Thursday, May 26, 2011

Lost and the Damned - Orders and Psychic Powers


 Some outlines for potential orders and psychic powers.
Orders
Most of the Lost and the Damned HQ choices have the ability to issue orders to Mortal units.  Follow the rules in Codex: Imperial Guard on p.29, with the LatD HQ taking the place of a Company Command Squad in the order hierarchy (ie LatD leader issues orders, then any Platoon Commanders).  LatD HQs that issue orders may issue two orders per turn and have a radius of 12”.  Traitor Officers are treated as Company Commanders and have access to all the orders Imperial Company Commanders do per Codex: Imperial Guard p.30.
Cult Leaders and Mutant Warbosses have access to the following orders:



·        Get Back in the Fight! – per Codex: Imperial Guard p.30

·        Storm the Barricades! – The unit gains Furious Charge and Fleet for the turn.  The unit must Run and makes its Run move immediately towards the nearest enemy.  In the assault phase they must attempt to assault the nearest enemy unit.


·        Bring Me that One’s Head! – Designate a target unit within line of sight of both the model issuing the order and the unit receiving it.  The receiving unit immediately fires at the designated target unit.  After wounds have been allocated but before any saves are rolled, the LatD player may re-allocate one wound.

·        Destroy their Icons! – Designate a target unit within line of sight of both the model issuing the order and the unit receiving it. To be a valid target unit for this order, the target unit must have a rule or piece of wargear with standard, banner, icon, or relic in the title, such as (but not limited to) Icon of Khorne, Platoon Standard, Waagh Banner, or Living Relic.  (Note that by virtue of having the ability to give this order with “icon” in the title, the LatD HQ itself becomes a valid target for an opposing LatD army!)  The receiving unit immediately fires at the designated target unit and counts its shots as being twin-linked.


Psychic Powers

The Seeds of Doubt – 18” range, cast in shooting phase.  The targeted unit must pass a morale check or be pinned.

Warp Flame – Psychic shooting attack.  S 4 AP d6 Assault 1 Template

Shield of the Immaterium – Cast at the start of the enemy shooting phase.  Friendly units within 6” of the caster gain a 5+ invulnerable save from shooting during that phase.  Models with an invulnerable save already have theirs improved by 1 to a maximum of 3+.

The Gods aid the Faithful – Cast at any time during the LatD movement phase.  Pick a Daemonic unit that failed its Reserve roll and immediately deploy it.

Warp Fury – Cast in any assault phase.  The psyker gains +D3 attacks.


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