon• Close Combat Weapon• Assault Grenades

Special Rules:• Eternal Warrior• Stubborn

PROPHET (PLACEHOLDER)

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RENEGADE PSYKER LORD COST: 60 POINTS

WS BS S T W I A Ld Sv

Renegade Psyker 4 4 3 3 3 3 3 10 4+/5+(I)

OPTIONS: (Con�nued)

The Psyker can choose up to two psychic powers:

Curse Of The Machine Spirit +20 pts.Psychic Shoo�ng a�ackRange 24” / S: - / AP: - / Assault 2Causes an automa�c glancing hit on target vehicle when it hits. It has no effect on troops.

Fear +15 pts.Psychic Shoo�ng a�ackRange 24” / S: - / AP: - / Assault 1If this a�ack hits, the target squad takes a leadership check. If it fails, you decide if the unit is pinned or falls back. This does not affect fearless units.

Gi� Of Chaos +30 pts.Assault PhaseAs in Chaos Space Marine Codex, pg. 88, but use the Chaos Spawn profile in this codex.

Lightning Arc +10 pts.Psychic Shoo�ng a�ackRange 24” / S: 4 / AP: 3 / Assault 1D6

Wind Of Chaos +30 pts.As in Chaos Space Marine Codex, pg. 88

Teleport +20 pts.Movement PhaseThe Psyker immediately deep strikes.

Warpstorm +20 pts.Psychic Shoo�ng a�ack

Range 24” / S: 5 / AP: 4 / Assault 1 / Large Blast

Unit composi�on:• 1 Renegade Psyker

Unit Type:• Infantry

Wargear:• Carapace Armour• Bolt Pistol• Force Weapon• Frag and Krak Grenades• Refractor Field (5+ Inv. Save)

Special Rules:• Independent Character• Infiltrate• Stubborn

OPTIONS: (Con�nued)

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. (Changes Inv. Save to 4+)

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:May replace Bolt Pistol with: - Flamer +5 pts. - Melta Gun +10 pts. - Plasma Pistol +10 pts. - Plasma Gun +15 pts.

PSYKER REVOLUTIONTaking an Exalted Champion Of Chaos as your H.Q. allows you to take up to three units of Psyker Ba�le Squads in addi�on to an allies you can normally take. These count as scoring units.

ROGUE PSYKERS (PLACEHOLDER)

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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:• 3-12 Big Mutants

Unit Type:• Infantry

Wargear• Close Combat Weapon• Close Combat Weapon

(Tentacles, Spines, Claws, 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 4 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: Big Mutants: • Bulky (Takes up two transport slots) • Furious Charge • Stubborn

Mutant Boss:• Bulky (Takes up two transport spots)• Furious Charge• Rending (Close combat only)• Sacrifice*

• Stubborn

OPTIONS:

Character:• One character may be added: - Big Mutant Boss +50 pts.

• 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: 8 POINTS EACH

WS BS S T W I A Ld Sv

Addict 4 2 3 4 1 3 3 9 5+

Special Rules:• Counter-A�ack• Fearless• Furious Charge• Rage• Scouts (They lose this rule in a transport)

Unit composi�on:• 8-20 Addicts

Unit Type:• Infantry

Wargear:• Flak / Scrap Armor• Close Combat Weapon• Close Combat Weapon• Frag and Krak Grenades

OPTIONS:

One addict may replace a close combat weapon with: - Poisoned Weapon +5 pts. - Flamer +5 pts. - Rending Weapon +10 pts. - Power Weapon +10 pts. - Power Fist +20 pts.

Transport: IF the squad numbers 12 Addicts or

less, they may select a Traitor Truck as a Dedicated Transport.

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ELITESHUMAN BOMBS (PLACEHOLDER)

LESSER DAEMONS (PLACEHOLDER)

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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+

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:• 5-12 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 4 8 5+

Special Rules:• Fearless• Feel no pain• Mindless*• Slow and Purposeful

Unit composi�on:• 10-40 Mutants Unit Type:• Infantry

Wargear:• Scraps of Armor• Close Combat Weapon• Laspistol• Frag grenades

Special Rules:• Daemonkin*• Eternal Warrior• Fearless• Invulnerable Save• Mindless*• 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 +50 pts.

Special Rules:Mutants:• Mob Rule• Rage (Mutants are not affected by Rage

if the squad is led by a character)

Mutant Boss:• Bulky (Takes up two transport spots)• Furious Charge• Rending (Close combat only)• Sacrifice*

• Stubborn

Unit composi�on:• 7-35 Zombies

Unit Type:• Infantry

Wargear• Close combat weapon

(Claws and fangs)

TROOPS

OPTIONS:

Zombies gave up on life. They have no op�ons.

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TROOPSTRAITORS 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+

OPTIONS:

Character:• One character may be added: - 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.

- Chaos Icon +15 pts.

Transport: IF the squad numbers 12 traitors or less, they may

select a Traitor Truck as a Dedicated Transport.

OPTIONS: (Con�nued)

• The en�re squad may exchange their lasguns for either laspistols or shotguns, for free

• The en�re squad may be upgraded with the following special rule:

- Infiltrate +3 pts. per model

• You may replace two traitors with a weapon team, armed with:

- Heavy Stubber +5 pts. - Grenade Launcher +5 pts. - Mortar +5 pts. - Heavy Bolter +8 pts. - Autocannon +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:- Sniper Rifle +3 pts.- Flamer +5 pts.

- Grenade Launcher +5 pts. - Meltagun +10 pts.

- Demoli�on Charge +10 pts. - Plasmagun +12 pts. - Chaos Icon +15 pts.

Unit composi�on:• 5-30 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*

RABBLE COST: 3 POINTS EACH

WS BS S T W I A Ld Sv

Rabble 2 2 3 3 1 2 1 6 -

Special rules:• Cowards!*• Expendable*• Mob Rule*• Stealth

OPTIONS:

Rabble are desperate. They have no op�ons.

Unit composi�on:• 20-40 Rabble

Unit Type:• Infantry

Wargear:• Improvised weapons & rocks (counts as a Laspistol)

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FAST ATTACK

TRAITOR TRUCK COST: 40 POINTS

CHAOS HOUNDS COST: 10 POINTS EACH

WS BS S T W I A Ld Sv

Chaos Hounds 4 0 4 4 1 4 2 8 6+

Unit composi�on:• 5-20 Hounds

Unit Type:• Beasts

Wargear• Close combat weapon

(Claws, fangs, muta�ons)

Special Rules:• Counter-a�ack• Daemonkin*

Armor

BS F S R

Traitor Truck 3 11 10 9

OPTIONS:

• One heavy stubber can be upraded with a turret mount for +5 pts.

• Each heavy stubber can be upgraded to: - Grenade launcher Free - Storm bolter Free - Heavy bolter +5 pts. - Heavy flamer +10 pts. - Autocannon +10 pts.

Unit Type:Vehicle (Tank, Fast, Open topped)

Transport capacity: 12Fire points: 5

Wargear• Front mounted heavy stubber• Front mounted heavy stubber• Searchlight• Smoke launchers

ARMORED BUS (PLACEHOLDER)

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HEAVY SUPPORT

Special Rules:• Daemonkin*• Fearless• Mindless*• Spawn Movement* (but only 1d6 for movement)

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: 100 POINTS EACH

WS BS S T W I A Ld Sv

Giant Chaos Spawn 4 1 7 6 5 2 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:• 2-9 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*

OPTIONS:

• Each team must take one of the following: - Heavy Stubber +5 pts. - Grenade Launcher +5 pts. - Mortar +5 pts. - Heavy Bolter +8 pts. - Autocannon +10 pts. - Heavy Flamer +15 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

Character:• One character may be added: - 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.

- Chaos Icon +15 pts.

OPTIONS:• The Giant Spawn may be upgraded with any of

the following: - Acid spit (Heavy Flamer) +15 pts. - Gi� Of Chaos (Psychic Power) +20 pts. - Fleet Of Tentacle +20 pts. - Armored carapace (2+ save) +10 pts.

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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, or as elaborate as your imagina�on and bits box allows.

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

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THE NECROMUNDAN 23rd

The Necromundan 23rd started as a regiment of gangers and hive workers pressed into service. Men were badly needed in the sector and the standards for gene�c purity were lowered, and many subtle muta�ons made it past the screeners. The recruits were used to a life of violent brutality, but the gangers despised their freedom being taken away. Insubordina�on, gang feuds and stolen supplies were a constant problem. Dozens of sergeants and three commissars were discovered murdered. Lord Commissar VunHeklu was dispatched to enforce discipline. Summary execu�ons were held for the worst offenders, and the Commanding Officer was publicly hung as a traitor. Everyone in the regiment from the lowest grunts to the highest officers lived in fear of the firing squad, or death by a sudden bolt pistol shot to the head. A�er a shaky order was imposed, VunHeklu was called away to another sector and Vezz Dragasta was appointed Commander.

The 23rd had not completed their enroute training aboard their transport ship, but were dispatched to their scheduled warzone anyways. They fought against pirates who had seized the Jonvok asteroid mining opera�ons. The inexperienced grunts who began life as laborers fell prey to pirate ambushes and traps, while the more savvy gangers were generally able to survive. Unbeknownst to the 23rd’s officers, at the end of the conflict many pirates donned looted Necromundan uniforms and mixed themselves in with the regiment. The 23rd had completed their assignment but their numbers were depleted.

Commander Dragasta was ordered to report to a new world to fight against an Ork invasion on Ble�’s World, although his regiment was seriously depleted. He turned to recrui�ng beastmen laborers from the Jonvok colonies to replenish his ranks. When the 23rd arrived at Ble�’s World Dragasta was met by an Inquisitor, and subsequently ordered by his superiors to execute all mutants and here�cs within his unit. Dragasta knew that to comply would destroy his already shaken regiment through further infigh�ng. He desperately pleaded his case, but was demoted and once again given the order. He agreed this �me, but it was a lie.

Dragasta met with some of his more devious advisors, a former Delaque gang leader named Kurgan the Younger and a former Goliath leader named Slaughter. The three of them devised a plan to steal a space going vessel and escape the Imperium. Kurgan and Slaughter snuck into a sec�on of the spaceport that was poorly guarded, silently murdering sentries and plan�ng explosive charges. Dragasta ordered his men to approach as far as possible but they were stopped by dozens of Adeptus Arbites. The signal was given and the 23rd opened fire on the Arbites. The charges were detonated from inside the spaceport, disabling cri�cal defenses and sensory arrays. Dragasta orderd ar�llery barrages to cover his flanks and moved his men aboard the largest vessel they could find. Imperial response to their treachery was swi�, and only a small segment of the regiment escaped with the cruiser. Dragasta saw the slower of his units gunned down by Imperial Fist marines as the cruiser lurched into space.

The 23rd now fights for survival in a hos�le universe. They will raid any place where food, fuel, and arms can be looted. Having turned renegade there is no going back. Other guardsmen or civilians are gunned down without hesita�on. Mutants are freely accepted into the force if they can take an order and have the strength to kill. Since their escape the 23rd have since fallen under the sway of the Word Bearers, who cynically use the regiment as both cul�sts for their rituals and “meat shields” in their conquests. Morale and hierarchy are maintained by Kurgan, who lives in the shadows to listen for plots and execute disloyal fools. He selects former gang leaders and pirate captains as sergeants. Chaos is openly worshipped by the devout in the regiment, although most do not understand the cause they are figh�ng for. The more fervent believers are inducted into a cult: The Brotherhood of the Yellow Eye. Brothers are always the first to eat or claim loot, and answer only to Dragasta, now their spiritual leader.

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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]

h�p://chaosgerbil.wordpress.com/

You can also join the discussion in the BOLS forum:h�p://www.lounge.belloflostsouls.net/showthread.php?s=1d35ddc210ed42875f7509e1b063deb4&t=1184