Here's the current WIP scribblings so far. Feel free to comment here or over at
The Codex Project.
Lost and the Damned working document
Building an Army
A Lost and the Damned army is a curious mix of forces. Aside from the unique units of its own, it often draws upon other army lists: Codex: Imperial Guard, Codex: Chaos Space Marines, and Codex: Chaos Daemons.
There are several choices to be made with a Lost and the Damned army that will significantly affect the makeup of the force. The individual aspects will be covered in more detail later, but for now when considering an army keep in mind the acronym LATD: Leadership, Alignment, Trajectory, and Development.
Leadership: Who is leading this particular force? A charismatic Cult Leader? A powerful Mutant Warboss? A skilled Traitor Officer? Or perhaps even an Astartes? Each leader will provide advantages and allow you to build more tailored forces.
Alignment: Is the army devoted to one Chaos Power (Khorne, Nurgle, Slaanesh, Tzeentch) or is it an Undivided force? Those devoted to one power will be able to draw more deeply upon that god’s forces, but will be unable to call upon those of their patron’s rivals.
Trajectory: Forces can either be from outside the Imperium (Legions of the Eye) or more home-grown threats (The Enemy Within). The former will have more access to things like daemon engines, while the latter will have more access to Imperial-patterned vehicles.
Development: Now that you know the kind of force that you want, select appropriate units and fill in the details!
General Rules
There are some extra rules to consider with a Lost and the Damned army relating to using the forces from different armies under one umbrella:
Daemons: The Daemonic units available to a Lost and the Damned army are drawn from those in Codex: Chaos Daemons. However, they do not utilize the Daemonic Assault rule, and are instead summoned onto the battlefield via Icons. Daemonic units start in Reserve, and when available Deep Strike onto the field within 6” of an Icon, without scattering.
Icons: Icons from Codex: Chaos Space Marines work as normal, with the addition that units from Codex: Chaos Daemons Deep Strike using them as well. Standards bought for Company or Platoon Command Squads also can be used as Personal Icons (Codex: Chaos Space Marines, p. ) in addition to their normal abilities.
Consecration: Some units (see individual entries) will have the option of being Consecrated. This allows them to open the way for daemons through the sacrifice of either themselves or their victims. When you consecrate a unit, designate a daemon unit to be linked to the consecrated unit. Only one daemon unit may be linked to each consecrated unit, and a daemon unit may only be linked to one consecrated unit. There must be an available daemon unit for a unit to be consecrated.
Daemons linked to a consecrated unit do not roll for Reserves normally; instead they come into play as follows:
1) Consecrated units that are part of an assault where an enemy unit was destroyed in the most recent assault phase (through inflicted wounds, No Retreat wounds, Sweeping Advance or other cause) and would otherwise be eligible to Consolidate do not make Consolidation moves; instead they remain in place and finish sacrificing their victims. Immediately place the linked daemon unit within 6” of a member of the consecrated unit per Deep Strike but with no scatter. Should there be no available space to place the daemon unit, they will mishap as normal. Should such a mishap cause the daemon unit to go into Reserve, they will then roll for Reserves and Deep Strike as normal, no longer tied to the consecrated unit.
Or
2) If the consecrated unit is wiped out, destroyed, or otherwise removed from play the linked daemon unit will immediately Deep Strike as above within 6” of the last position of the last member of the consecrated unit to die (if simultaneous, you may choose).
Consecrated units are totally committed to completing the summoning rituals and are therefore Fearless until after the summoning is complete (should the daemons mishap, this still counts as completing the summoning).
Note: Platoon infantry squads that are consecrated may not combine.
The Toll of Corruption: To adjust for potential balance issues of allowing units from more than one codex to be used in combination, Lost and the Damned armies operate under a “tax” of 10% of the game value, having fewer points than their opponents (unless another Lost and the Damned army!) for the given game size. For example, for a 1500pt game, the LatD army will only have 1350pts to spend. For games where Victory Points are used, if the opponent scores half or more of the VPs from the LatD army, they also earn that extra 10% (example: in a 1500pt game vs. Blood Angels, the Blood Angels destroy enough LatD units to earn 800VPs. Since this 800 is half or more of the 1350pt LatD force, the Blood Angels are also awarded an extra 150VPs, for 950VPs total).
Allies: Noted Allied units from Codex: Chaos Daemons and Codex: Chaos Space Marines may be taken subject to some restrictions.
For every Troops choice drawn from Codex: Lost and the Damned or Codex: Imperial Guard you may select one noted Troops selection from each of Codex: Chaos Daemons and Codex: Chaos Space Marines.
For every Troops choice from Codex: Chaos Daemons or Codex: Chaos Space Marines you may select one noted choice from the same book from either Elites, Fast Attack, or Heavy Support.
Special characters may not be selected for allied units.
United, but Apart: The forces of Chaos come in innumerable forms, within three broad categories: Mortal (humans, abhumans and mutants – units pulled from Codex: Imperial Guard and the new units here in Codex: Lost and the Damned, except where noted), Daemonic (units from Codex: Chaos Daemons) and Astartes (units from Codex: Chaos Space Marines). While they may be united in opposition to the foe of the moment, there are some restrictions on how they may interact with each other.
Unless noted otherwise, characters from one category (Mortal, Daemonic, Astartes) may not join units of another, nor may they form units with characters from another category.
Unless noted otherwise, abilities from one category will not affect units of another (example: Orders from Mortal officers would not be able to be issued to Daemons or Chaos Marines).
Transports:
· Daemons: Even if they could understand the tactical advantages of transport vehicles, once loosed upon the material world they have no desire to be boxed up. Daemonic units may not embark in transports.
· Mortals: The vehicles of Chaos Marines are treasured wargear, even relics. Mortals may only enter in chains as prisoners, or on spikes as trophies adorning the hull. Mortal units may not embark in Chaos Space Marine transports.
· Astartes: While they prefer their own transports, traitor marines are not above battlefield expedients. They may make use of Mortal transports once the game begins, but they may not be deployed in them. Also, the interiors of Mortal vehicles are not configured for Astartes’ stature; Chaos Space Marine models in power armor take up two spaces each in Mortal transports; Chaos Space Marine models in Terminator Armor take up four spaces each.
Alignment
There are five options for alignment: Undivided, and each of the four Chaos Powers (Khorne, Nurgle, Slaanesh, and Tzeentch). You will choose the alignment of the army by marking (or not marking) the army’s leader. An unmarked leader will lead an Undivided army, and a marked leader will lead an army of the appropriate god (leader with Mark of Khorne = Khornate army, etc.).
Undivided:
· Leader is not marked.
· No restrictions on the types of Icons that may be taken.
· May only select one of each type of cult Chaos Space Marine unit (Berzerkers, Noise Marines, Plague Marines, Thousand Sons).
· Daemonic allies drawn from Elites, Fast Attack, and Heavy Support that are associated with a particular god may not be duplicated (example: cannot have two Bloodcrusher units).
Marked:
· Leader must have appropriate mark.
· No restriction on appropriately marked units; no other marked units allowed.
· Icons must be of appropriate god or Personal Icons.
· Daemonic allies must be of appropriate god.
Trajectory
Legions of the Eye: Access to Defilers, Stalk Tanks, Desecrators, and basic Imperial-pattern vehicles (basic Leman Russ, Chimera, Basilisk). Units that have option for a Chimera may instead pick a Chaos Rhino (per p. of Codex: Chaos Space Marines with a change to the ballistic skill of the purchasing unit).
The Enemy Within: Access to full range of vehicles from Codex: Imperial Guard.
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.
Vehicle Rules and Upgrades
It’s not built to do that: Many vehicles used by the various traitors and renegades that make up Lost and the Damned armies are converted from designs not intended for the rough conditions of battlefield maneuver. Vehicles with this rule that take dangerous terrain tests are immobilized on a roll of 1 or 2. If going Flat Out when taking a dangerous terrain test, they are immobilized on a 1-3.
Closed Top: The vehicle no longer counts as open-topped. Comes with one fire point (2 models) on the top, and three access points – one to the rear and one on each side.
Dedicated Transports
Chimera (Codex: Imperial Guard p. )
Chaos Rhino (Codex: Chaos Space Marines p. )
Kobold Armored Transport (35pts)
A catch-all for a variety of lightly armored transports converted from civilian haulers or military supply trucks, often as a field expedient. (Size notes: Ork Trukk kits would be a good basis for conversions, there are also many great examples and tutorials online)
Fast, Open Topped, Transport
Passenger Capacity: 15
AV 10/10/10
BS: 2 or 3 (same BS as purchasing unit)
Weapons:
Heavy Stubber
May upgrade heavy stubber to:
Flamer +5
Heavy Bolter +5
Grenade Launcher +5
Options:
Closed Top +10
Special Rules:
It’s not built to do that
Mammoth Armored Heavy Transport (70pts)
Converted from heavy haulers, mining transports and the like the Mammoth enables Chaos forces to move large groups of troops at once. (Size notes: Ork Battlewagons would make a good basis for conversions)
Open Topped, Transport
Passenger Capacity: 30
AV 12/11/10
BS: 2 or 3 (same BS as purchasing unit)
Weapons:
Heavy Stubber
May upgrade heavy stubber to:
Flamer (free)
Heavy Bolter +5
Grenade Launcher +5
Autocannon +10
Havoc Launcher +15
Options:
Closed Top +10
Dozer Blade +10 – Dangerous terrain tests only immobilize on a 1 (countering It’s not built to do that). The Mammoth may now also Tank Shock, though it does not become a Tank.
Special Rules:
It’s not built to do that
Desecrator Daemon Engine (150pts)
Originally designed for the incredibly difficult terrain of some daemon worlds where regular wheeled or tracked transport is impractical, Desecrators are often seen spearheading attacks from the Eye of Terror. (Size notes: Obviously, the Defiler kit is a good base for conversions, removing the battlecannon and adding a section to hold troops)
Walker, Transport, Assault Vehicle
Passenger Capacity: 15
Access Points: 3 – front and each side.
Fire points: none
AV 12/12/10
WS: 3 BS: 3 S: 6 I:3 A:2
Weapons:
Two dreadnought close combat weapons (bonus attack included in profile)
TL heavy flamer
Havoc Launcher
Special Rules:
Daemon Engine – Ignores shaken and stunned results.
Fleet
Units
(HQ) Mutant Warlord
Cost: 80pts
WS 5 BS 3 S 5 T 5 I 3 W 4 A 4 Ld 9 Save 4+
Furious Charge, Fearless, Bulky, Independent Character
Wargear: Ripper Gun, Close Combat Weapon, Frag&Krak grenades
Options:
Trade Ripper Gun for Plasma Pistol: +5
Trade CCW for Great Weapon (two-handed weapon, +2S): +5
Trade CCW for Eviscerator: +20
Trade all weapons to become Possessed (5+ invulnerable save, Fleet, and Rending): +20
Personal Icon: +5
Mark of Khorne: +10
Mark of Nurgle: +20
Mark of Slaanesh: +5
Mark of Tzeentch: +15
Psyker (may not take if take Mark of Khorne) – pick one power from the LatD psychic powers list: +15
Orders: Issues orders as a LatD HQ per the Orders section.
(Elites) Chaos Squats
Cost: 60pts for 4 plus Champion, +10pts/model
Unit size: 5-10
Chaos Squat: WS 3 BS 3 S 3 T 4 I 3 W 1 A 1 Ld 8 Sv 5+
Champion: WS 3 BS 3 S 3 T 4 I 3 W 1 A 2 Ld 9 Sv 5+
Stubborn
Squat – The unit may not Run.
Wargear: Lasgun, laspistol, close combat weapon, frag&krak grenades
Options:
Unit may exchange lasguns and laspistols for bolters and bolt pistols for +1pt/model.
Unit may upgrade to power armor (3+ armor save) for +3pts/model.
Champion may:
exchange pistol for plasma pistol: +10
exchange close combat weapon for power weapon for +10pts or for a power fist for +15pts.
Purchase meltabombs for +5pts
Purchase a personal icon for +5pts
Two Chaos Squats may exchange their lasgun or bolter for:
Flamer +5
Grenade Launcher +5
Meltagun +10
Plasmagun +10
A third Chaos Squat may exchange their lasgun or bolter as above or for:
Heavy Bolter +5
Autocannon +10
Missile Launcher +10
Multimelta +10
Plasma Cannon +20
Lascannon +20
One model may take an icon of Chaos:
Icon of Chaos Glory +10
Icon of Khorne +30
Icon of Nurgle +40
Icon of Slaanesh +20
Icon of Tzeentch +40
Transport: The unit may purchase a Chaos Rhino for +35pts or a Desecrator for +150pts.
(Elites) Operative
Cost: 15pts
Operative: WS 4 BS 4 S 3 T 3 I 3 W 2 A 2 Ld 9 Sv 5+
Fearless, Fleet, Infiltrate, Move through Cover, Stealth, Deep Strike
Whither go the Gods, so go I – If Deep Strike within 6” of an Icon will not scatter.
Wargear: Laspistol, close combat weapon, frag and krak grenades.
Options – the Operative may select one of the following specializations.
Assassin – +20pts - Gains +1 BS, +1 WS, +1 I, sniper rifle and power weapon.
You are the one I seek: In both shooting and assault, one wound caused by the Operative may be allocated to a model of its choosing in the target unit.
Saboteur – +30pts - Gains melta bombs and a demolition charge.
Booby traps – After both players have deployed, but before Infiltrators or Scout moves, you may designate one piece of terrain not in the enemy deployment zone to be dangerous terrain. Models that already treat difficult terrain as dangerous are 1 in 6 more likely to be affected (ie bikers and normal vehicles are affected on a 1 or a 2, a vehicle with It’s not built to do that is affected on a 1-3, etc.). Rerolls for things like dozer blades, skilled rider, etc. may be taken as normal.
Devotee – +5pts - Gains a personal icon.
(Troops) Rabble
Cultists, corrupted poorly equipped PDF, mutants, criminals and other ne’er do wells.
Unit size 10-30
Cost: 50pts for 9 + Agitator, +4pts/additional model.
Rabble: WS 2 BS 2 S 3 T 3 I 3 W 1 A 1 Ld 6 Save 6+
Agitator: WS 3 BS 3 S 3 T 3 I 3 W 1A 2 Ld 7 Save 6+
Frenzied: This unit is considered Fearless for the first morale check it takes.
Weapons: Lasgun, close combat weapon (Agitator has laspistol and close combat weapon)
Options:
Swap lasguns for laspistols: free
Swap lasguns for shotguns: +1pt/model
Unit may have frag grenades: +1pt/model in unit
Unit may upgrade to flak armor (5+ armor save): +1pt/model in unit
For every 10 models (rounding down) one model may exchange its lasgun for:
Flamer +5
Grenade Launcher +5
Heavy Stubber +5
Meltagun +10
One model may be an icon bearer:
Icon of Chaos Glory +10
Icon of Slaanesh: +20
Icon of Khorne: +30
Icon of Nurgle: +30
Icon of Tzeentch: +30
Agitator may swap laspistol for:
Bolt Pistol +1
Hand Flamer +10
Agitator may swap close combat weapon for power weapon +10
Agitator may have Krak Grenades (+2), Meltabombs (+5), Personal Icon (+5)
Dedicated Transports:
If the unit numbers 15 or less, they may purchase a Kobold transport.
If the unit numbers 16 or more, they may purchase a Mammoth transport.
Legions of the Eye only: If the unit numbers 15 or less, they may purchase a Desecrator transport.
(Troops) Zombies
Animated corpses, mind controlled minions, victims of the Plague of Unbelief, etc.
Cost: 6pts per model.
Unit size: 10-50
Zombie: WS 2 BS 0 S 3 T 3(4) I 2 W 1 A 1 Ld 10 Save 6+
Fearless, Feel No Pain, Slow and Purposeful
Zombies do not count as scoring units.
There is no escape – For purposes of Sweeping Advances, Zombies have an Initiative of 5.
They’re already here – For +1pt/model the unit may be given Infiltrate.
Brains! – If an independent character is attached to the unit, roll a d6 at the start of your own Assault Phase if the unit is not already engaged in assault. On a roll of a 1, the zombies turn on the character(s) and launch an assault on them. They may not also assault other units at the same time. Resolve the combat as if the zombies and the character are enemies (the character does not count as being part of the zombie unit for any purpose so long as the assault continues. The zombies will continue to attack the character until the zombie unit is wiped out, the character is dead, the character successfully flees, or the zombie unit is assaulted by an enemy unit. If the enemy assaults the zombies, they cease their attacks on the character and the character resumes its status of being attached to the unit.
(Fast Attack) Chaos Spawn (as per Codex: Chaos Space Marines p.99 with the following option)
Master of Mutation +75
WS 3 BS 3 S 4 T 4 I 4 W 2 A 2 Ld 9 Sv 5+
Weaponry: Two close combat weapons
The Master of Mutation is imbued with the power of Chaos and can fuel warp-spawned monstrosities such as Chaos Spawn to even greater power and durability. The Master of Mutation is part of the Chaos Spawn unit and moves as they do. Should all the Spawn be slain and the Master of Mutation be on his own, he moves as normal infantry and does not count as Mindless.
Warp Vitality: Grants Feel No Pain to himself and any Chaos Spawn in his unit. Grants +1 attack to Chaos Spawn in his unit.
Psyker: The Master of Mutation is a psyker and has the Gift of Chaos psychic power (per Codex: Chaos Space Marines p.88). Any Spawn created as the result of the power are placed in coherency with the Master of Mutation’s unit.
(Fast Attack) Gremlin Attack Vehicle (25pts each)
Light vehicles converted to be fast support weapon platforms. (Size notes: Ork Warbuggies or Space Marine Attack Bikes would be a good size to shoot for)
Unit size 1-3
Fast, Open Topped
AV 10/10/10
BS: 3
Weapons:
Twin linked Heavy Stubber
Can be upgraded to:
Heavy Bolter +5
Mortar +5
Autocannon +10
Missile Launcher +10
Havoc Launcher +15
Shrieker Rockets +25
Shrieker Rockets: S 6 AP 5 Large Blast, Barrage. Range 48”. Four shots total.
Special Rules:
Scouts, It’s not built to do that
(Fast Attack) Stalk Tank
Legions of the Eye only.
Cost: 65pts each.
Unit size: 1-3
AV 11/11/10 WS 3 BS 3 S 5 I 3 A 2
Walker, Scouts, Fleet
Weapons: Twin-linked Multilaser (turret)
Options:
Upgrade Twin-linked Multilaser to:
Twin-linked Heavy Flamer +5
Twin-linked Reaper Autocannon +10
Twin-linked Lascannon +20
The Stalk Tank can instead opt for the Slaughterer pattern and remove its twin-linked Multilaser for a variety of wrecking balls, chainblades, flails and other implements of destruction for +15pts, gaining +1A and Rending.
(Fast Attack) Beasts
Mutant hounds or other monstrosities sent to tear foes apart.
Cost: 8pts per model.
Unit size: 5-15
Beast: WS 3 BS 0 S 3 T 3 I 4 W 1 A 2 Ld 6 Save 6+
Beasts, Frenzied
Winged – for +2pts/model may change unit type from Beasts to Jump Infantry.
P_P its....just so beautiful....
ReplyDeletewow lots of work gone into it so far. I would love to see the finished product. Keep it up Taurus, high quality posting as always!
ReplyDeleteThanks folks! More's on the way!
ReplyDeleteThe list is looking good. I might have to break out some of my old squats to form a unit with all bolters.
ReplyDeleteColKG