Monday, May 30, 2011

Lost and the Damned - Operatives


Another unit.  Not terribly powerful, but potential to be troublesome.  Lots of deployment options.  The Devotee could be a good way to get an Icon into unpleasant places, and the Saboteur can Deep Strike in using someone else's icon and chuck a demo charge.  The Devotee will also likely be able to be Consecrated (have a daemon unit tied to it). 



Sunday, May 29, 2011

Ork run-in with Lost and the Damned of all things!


Not having any takers for league games yesterday, I stayed closer to home and went out to the local Hobbytown for a little bit.  There was a pretty good crowd, and most of theme were getting started with an Apocalypse game.  From what I can recall it was Grey Knights, Space Wolves, and some other Marines against Chaos Marines with traitor guard backup and Orks.  Some home-built Apoc-type stuff hit the table, like Stompas and Imperial fighter-bombers.  From what I saw, the Grey Knights, Space Wolves, and World Eaters all looked especially nice.

I didn't get into that, instead starting up a pick up game with Jason (from prior batrep) and his Death Guard and Aaron whom I've seen around but haven't played, who broke out his Nurgle traitor guard (the Traitors of Rust) for the match.  Awesome! 

Saturday, May 28, 2011

Lost and the Damned - Stalk Tanks

No, that's not right.  (Image from http://ethanolcoopofelcajon.com)

Another unit, this time the Stalk Tanks made famous in the Gaunt's Ghost series. 

(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.                           

Friday, May 27, 2011

Lost and the Damned - Zombies and Beasts


A couple of units for Codex: Lost and the Damned:

(Troops) Zombies
               Animated corpses, mind controlled minions, victims of the Plague of Unbelief, etc.
Cost: 7pts 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 never 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. 

Thursday, May 26, 2011

Lost and the Damned - Master Blaster edition - Mutant Warlord and Chaos Squats


Some more proposed units.  Once we get everything laid out it will be redone in a more organized fashion; at present I'm just putting down whatever I'm in the mood for at the moment.










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:

Tuesday, May 24, 2011

The Codex Project: Lost and the Damned - Overview and Preliminaries


Here's an overview of how I'm approaching revamping LatD and what I've typed up so far, still very much WIP:



Monday, May 23, 2011

The Codex Project: Lost and the Damned - Gearing Up!


I've been hashing out the rough sketches for a Codex: Lost and the Damned over at The Codex Project; if interested, come take a look and lend a hand!  If you haven't heard of TCP yet, it's an attempt to bring the community a pool of community made - and reviewed and playtested - armies to broaden and enrich our play experiences beyond official GW products. It aims to give gamers more options, in a way that avoids the pitfalls of many fandexes like rampant Mary-Sue syndrome and grievous undercosting. 

After a delay from a tough semester, I'm trying to ramp the LatD up again, and would appreciate any help, suggestions and feedback.  What would you like to see in a Codex: Lost and the Damned? 


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