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Made in ca
Longtime Dakkanaut




Codex Lost and Damned

Designer Note

Spoiler:
While writting this codex my intention was to produce a horde army who, much like Chaos Space Marines themselves, would focus mostly on close combat but would rely on number to be efficient. I also used this codex to correct some «flaws» in the mark and icons bonuses as well as in the Chaos Boon table which contained several redundant choices. The army was also designed with a fragmented leadership this explain the clear separation in style between the various unit of each section of the Force Organisation Chart. The low leadership and rag tag nature of most troops or even armored vehicule is also a choice made to represent the unfocused and ill discipline forces of Chaos. If there should be a perfect «punching bag» army it should be the Lost and Damned. Of course amid their troops and sacrificial units is hiding excellent units and dangerous character. The fragmented leadership of the hordes of the Lost and Damned is further enforced with the addition of particularly high level squad leaders like the Warmonger, Cult Master and Commander, each one of them representing a sort of mini HQ choice to make the most out of the Champion of Chaos special rule in an army of guard equivalent troops, bu also to showcase the fact that these people would normaly be minor warlords in their own rights. The special characters were designed each with a special god in mind and with a theme to fulfill (Victim, Mastermind, Unholy symbol, Monster and Living Legend). I also thought it would be important to give the Lost and Damned characters who could have great influence over what is happening in the galaxy and not just let them be the secondary cast to traitor Space Marines and daemons. All in all, the list is clearly based on the idea that you can model your Lost and Damned army in various subfection. You can create an army of rebellious and well trained guardsmen, the weird arcane forces of a techpriest, the hordes of a religious fanatic or the reality bending and horrible carnival of a powerful psyker. The formation proposed bellow are also a representation of those various avenue to give an extra edge to those who decide to stick to a single theme. Despite this, it's possible to create some petty respectable list with a bit of everything in mind. All in all, the army is designed to be played as a horde who rely on tricks and hidden elite units to win its battle. It should be rather challenging to win with it, but also tough to crush easily, but I don't expect new comers or player who enjoy reliable game mechanic and tricks to win consistently with such a force.


Introduction

Spoiler:
The Ruinous Powers were always interested in the destiny of mankind. Since they took to the stars men and women were led by visions of the Gods of Chaos and brough under their rule. There, they commited atrocities against their own race, drown planets in blood or disease and have been rewarded for it very richly. Since the Horus Heresy they have become uncountable and have forged kingdoms and empires in the stars where the foul powers of Chaos could sip in realspace. Those who live, fight and praise their masters from those strongholds or behond are lost and damned to the eyes of the faithful subject of the Imperium and they are their worst ennemy. Unlike the steel minded Space Marine or the faithful Sister of Battle, the common men is a very easy prey for the Ruinous Powers and just has tempting. Numerous are those who have fallen from the Emperor tyrannical regime, sometimes with hope for a peaceful future, but all have catched the attention of his nemesis. Those living in the boundaries of the Imperium live in constant fear of purges and pogrom that would see them exterminated before they can wreak a terrible vengeance on the loyalists. It's a life filled with hatred, fear and devotion to atrocious being while living in the most soul crushing slums imaginable. Those living in the Eye of Terror, the Maelstrom, other warp anomalies or Chaos stronghold of realspace live on planets where the laws of nature seem to loose consistency and war is a constance be it amongst themselves or against a common foe. It's a place where the strong herd the weak in vast hordes to further their own goal, where loyalty is a dream and might in all its form is the only commonly accepted currency. When they rise, the lost and damned of the realms of Chaos form vast heteroclite armies of vicious mutants, insane cultists and heartless mercenaries all backed by sorcery and the will of their patron. Those Black Crusade follow in the wake of those of the Chaos Space Marines, their warrior half-daemon gods, to support or carve themselves a nice portion of the spoils of war. Only the vigilance of the Imperium numerous institutions and armies prevent mankind fall and damnation. Has the Time of Ending grow ever closer, while the armies of hell are at heaven's gate, the frontier of the realm of Chaos have burst open to reveal a tide of misery and hatred who took the shape of a conquering army. It's retribution time for the lost and damned and they will place on the Imperium and realspace the weight of their ambition.


Play Testing Notes

Spoiler:
Fortunately, I did managed to make around 6 games with this list of Lost and Damned and compared to the one offered by Forge World, it does provide some improvement. I couldtest the Endless Horde formation and was very pleased by its strength and capacity to create a high tension game. The Chaos warhounds and Chaos Spawns were extremely dangerous in that setting and the capcity for transports to return in play did provided for more firepower than I originally thought possible. Gunline armies are the most punished by this formation, but also make for great game with a take and hold objective (and very fluffy too). My first test with the Plague Apocalypse formation was nice, but the list was extremely dull. Thanks to one of my friends, an amateur of the Zombie genre, I added some flavor the unit with some specialised zombies, but I failed to implement more types so far, but I hope to be able to produce some new ones for an expension. While I thought the Shadow Strike Formation would be completly OP, it did not worked as well as I thought mostly due to the fact that I used it against a Tau army rich in the interception Special Rule. I wasn`t too disappointed by the Chaos Marauder who did prove they could make Scions jealous (god would i love my scions to be so versatile). While I did not used it properly, me and my gaming group realised that it's possible to create a complete cheese factory by using the and abusing the fact that you can found more units with psychic power in this codex than any other with the possible exception of the Grey Knights. With such a dominance its possible to create a absurd daemon factory list. While I doubt such a strategy would be used in most gaming group, it could be a design problem, but I don't want to cut this option completly since I am fond of all those psychic units. Like the ork, this army is also very vulnerable to the fear special rule thanks to its low leadership, but there is option to mitigate that problem thanks to Dark Priest. While I thought the Mutant Militia Gang would be the weakest choice for troop, they actually porved to be the best thanks to its cheap cost, and massive potential for upgrade. The Warmonger is a must take and with a priest they can prove to hit even harder than a mob of orks, but are less resistent. The Fellblade isn't as dominating as I thought even with its D strength shell since its only one shot and misses half the time. All in all, I realised that this army could rely a lot on its troops to win battle which in my mind is sign of good design while the rest provide for support and a bit of extra punch.


Special Rules section

Spoiler:
Hatred (Imperium): all the units inside the Lost and Damned army except those with the rule primal and/or mindless are considered to have the special rule hatred (see the core rule book for details) on any unit from the following armies or codex: Astra Millitarum, Millitarum Tempestus, Space Marines, Dark Angels, Blood Angels, Space Wolfs, Grey Knights, Sisters of Battle, Adeptus Mechanicus, Imperial Knights.

Primal: any unit with the primal rule is to single minded, stupid or savage to be capable of complex higher thought. They cannot benefit from the leadership value of any independant characters joining them (if it happens, use the leadership of the most numerous) or any of their special rule.

Mindless: any unit with that rule possess no clear will of its own and needs constant guidance to be efficient. Each time a unit only composed of mindless model find itlself on the table, it must succesfully pass a leadership test or be completly immobile and incapable of shooting during that turn. If the unit is already enguage in close combat when it fail it's test it's considered that is WS, A, I is reduce to 1. It is otherwise treated as fearless for all pinning or leadership test.

Aura of Dark Glory: any model with this rule is protected by the will of the God of Chaos and the Arcane power of the Warp. It confer an invulnerable save of 5+ to it's wearer.

Champion of Chaos: any model with that special rule must always attempt and accept challenges during close-combat. If it wins, it can roll once for each victory on the chaos boon table a bonus.


Marks and Icon of Chaos

Spoiler:
Almost all units in the codex Lost and Damned can select a Mark and Icon of Chaos. A unit can only possess one kind of Mark and if it select in addition an Icon it must be of the same kind than the one of it's mark. Independent characters can join units only if they share the same Mark or have the Mark of Chaos Undivided. If a Independent character wearing a Mark of Chaos Undivided join a unit with the Mark of another God, he can keep its bonus, but doesn't gain those of the unit he joins including that of a potential Icon. The cost of these Marks and Icons may vary from unit to unit.

Mark of Khorn: It confers to its bearer the special rule rage, counter attack and furious charge.

Icon of Khorn: it confers to the unit bearing it the special rule Crusader and a reroll of the charge range, but it must keep the second roll.

Mark of Nurgle: It confers to its bearer a bonus of +1 to toughness.

Icon of Nurge: it confers to the unit bearing it the special rule Fear and defensive grenades. If it already cause fear, every successful fear test must be rerolled

Mark of Slaanesh: it confers to its bearer a bonus of +1 to initiative and the special rule fleet.

Icon of Slaanesh: it confers to the unit bearing it the special rule Feel No Pain (5+) or improve an existing feel no pain rule by one step.

Mark of Tzeentch: It confers to it's bearer the special rule Aura of Dark Glory and the ability to reroll once per-game all failed armor save roll of 1. If the bearer already have the special rule Aura of Dark Glory, an equivalent or better invulnerable save, the Mark of Tzeentch improve it by one step instead to a maximum of 3+.

Icon of Tzeentch: It confers to the unit bearing it a special weapon that can be fire at normal ballistic skills during the shooting phase in addition to any other attack that the unit may have. It cannot fire during overwatch. It has the following profile: range: 24", Strength: 4, AP: 5, Type: assault 1d6, special rule: ignore cover and soul blaze.

Mark of Chaos Undivided: it confers to its bearer the ability to reroll all failed leadership test. It also allow him to decline challenges even if he has the champion of Chaos special rule without any ill effect..


Chaos Boon

Spoiler:
The gods of Chaos are generous with their gifts with successful champions even if sometimes those gifts kill them. Each time a character with the champion of Chaos special rule win a duel, roll two d6 once on the table bellow. Should you roll twice the same gift, reroll until you have a new score. Unique character like Kirrin the Chainbreaker for example automatically reroll Spawnhood and Daemonhood results. Their faith isn't decided yet.

2: Unworthy: the offering is to little to award the Gods attention. Nothing happen.
3: Spawnhood: In terrible agony, the champion turn into a spawn of chaos. Replace the model for a Chaos Spawn.
4: Venemous: The champion blood and weapons become permently coated in a supernatural venom. All attacks gain the poisonnous (4+) trait. If the attack was already poisonnous, improve it by one step to a maximum of poisonnous (3+)
5: Warp fuelled life:The champion become supernaturally resistent to wounds of all sorts. The character gain +1 Wound.
6: Hellish strength:All the blows of the champion carry a supernatural strength. The character gain +1 Strength.
7: Hyper reactive mind:The champion thought process and reflexes sharpen behond normal human potential. The character gain +1 Initiative.
8: Mastery of combat:The champion gain increase knowledge of close combat tactics and technique. The character gain +1 Weapon skill.
9: Unnatural endurence: The champion seems to be impossible to exhaust and can shrug off pain easily. The character gain feel no pain (5+) or improves an existing feel no pain save by 1 step.
10: Bloodthirst: The champion is seized with bloodlust that can't be stopped when in combat. The character gain the special rule rampage.
11: Multiple reward:The Champion offering really pleased the Ruinous powers and was rewarded with great generosity. Roll three times on the table.
12: Deamonhood: In a display of raw power the champion start to turn into a powerful daemon. Replace the model with that of a Daemonhost to represent the transitionnal form.


Special Psychic Disciplines of the Lost and Damned

Discipline of Tzeeentch

Spoiler:
Primaris Power
Vision of the furur (warp charge 1):Tzeentch allow his servant to catch a glimps of the future or so it seems. blessing, reroll all 1 to hit and to wound during next shooting phase.

1-2: Tzeentch's Firestorm (warp charge 1):Lashes of flames errupt from the psyker fingers and strike at his ennemies witchfire range: 24", strength: 6, AP: -, Type: assault 4, soul blaze

3-4: Doombolt (warp charge 1): A bolt of golden energy burn through the air, destroying all in its path. beam, range 18", strength: 8, AP: 1, Type: assault 1, melta, lance

5-6: Breath of Chaos (warp charge 2): an invisible wind mutated all the matter in enters in contact with witchfire, range: template, strength: 1, AP: 2, Type: Assault 1, Poisoned (4+), Haywire


Discipline of Nurgle

Spoiler:
Primaris Power
Nurgle's Rot (warp charge 1): The psyker selflessly exudes a disgusting wave of soul-pox. All those nearby are covered in a layer of ectoplasm so foul it can kill in seconds. nova, range: 6'', strength: 2, AP: 5, assault d6+1, poisonned (4+)

1-2: Weapon Virus (warp charge 1): The psyker infests his foe's weaponry with a corrosive curse. malediction, range: 24'', effect: all of the target ranged weapons have the special rule gets hot whilst the power is in effect.

3-4: Gift of Contagion (warp charge 1): The psykers gathers clouds of cantagion and swarms of insects to grant his target with Nurgle's blessing. malediction, range: 48'', effect: roll a d3 dice on the tables bellow. All the effect are cumulative.
1: Flyblown Palsy: -1 Attack and Ballistic skill
2: Muscular Atrophy: -1 Strength, Initiative and reduce running and charge distance by 3'' to a minimum of 1.
3: Liquefying Ague: -1 Strength, initiative and Toughness.

5-6: Plague Wind (warp charg 2): The psyker belches a wind of plague that blows through his foes. witchfire, range: 18'', S: 1, AP: 2, Assault 1, Large Blast, Poisonned (4+)


Discipline of Slaanseh

Spoiler:
Primaris Power
Sensory overload (warp charge 1): The psyker send vivid illusion to overload his foes nervous system and kill them with their own fears and desires. witchfire, range: 24'', Strength: 8*, AP: 4, Assault 4, Blind, Concussive, Pinning, strength measured vs the target Leadership score.

1-2: Hysterical Frenzy (warp charge 1): The psykers goads his follower into a state of destructive and euphoric frenzy. Blessing, range: 12'', effect: roll a d3 dice on the tables bellow.
1: Swollen Sensorium: +1 Initiative and Ballistic skill.
2: Lunatic Strength: +1 Strength.
3: Hyperactive Fit: +1 Attack and Initiative.

3-4: Symphony of Pain (warp charge 1): The shrieking psyker emits a barrage of raw Chaos energy that rages around his foes. Malediction, range: 24'', effect: target unit suffers from -1 Weapon Skill, Ballistic Skill and Attack to a minimum of 1.

5-6: Ecstatic Seizures (warp charge 2): The psyker uses his will transfer a portion of his will in his foes which turn on themselves in a seizure like state to make it stop. witchfire, range: 24'', S: special, AP: -, assault 1. If the unit his hit by the power, all model in the targeted unit suffer a wound with the same strength as the one listed in their profile.


Witchcraft
Spoiler:
Primaris Power
Soul Sapping Hex (warp charge 1): The psyker uses minor daemons and spirits to torment his foes in their thought. Malediction, range: 24'', effect: the target unit suffer from -2 Leadership for the rest of the battle. You cannot stack multiple Soul Sapping Hex.

1-2: Strength Sapping Curse (warp charge 1): The psyker task several spririts and minor daemon to curse all the action of an ennemy leader, robbing him of all his skills. Malediction, range 18'', effect: select a single character or independant character in the targeted unit. This model automatically looses 1 point of WS, BS, S, T, I and A until the beginning of the next round. You cannot stack multiple Strength Sapping Curse.

3-4: Daemonic Skills: The psyker allow daemons and dead spirits to give himself more knowledge and skills in combat. blessing, range: self only, effect: +1 in Weapon Skill, Ballistic Skill, Initiative and Attack. It affect all the members of a brotherhood of psykers.

5-6: Vengefull Spirits (warp charge 2): The psyker invokes a swarm of mad dead spirit from the warp and hurl them at his foes to wreck vengeance on the living by lashing at them with their ethereal claws. witchfire, range: 24'', S: 4, AP: 2, Assault 1, Large Blast, ignore cover.


Warlord Traits

Spoiler:
1) Religious fanatic: The warlord is known for his fierce religious beliefs and impressive charisma. He is a true clarion of the Ruinous. gain the special rule aura of fanatism. If the Warlord has it, it improves it's range by 6 inches.
2) Expert raider: The warlord is a specialist of surprise assult with numerous success under his belt. The squad he commands never fail to spring the perfect ambush. the warlord and any unit he joins on deployment can deep strike or outflank. They never scatter or can choose from which board edge they come. They don't role ofr reserve and always come when the controlling player wish (at the beginning of his turn of course)
3) Knight of Chaos: The warlord is a mighty warrior and fearless champion of the Four. He never decline a chance to shed blood on the altar of his god. The warlord must always accept challenge even if has a mark of Chaos Undivided, but can reroll all fail to hit and to wound rolls in duel.
4) 5th column commander: The warlord can always count on excellent spies, saboteurs and scouts in his forces and frequently well deployed at the beginning of any battle. d3 unit gain the special rule infiltrate
5) Blessed by the Gods: The fickle gods of Chaos are generous with the warlord. He boasts many mutations The warlord gain a free role on te chaos boon table (rerolling spawn or daemon prince results)
6) A mind of steel: the warlord mind was sharpenned and harden by his life in the Realms of Chaos behond that of simple human. the warlord gain the special rule adamantium will and stubborn


Lost and Damned Detachment

Spoiler:
Mandatory: 1 HQ, 4 troops

Optionnal: 2 HQ, 4 troops, 3 Elites, 3 Fast attack, 3 Heavy Support

Benefits: Objective secure, reroll warlord trait, spoils of wars

Spoils of war: all the uptade and equipment, beside relics of the damned, for the warlord of your army are free.



Lost and Damned Formations

Endless Horde

Spoiler:
The Lost and Damned are known and feared to attack in hordes so vast that even the best and most disciplined soldiers will break under the sheer weigth of number. Mutants of all sorts, armed with all manner of weapons, rush the main ennemy line with a fervor that is bound to find its source either in sorcery or religious fanatism. They rush foward with no fear of the ennemy firepower or blades until they lack ammunition or their blade are dulled. Then, the grinder can begin. The strongest and most vicious of all mutants charge foward and deliver the killing blow. Very few forces can handle the full might and number of the endless horde of the daemon worlds and overpopulated planets of the realm of Chaos. Killing their warlord seems to be the only way to stem the tide, and even then, sometime, its too late.

Composition: 1 Arch Apostate or 1 Warlock (must be your army warlord), 6 Mutant Militia Gangs (each must be at least 20 strong), 1 Ironclad Ogre unit, 2 Chaos Warhound packs (maximum size). 1 Chaos Spawn pack, Dedicated transport can be selected has usual.

Benefits: The warlord automatically has the trait Religious fanatic, Spoils of War, Without Number

Without Number: each time a troop choice unit is destroyed or has to operate a retreat move, treat it has a retreat and roll 3d6 for the retreat distance. Than set up an identical unit at starting strength with the exact same gear and options at that position. Dedicated transport for troop choices are redeployed when they are destroyed in the same fashion independantly from their parent unit. If the distance would lead you outside the board or in an impassable terrain, reduce the distance to a minimum to set up the new unit. Should the warlord be killed, roll a d6 at the beginning of each round. On 3+, nothing happens. On a 1 or 2, all unit in the formation loose the Without Number trait.


Shadow Strike

Spoiler:
The most frightening assaults of the Lost and Damned are led by those amongst their ranks who are experimented professionnal soldiers. Marauders are amongst the most fearsome soldiers in the galaxy rivaling and even surpassing the skills of the Tempestus Scions. The Dark Castellan who lead them are extraordinary officers who almost always hail from those very same units. Their raids are precise, swift and devastating. Entire armies have fallen in carefully laid trap by them. The terrifying results of those ambush and raids carry such a reputation that they can prove to be far more destructive for moral than for infrastructures.

Composition: 1 Dark Castellan (must be your warlord), 1 squad of renegade soldiers (must be at maximal number, include two squad leaders and a commander), 1 Lost and Damned field artillery (must have renegade soldier crew), 4 marauders squad, 1 Aegis defense line (can buy dedicated transport per usual)

Benefits: the Dark Castellan automatically has the Expert Raider trait, Elite warriors, Master Raiders.

Elite warriors: all units of the formation gain a bonus of 1 to leadership.

Master Raiders: The Dark Castellan's Expert raider traits extand to all the marauders squads.


High Cult Onslaught

Spoiler:
The various cults of the Ruinous Powers shape the life of all the denizens of the realm of Chaos. They form the core of their populace and provide identity, power and a measure of safety. Those cults als form the backbone of most armies of the Lost and Damned. Cultists are far more numerous than one might think and some of the fervant ennemies of the Imperium of Mankind. Behind them lies a large and complex structure that can transform itself in a vast and fully fonctionning army at the call of an Arch Apostate. When a Dark Crusade is launched, the full furry of the adorators of Chaos is thrown at the walls of the denizens of real space. The higher cults are capable of conquering by themselves entire star system and their infectious deployment and recruitment strategy makes them devious ennemy to face. What they lack in raw training and heavy equipment, they make up in number and deployment advantages. Few are those who can stop a high cult onslaught.

Composition: 1 Arch Apostate (must be the warlord), 6 cultits mobs (must be at least 20 strong), 2 deathcult assassins squad, 1 chaos spawn pack, 3 daemonhosts, 1 Lost and Damned field artillery (cannot take the renegade soldier upgrade). All those unit must have a mark and an icon of a Chaos god if possible and all of the same one. Dedicated transport can be bought like usual.

Benefits: Spoils of war, warlord automatically has the 5th column commander trait, favored by a god

Favored by a God: all marks and Icons for all units in the formation are free so is their character update.


Ironclad Cohort

Spoiler:
The Ironclade Ogres are fearsome warriors, even more terrifying than Chaos Space Marine. Their only weakness is their intelligence, lower than that of a human if superior to that of an Ogryn. Their extemely small number comparatively speaking to the other mutants also prevent them from dominating battlefields. Once every few century, an Ogre is born, even stronger and faster than the other and with the intelligence of a genius human. Those Ogres systematically rise through the ranks of the Lost and Damned and become Ironclad Lords. These are amongst the mightiest and most fearsome champion of Chaos imaginable. Their power alone would garantie them a leadership position, but their intelligence and charisma makes them undisputed champions of Chaos. When a Ironclad Lord rises, all the leaders of the realms of Chaos aknowledge him or her. Their first action is to shape their bretheren into an army. They train their lesser brothers and sisters in the art of war, select their lieutenants amongst the smartest of the them and create a Ironclad Cohort. The presence of a Ironclad Lord seem to boost the intelligence of his fellow Ogres to reach a point where they can compare with humans. The Ironclad Cohort are amongst the most fearsome armies to face. They are equiped with power weapons and armor wielded by natural born killers of monstruous strength and resistence and their leader can match in strategical genious the greatest generals. Entire star systems can be devastated by such a force, but hopefully, they remain extremely rare.

Composition: 3 Ironclad Ogres squad (must be full size and must all have a Ironclad Champion)

Benefits: Warlord automatically has the Knights of Chaos trait, Ironclad Lord, relentless advance

Relentless advance: allow all units in the formation a free scout move at the beginning of the game.

Ironclad Lord: One of the Ironclad Champion must be updated to a Ironclad Lord whose automatically the warlord of the army for free with the following profile.

Ironclad Lord: WS: 6, BS: 4, S: 5, T: 5, W: 4 I: 5, A: 5, Ld: 9, Sv: 2+

equipment: Daemonforge armor, two handed power weapon, Reaper autocanon, frag and krak grenade, Sigil of corruption.

Special rule: Hatred (imperium), Stubborn, furious charge, relentless, hammer of wrath, fear, very bulky, Champion of Chaos, Dark Lord, eternal warrior, rampage

Dark Lord: Has long has the Ironclad Lord lives, all units can use his leadership score for all tests.

Option:

Can give the daemonic quality to hus two handed power weapon for (20 pts)

the Ironclad Lord can take one of the following Mark: Mark of Khorn (5 pts), Mark of Nurgle (15 pts), Mark of Tzeentch (15 pts), Mark of Slaanesh (8 pts), Mark of Chaos Undivided (5pts)

Can take a Relic of the Damned


Heretek Vault Wardens

Spoiler:
Technology is worth million of lives in the Imperium and thrice more in the realm of Chaos for its even harder to acquire. The Hereteks of the Lost and Damned crumble under their riches due to their monopoly on technological understanding and production capacity. With it they fuel entire Black Crusades. The smart and powerful ones will secure vaults to store them and maintain a standing force equipped with the best material possible to be certain that their riches remain in their hands and they themselves remain independant of the will of Dark Castellans, Arch-Apostates or Warlocks. Their Vault Wardens are certain to be marvellously well equiped by Lost and Damned standards and ready to pulverise any foe.

Composition: 1 Heretek (must be your Warlord), 3 Combat servitor squad, 1 squad of renagade soldiers (must have a bionic enhancement from the heretek), 1 Leman Russ squadron (must have a professionnal crew), 2 Dragonfly, 1 Fellblade tank, 1 Chaos Shredding Sphere Squadron.

Benefits: Warlord autmotically have the Mind of steel trait, Secrets of the Vault, Spoils of War

Secrets of the Vault: all the bionic enhancement, special and heavy weapon of every unit in the formation can be bough for half price rounded down. Furthermore, all update from the armory of Chaos are also free.


Plague Apocalypse

Spoiler:
Very few events can struck more the imagination of the common citizen of the Imperium then the dead rising from their grave to kill and devour the livings. The worshiper of Nurgle can create and spread a terrible plague that can reanimate the dead. The first psyker to ever receive that gift and the foremost master of that discipline is Typhus, the herald of Nurgle, but he is not alone. Numerous other psykers, all fervant devotees of Nurgle, can summon the various strands of that deadly plague. When those warlocks unleach the plague on a world, they can transform it in a vision of nightmare. Armies of Zombies arise everywhere and start to destroy all in their path. The disease help hinder the defense mechanism and ultimatly bring the apocalypse on the world affected.

Composition: 1 Warlock (must be your army warlord and have the mark of Nurgle), 1 Witch coven (must have the mark of Nurgle), 2 Sorcerers (must have the mark of Nurgle), 6 units of Plague Zombies.

Benefits: Heeeeeeeere's Zombies! Spoils of War, Zombie Apocalypse.

Heeeeeeeere's Zombies!: All units in the formation can infiltrate.

Zombie Apocalypse: the cost to upgrade Plague zombies to Zombie Knights or Zombie Infectors is reduce by half (rounded up). Furthermore, the reserve roll of all ennemy units his reduce by 1 due to the problem communication and logistic caused by the plague.


Bloodhound Force

Spoiler:
Just like the Imperial Guard, the vast hordes of the Lost and Damned can be ponderous and slow to move. They have little discipline and are composed of dozens of different bands with their own leadership and their own rivalry. To keep a conquering horde going in a semi disciplined fashion, it needs a hated foe to fight. It requires blood. When it requires ennemies, a Bloodhound Force can be assembled. It's composed of the fastest elements of any army, fast vehicule and relentless beasts all vicious and ferocious. They are fast and horrifying. Attracted by the scent of blood and fear, they can cover ground quickly and engage the foe all the while leading in the rest of the horde. Those Bloodhoound Force are sometimes more than enough to brake army appart which leads it very satisfied, but the rest of the army restless.

Composition: 1 Dragonfly, 2 Chaos Shredding Sphere Squadron, 1 Unit of Chaos Warhound, 1 unit of Chaos Spawn, 1 unit of Vangard Scouts,1 Daemonhost

Benefits: Line Breaker, Madness and Horror Incarnate

Line Breaker: All unit in the formation gain a free scout move before the first turn and score an extra VP when they achieve the Line Breaker objective.

Madness and Horror Incarnate: All unit within 6'' of any unit in the formatiion loose 1 point of Leadership for all their test. Units who are Fearless or who have the And They Shall Know no Fear are immune to this effect.


HQ choices

Dark Castellan

Spoiler:
The dark castellan of the Lost and Damned are great tactician, warrior and leader with years if not century of military experience on many level of operation. Some specialised in mass battles with hundreds of thousand troops at their command, other prefer raid and special operation. All of them have risen through the ranks of the armies of Chaos because of their intelligence, strength of will and martial prowess. Many of the most successful ones started their lives inside the armies of the Astra Millitarum has young dashing and maverick officers and quickly grew disillusioned by the imperial war machine with its politics, its bureaucracy, its chauvinism and inflexible tradition. They made the crime to contest, then to revolt, sometimes with the best of intention, but the Ruinous Powers are waiting for such opportunity to turn someone qualities against him and make them fall to the tempting lures of Chaos. Once it's done, the talent underexploited by the Imperium start to serve its enemy and dark castellans are known to be cunning, dangerous and unpredictable foes to face. It's also a hard position to keep for no army will follow a leader if he doesn't win consistently and if he can't retain the loyalty of his underlings. Spoils of wars need to be carefully managed and from time to time, dark castellans need to prove their bravery and prowess in duel against rivals and foes sometime much more dangerous than them. Has long they win battles and wars, the gods of Chaos will grant them, power, youth and hope of true immortality.

I would have envisioned a model of a rather young women (maybe early 30 late 20) with a carapace armor of rather gothic design with star of Chaos sigil, a cloak little bit tattered with maybe some slain beast fur on her shoulder and optional helmet head. A large power weapon (two-handed power sword or power glaive) planted on the soil close to her while she types on a wrist computer her latest battle orders or tactical datas.

WS: 5, BS: 5, S: 3, T: 3, W: 3, I: 4, A: 3, Ld: 9, Sv: 4+ pts: 60

equipment: hot-shot laspistol with preysight, power weapon, carapace armor, auspex, frag, krak and defensive grenades

Special rules: Hatred (imperium), outflank, commanders of armies, Champion of Chaos, Aura of Dark Glory, independant character

Unit composition: 1

Commanders of armies: Though it's hard for a dark castellans to maintain a standing army, it's not unusual for them to maintain a close knit group of loyal and disciplined fighters with them at all time. This special rule gives to the dark castellans, unit unit he joins and a unit of your choice the special rule preferred enemy (any) for the rest of the game. In addition, the Warlord allow a single unit of Chaos Marauders can be selected as a troop choice.

option:

the dark castellan can take one of the following Mark: Mark of Khorn (8 pts), Mark of Nurgle (5 pts), Mark of Tzeentch (10 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (5pts)

can replace it's hot-shot laspistol with preysight for one of the following: plasma pistol (10 pts), inferno pistol (10 pts), hot-shot lasgun with preysight (2 pts), boltgun (2 pts), power shield (15pts)

Can replace it's power weapon for one of the following: two-handed power weapon (10 pts), power fist (10 pts), power shield (10 pts), each of these weapons can become daemonic for a further (10 pts)

can take a single melta charge (5 pts)

can take a single Relic of the Damned



Arch-Apostate

Spoiler:
It's common knowledge that even the most faithful fall. Despite it's best attempt to conceal it, the Ecclesiarchy has lost many of its members to the Ruinous Power at all its level form the smallest monk to the highest Bishop. When their faith in the Emperor is shattered, those priest frequently don't lose their search for godly power, they search elsewhere and they inevitably fall upon One of the Four. In exchange of loyalty, devotion and services, the gods of Chaos grant these man all they ever wanted, clarity, power, knowledge, pleasure and a chance at divinity itself. Some are simply born on worlds controlled by the force of Chaos, but their desire to know the gods and their devotion to their ideals is much greater than that of even the faithful. Those who fell like so are known has Apostate or Dark Priest and will stop at nothing to spread their monstrous gospel and defend the unholy power of Chaos. The most charismatic, depraved and powerful of them all are the Arch-Apostate, the messiah of Chaos. They are the ones who keep in check the throng of people revering the Four on daemon worlds or in the various planet controlled by the Chaos. It's a position of great prestige and almost limitless power, but to achieve it one must be has clever in politics or assassination than devout. Conflict between rival Arch-Apostate of the same god or worst against other worshipers are a deadly joust of insults, threats, assassination attempts and even full blown war. Arch-Apostate are known to be perverted in so many ways that to face one is a real danger. You never know what you will face. Will it be an endless horde of fanatics or a dagger in the night?

I would have envisioned a model of a men rather old and fat, but still strong in long robe with some armor plate of rich and exquisite design. I would have given him a papal hat with symbols of Chaos, a large mace or barbed whip for a weapon and a brandish rod of office in the other hand. I would have posed him in such a fashion that he looks like he is giving a speech to a crowd of adorers. I would have included an option for a helmeted head and the creepiest cherubim you can conjure in your imagination.

WS: 5, BS: 4, S: 3, T:3, W: 3, I: 3, A: 2, Ld: 10, Sv: 5+ pts: 55

equipment: bolt pistol, power weapon, carapace armor, Sigil of corruption

Special rule: Zealot, Champion of Chaos, Aura of fanatism, independant character

Aura of fanatism: The Arch-Apostate is so charismatic and blessed by the gods of chaos that all those around him feel inspire to follow him and the gods of Chaos even to certain death with glee. All friendly units around 6" of the Arch-Apostate gain the zealot special rule. In addition the Arch-Apostate allows a single unit of Deathcult assassins to be selected has troops.

Unit composition: 1

option:

the Arch-Apostate can take one of the following Mark: Mark of Khorn (8 pts), Mark of Nurgle (5pts), Mark of Tzeentch (15 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (5 pts)

can replace it's bolt pistol for one of the following: plasme pistol (10 pts), inferno pistol (10 pts), Needle pistol (5 pts)

can replace it's power weapon for one of the following: evicerator chainsword (10 pts), power fist (10 pts), two-handed power weapon (10 pts), each of these weapons can become daemonic for a further (10 pts)

can take a single mutation for (5 pts)

can gain a single level of psychic mastery for (15 pts) (cannot be taken if the arch-apostate has a mark of Khorn). Select the psychic powers from the same list than the sorcerer.

can take up to two sacrificial slaves each for (3 pts)

can take a single Relic of the Damned



Warlock

Spoiler:
Warlocks are amongst the most powerful if unstable psykers in the galaxy. The Imperium refers to them has Alpha Psykers and their powers seems almost limitless to most creatures. They seems like a direct conduit for the Warp to manifest itself in the material universe. They can destroy armies with their thoughts, level bunkers in a whim and kill themselves in a terrible explosion even more easily. Very few of the Alpha Psykers living in the Imperium survive past infancy or the mind destroying tests of the Inquisition and Adeptus Telepathica. In the realms of Chaos it's another thing. Without those two institutions, they can develop into powerful and commanding beings if they survive complete madness, death and the terrible toll their powers can have on a human body. Those who achieve it become warlocks, the greatest psykers in service to the gods of Chaos. Their power is a source of prestige and command in the realm of Chaos for they can provide protection, power and carry no small amount of influence. The prediction of a warlock or a threat must always be considered seriously. Naturally, lesser psykers, witches and sorcerers naturally gravited close to them for advices, training or alliance and it's rare to found a warlock without a little army of servants and disciples. Conflict between them are nearly are ether cataclysmic or benign. There is no middle ground, for they possess to power unleash the worst atrocities imaginable. Warlocks are forever searching a way to reach daemonhood for it's their only chance to stay alive. in the long run, their gift always consume them, but sometimes the gods will make the pleasure last a little bit longer.

I would have envisioned a model of dubious sex extremely gaunt and malnourished with most of it's body bare and the rest in some sort of cloak that used to be regal, but now in tatter. I would have seen him with a bald (or almost bald) head with studs and tiny spikes protruding from its skull. Is body would be scarred with symbols of chaos of all sorts. He would be armed with a overly long and curved dagger. I would have posed him in a mid-casting stance with arms spread and slightly above ground.

WS: 4, BS: 4, S: 3, T: 4, W: 3, I: 3, A: 2, Ld: 8, Sv: 5+ pts: 70

equipment: slug pistol, force weapon, armored cloak

Special rules: Hatred (imperium), Aura of Dark Glory, Stubborn, Psyker Mastery 3, Master of the Covens, Feel no Pain (5+), independant character,

Mater of the Covens: No psykers hold more influence than the Warlock and all practitioner of those arts try to impress him to become one of its disciples. The Warlock allows one witche's coven to be taken as a troop choice. He also ignores the negative effects of his first peril of the warp.

Unit composition: 1

options:

the Warlock can take one of the following Mark: Mark of Nurgle (10pts), Mark of Tzeentch (10 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (5pts)

can repalce the slug pistol for a bolt pistol with sorcerous bolts (12 pts)

can take up to two mutations (5 pts each)

can be granted Psyker Mastery 4 ( 15 pts)

can take up to three sacrificial slaves each for (3 pts)

can add the daemonic quality to his force weapon for (10 pts)

can select psychic powers from the following discipline: Nurgle, Tzeentch, Slaanesh, Biomancy, Pyromancy, Telekinesis, Telepathy, Witchcraft and malefic daemonology

can take a single Relic of the Damned



Heretek

Spoiler:
Members of the Adeptus Mechanicus were central during the Horus Heresy. Their armies and factory vital for both side and wreaked havoc on all battlefields. Their knowledge of machines is matched by none in the Imperium. But like all institution in the Imperium, the Adeptus Mechanicus is crippled by rules and dogma and each time rules are put forth someone will try to break them these are the hereteks, the magos of the Dark Mechanicus. For them there is no dogma or rules only twisted logic, efficiency and a desire to know more and build always more powerful engines of destructions. They do not fear to harness the power of the Warp or even that of alien races. All the fruit of their efforts goes immediately to their new sponsors, the servants of the Ruinous Powers. Many have even realised that revering the gods of Chaos had massive advantages for their researches. In appearance and organisation they look much like their brothers of the Church of Mars, but there end the similarity. Their minds are much more twisted, greedy and warped. Their inventions even more brutal and sorcerous in nature. They even have more disdain for organic life than their former bretheren and for those who know the Magos of Mars, this is a feat. Hereteks are as likely to be trained by the Dark Mechanicus as they are to be traitors and if, they despise working in groups, their rivalry is usually the less intense and much least violent compared to those of the other leaders of the Lost and Damned. They also hold significant powers for no war can be fought without the patronage of at least one heretek. They hate the idea of being at the mercy of someone else so they maintain a quite generous personal guard of cyborgs and well equipped mercenaries around them at all time. In difficult situation, or for certain enterprises, these personal guards can swell in entire armies. It's always risky to confront a heretek's forces for he can muster weapons of spectacular violence and speed against you.

I would have envisioned a model of dubious sex (of course, it's a half machine, half humen) with a classical magos cloak and a power armor. It would have a more arcane look with extra-power sources and an extensive servo harness à la Doctor Octopus. He would be armed with the symbolic power axe or xenos special weapon and is other arm would be fitted with some plasma or melta weapon. I would have posed him on a larger base so that is multiple mechatendrites could look about to strike.

WS: 4, BS: 5, S: 3, T: 4, W: 3, I: 2, A: 4, Ld: 9, Sv: 3+ pts: 85

equipment: power armor, servo harness (already included in the profile), power axe, plasma gun, 2 plasma pistols (servo harness mounted), frag and krak and haywire grenade

Special rules: hatred (imperium), stubborn, Master of Machines, Cybernetics enhancement, Aura of Dark Glory, Advanced Neural interface

Master of Machines: if the Heretek is in base contact with a vehicle at the end or beginning of the movement he can attempt once per round to restore one lost hull point, one weapon damage or immobilised result. To do so, he must pass a test of 5+. If he is with an escort of combat servitors, this test can be pass on a 4+. If there is a techmonculus the test can be pass on a 3+. In addition, any weapon fired by the Heretek don't overheat and the heretek can take one squad of combat servitor has troop choice.

Advance Neural interface: If the Heretek is within 18'' of a combat servitor squad, they loose their mindless trait. Furthermore, if the heretek is in base contact or in a vehicule, the vehicule can use the character's ballistic skills, but the Heretek himself cannot fire and suffer a malus of 1 to his Master of Machines roll.

Cybernetics enhancement: The Heretek can give up to two squads of Renegade soldiers, Mutant Militia Gangs or Cultist Mobin your army cybernetics enhancement which can give a bonus of +1 to strength for (2 pts), toughness for (3 pts), attack for (2 pts), +1 BS for (3 pts) or feel no pain (6+) (2 pts) for each model. Models with a mark of Chaos cannot be given these enhancement. The foul powers of the warp makes tend to make cheap cybernetics enhancement malfunction.

Unit composition: 1

option:

the Heretek can take one of the following Mark: Mark of Khorn (8 pts), Mark of Nurgle (10 pts), Mark of Tzeentch (10 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (5 pts)

can replace is power axe for one of the following: xeno arcane blade ( 15 pts)

can give is power axe the daemonic quality for (10 pts)

can take a deamonforge armor for (20 pts)

can repalce is plama gun with a meltagun for free

can replace one or both of the plasma pistol fitted in is servo harness for inferno pistols for free

can take a single sacrificial slave for (3 pts)

can take a single Relic of the Damned



Kirrin the Chainbreaker

Spoiler:
Kirrin used to be happy. She was a young devout chorus sister on the Cardinal World of Gnossos IV. She dreamed of peace, grace and finding her one true love. She even thought she did in the person of a young Frateris Militia commander. They were going to get married soon and would live happily ever after raising a family of devout worshipers of the Imperial Creed. Things changed in a instent when the World Eaters Legion and their allies descended on her world with the firm intention of setting its cathedral on fire, slaughtering the faithful and spreading the cult of Khorn. Gnossos defences were quickly destroyed and the population was put to the axe. Despite all her faith, all the stories about the Long War she has heard, nothing could stop the followers of Khorn. The Frateris Millitia barely slow them down, the Sister of the Argent Shroud commandery failed to kill their leader and the Black Templar who came in after were also defeated shortly after they landed. Kirrin miraculously survived the massacre by hiding in the catacombs of a small church, but was forever changed. Her idle happiness turned into ash in her mind, burnt out, just like her home and her dreams. She could have simply stay to die of hunger on her world, but she had new ambitions. If the Emperor was so weak he could protect no one, if his greatest warriors were only good has sacrifice then only one thing was true. There is only one Truth to the universe: only the strong survive. She armed herself with a discarded chainsword of a dead champion of the Black Templars and set out to find Chaos worshipers in the ruins of the planet capital. She founded some of them murdering prisoners and decided on a impulse to kill them. Kirrin had never fought before and was a really small and thin women, but violence came to her more naturally then prayer. The first few kills were easy. The rest of the band did tried to fight back, but Kirrin shrugged wounds like stings of insect and carved a bloody path through them. She repeated the same things for several days, stopping only to rest, dreaming of more blood to flow and more people to kill. Khorn took a liking to her and placed his mark on the once innocent young women. He guided her through her dreams to a transport ship that would help her leave the planet. Once inside, Kirrin dueled and murdered the captain and took control of his Lost and Damned. She followed the World Eaters in their next few raids before splitting of with her own follower seeking to bring Truth to all those who crossed their path. Kirrin now known has the Chainbreaker for her fiery convictions about the lies of the Imperial Creed and the delusion of peace, is certainly one of the most favored and mighty champion of Khorn in the galaxy. Her god patronage and her sharpened natural talent for combat allowed her to add to her long list of defeated champions several imperial guard commanders, 2 Tempestor Prime, 3 Canoness or Palatine, 4 Space Marine Captains and even a Grey Knight champion. She must be the smallest and most comely champion of Khorn in existence, but for some strange and twisted reason, Khorn saw fit to grant her an hilarious amount of supernatural strength. Kirrin nihilistic behavior is only matched by her passion for her way of life, her belief, her surprising charisma and intelligence. Some inquisitor have mentioned that behind all this there still is remnants of the person she once was, but having pity or compassion for her would be a terrible idea and the best way to end up killed.

I would have imagined a model rather similar to that of the warlord, but with obvious heraldy of Khorn and despoiled symbols of the Sisterhood on her stolen power armor. On her neck would be a collar of Khorn and her chainswords would still bear the mark of the Black Templars. Should also have a small trophie rack on which several heads and skulls would still be rotting.

Kirrin The Chainbreaker: WS: 6, BS: 2, S: 5, T: 3, W: 3, I: 5, A: 4, Ld: 9, Sv: 3+ pts: 100

equipment: power armour, mark of Khorn, The Chainbreaker, frag and krak grenade

special rule: furious charge, rage, counter attack, crusader, rampage, aura of fanatism, aura of Dark Glory, feel no pain (5+), Champion of Chaos

unit composition: unique independant character (HQ)

The Chainbreaker: S: +2, AP: 4, rending, daemonic

Warlord trait: religious fanatic



Mepheretron the Deceiver

Spoiler:
Mepheretron is probably the most dangerous Chaos Lord in the galaxy for barely a few person knows he exist and even fewer know the extend of his deeds. No one knows the origin of this incredibly powerful Warlock, but he would have been born from the slaves and servants Prospero shortly before it's fall which would make him incredibly ancient especially for a Warlock who struggle to survive several decades. Beside his sanity and normal health, Mepheretron's powers are unique in the sense that he can change his appearance at will and almost nothing can pierce through the illusion. He used this power in conjunction with a clever and manipulative mind to plant the seeds of destruction in the Imperium for ages. His greatest success is certainly his plot to kill Saint Katherine. Using his powers, he managed to disguise himself into one a faithful imperial commander. He gained her trust by acting has one of her officer for decades, studying her weakness and her tactics and started to developed a plan. After two failed attempts, he finally founded the perfect tool, the crippling jealousy of two other imperial commander discontent of living in her shadow and those of her sisters. He convinced them to launch an assault against the witch cult of Mnesteus. During that battle, Mepheretron convinced the two commanders to desert Katherine side leaving her and her sister alone to face the enemy forces. He then used his powers to puppet a group of imperial soldiers to come to her rescue and once reaching her shot her dead. Mepheretron delivered the final blow himself by piercing the wounded saint with a ray of flames. Since then, Mepheretron has used similar strategies to kill or corrupt several imperial commanders, champions and preachers. Many see his hand in the Macharian Heresy and other wars of that sort. The few Inquisitors that know about his existence attribute him the existence of several cults and their uprising. Mepheretron always keeps a close eye on the Inquisition and their closest allies. He will always work to undermine them and have their greatest champion killed. He recognise that it's amongst their numbers that those who can save the Imperium dwell.

I would have imagined a men in long robs with a golden from fitting breastplate and a mortuary mask to hide his features. the mask would have no expression and seem serene. He would be armed with a long crystalline staff and a curved sword looking much like an Egyptian kopesh. He would be posed in a relaxed stance probably pondering on something.

Mepheretron the Deceiver: WS: 4, BS: 4, S: 3, T: 3, W: 3, I: 3, A: 2, Ld: 10 Sv: 4+ pts: 165

equipment: force sword, Staff of the changeling, carapace armor, mark of Tzeentch, sigil of corruption

Special rule: Psyker Mastery 4, master warlock, stubborn, hatred (Imperium), Champion of Chaos, Doppelganger, eternal warrior

master warlock: Mepheretron knows all he powers of the following discipline: divination, telepathie and Tzeentch. He can ignore the effect of peril of the warp on a 4+ once per psychic phase.

Doppelganger: If Mepheretron is removed as a casualty, roll a d6. On a 5+ redeploy him in one of your squad. The body that was destroyed was that of a puppet and not the real one!

Unit compositon: unique independant character (HQ)

Staff of the changeling: S: +2, AP: 4, soul blaze, changeling

Changeling: this special ability is the trademark and the greatest asset of Mepheretron. With it, he can take the appearance of almost any humanoid creature for extended period of time. The illusion is almost perfect, but require concentration to maintain, Mepheretron can choose to change his appearance before deployment if he elect to do so, don't deploy him with your force, but nominate a HQ choice of your opponent. This is the mark of the warlock, the individual that must be thwarted at all cost. Then deploy Mepheretron alongside a enemy unit of your choice just like an independant character would. He will be considered by your opponent just like a friendly unit and can even be targeted by your own men should they fire at his unit, yet can be protected by a «Look out Sir!». Your enemy are convinced he is a valuable friend. The character nominated by Mepheretron will lose permanently 3 point of Ld due to its toxic influence. Furthermore, as long as Mepheretron is in the enemy army, he forces his mark to reroll all successful roll of 6 to fire, attack in close combat wound and armor save. The unit he joins suffer the same disadvantage. When hidden like so, Mepheretron cannot invoque any psychic powers, but generate warp charges normally. He cannot attack any enemy unit during close combat phase or shooting phase. If he is still undercover during the assault phase, he is ignored of the combat (consider he hides himself very carefully). At any point during its turn, Mepheretron can reveal himself. He is moved 1 inch away from his parent unit and his treated normally for the rest of the game, but if he does so, his parent unit and his mark don't need to reroll their successful roll of 6 to fire, attack in close combat and armor save. The HQ unit still lose 3 point of leadership.

Warlord trait: 5th colomn commander



Miriael Sabathiel the Dark Saint

Spoiler:
Miriael was, according to Imperial records, a Sister Superior of the Order of Our Martyred Lady. She was at the head of a small strike force of Seraphim hunting down, with numerous other kill-team, the mythical arch-heretic and Chaos Lord Erebus of the Word Bearer who had most recently stole pages of Unholy text. The Sisterhood and the Word Bearers were mortal enemies since their first encounter and Sabathiel was determined to kill this specific Chaos Lord herself to avenge the multiple raids and sacrifice of her less warlike sisters he committed in the precedent century. Unknown to her, she was actually the prey of the cunning dark apostle. For millennia, the Ruinous Powers attempted to corrupt the Sisterhood like they did with the Astartes Legion, but the former proved to be a much greater challenge. Great benefit and prestige would fall on the one that would be able to turn some of them to the worship of Chaos. So Erebus set an ambush to capture members of the strike force and Miriael fell for it. After a short and deadly battle against Erebus servants and allies. She was captured and sent to his ship with a few of her sisters. There, they were tortured and humiliated for month or years much like Saint Lucia was millennia ago, but unlike her with all of her companion dead and incapable of finding death herself because of some twist of faith and the skills of her captors, she turned to the only thing that could bring a shard of relief. She fell for the lure of Slaanesh and the Dark Prince turned all her pain, anguish and fears into nothing but calm and serenity. Now Mirieal can only find peace and calm by destroying and corrupting what she likes the most. Damned to suffer forever to have the reward of feeling at peace for an instant. This broke her mind in a alien fashion. She seeks the death or conversion of all that is holy with passion yet is disgusted, horrified and shamed by the consequences. It transformed her into a mockery of the Martyred Saints that founded her Order and the Sisterhood hitself. Slaanesh was greatly pleased with his work, torturing his champion at the same time she relished the death of her former companions. Her incredible rhetoric, honest humility and unnatural grace makes her a incredible tool for conversion. Her blood and saliva is now a powerful poison that strip people of the capacity to concentrate and fight, preventing faith and willpower to effectively protect from the warping powers of Chaos. With this, she raised a small army of corrupted Sisters of Battle and work to train new recruits. Miriael will is far from being completely surrendered to Slaanesh. Recently, many of her Daughter of Chaos have taken on the worship of other Chaos Gods and Miriael herself has become strong enough to seek new ways to get rid of her curse and other gods were pleased to offer her some clues. Soon, the champion of Slaanseh may change allegiance or even worst, become an ascending champion.

I would have imagined a model very close to the artwork used to represent her. So baroque armor with symbol of chaos, daemoic sword and boltgun. Mark of Slaanesh on her breastplate. I would have posed her in a aggressive fashion like if she was duelling an enemy.

Miriael Sabathiel: WS: 7, BS: 5, S: 3, T: 3, W: 3, I: 8, A: 4, Ld: 10, Sv: 2+ pts: 195

equipment: Armor of Ecstacy, the Agoniser, The Venemous, frag and krak grenade, Aura of Dark Glory, Mark of Slaanesh (already included in the profile)

Special rule: Eternal Hatred, prefered ennemy (Imperium), Champion of Chaos, Stubborn, Dark Saint of Chaos, poisonnous tongue, eternal warrior

Poisonnous Tongue: all Miriael's weapon are coated with the venom generated by her tongue. It saps all will to fight and ability to concentrate for a few hours. On any roll to wound of 6, her attack causes instent death has the venom enters the victim body in great enough quantity to work.

Dark Saint of Chaos: Daughters of Chaos can be selected has troops (and can take a marauder's rhino has dedicated transport). All Daughters of Chaos within 12'' of Miriael automatically pass their Eternal hatred tests and gain a bonus of +1 to their Weapon skills. Finally, All ennemy Sororitas model loose their Stubborn special rule.

unit composition: unique independant character (HQ)

Armor of Ecstacy: power armor that provide a 2+ armor save and a bonus of 1 in initiative (already included in the profile)

The Agoniser: S: +1, AP: 2, daemonic

The Venemous: range: 24, S: 4, AP: 3, assault 2

Warlord trait: Knight of Chaos



Foulspawn, Nurgle Special Son

Spoiler:
Everybody has a black sheep in his family even the gods of Chaos. Of all the Champion of Chaos Diedrich the Foul was probably one of the least important. He was a Imperial commander of great size and martial prowess, but of very little intelligence when it came to battlefield and even worse when it came to politics. He was a big brute of a men in a world where a single Space Marine could turn all his feats of endurance and strength into something barely worth mentioning and his skills were not great enough to match those of the best Warlords. He could never reach with brawn alone a level of power capable of granting him the attention of his patron god. His devotion to Nurgle wasn't something very precious to Grandfather of plague. So it's without much surprise that this, champion, failing to rise high or fast enough and incapable of resisting the urge to try, devolved into a spawn. His body mutated horribly from the waist down, it transformed in some sort of enormous frog with claws, teeth and a giant grasping tongue. His upper body fused with his carapace armor to serve like eyes to his lower body and maybe has a little trophy and reminder for all those who wound emulate him. Diedrich became Foulspawn, a mad and monstrous spawn of Chaos of enormous size, stench and appetite. The irony struck when Foulspawn ate its first victim. He regained a portion of self-control, intelligence and stability. The more he ate, the more he regain in ability and even, after gorging himself, became even smarter and willful then he ever was before. Of course the effect of his meals would dissipate overtime, but Foulspawn enormous strength allowed him to eat entire squads and even tanks with relative ease. He was the longest living spawn of Chaos in existence and with his still remarkably intact upper body, still capable of communicating with others. The most degenerate of all Nurgle worshipers started to see in the monstrous creature a sign of their god's favor. Foulspawn grew to have his own cult of armed followers who were more than disposed to feed him regularly and spread corruption and death at his side. He quickly became a much more successful Warlord than he ever was before. This made Grandfather Nurgle smile in his beard. For all should know that Nurgle is the most loving and generous of all Chaos Gods. He lavish his worshipers with the most attention and care (wanted or not) and consider himself the greatest artist and teacher there is. Many suspect that Nurgle knew Diedrich the Foul was a failure that only needed a little push to become a great tool of destruction. He just needed a little bit of love to embrace his destiny has one of his beloved Grandfather's greatest champion and so he did. Foulspawn will always love his dear Grandfather Nurgle and show it to him by consuming all his enemies.

I would have imagined a model the size of a tyranid monstrous creature looking a lot like what I just described. My main inspiration was mostly from the Glotkin model of fantasy but still significantly smaller.

Foulspawn: WS: 4, BS: 4, S: 6, T: 7, W: 5, I: 3, A: 4 (5), Ld: 9, Sv: 4+ pts: 265

equipment: grasping tongue, massive claws and teeth, Reaper's scythe, armor plates

Special rule: Monstrous creature, fear, feel no pain (5+), It will not die, Aura of dark glory, foul stench, poisonnous (3+), leaping, psychic mastery 1, Nurgle's special son

Foul Stench: Foulspawn horrible smell acts like defensive grenades and offensive grenade, but also send all Plague Zombies (off all types) with 6 of him into a frenzy. They gain the ability to run, the special rule fleet and furious charge. They also gain the +1 attack benefit for charging.

Nurgle's special son: Foulspawn generates his power from the discpline of Nurgle from which he knows all the powers.

Leaping: Foulspawn has the bad habit of being very fast. He has the rule fleet but runs can add +3'' to his run test and charge distance.

Unit composition: unique monstrous creature

Grasping tongue: range: 12, S: 6, AP: 2, precision shot

Reaper's scythe: Foulspawn can make a single extra attack with his ancient weapon per combat round. It has the following profile S: 6, AP: 1, armourbane

Warlord traits: blessed by the gods



Extra HQ Choices

These choices don't cost a HQ slot, but are limited to a number in parenthesis.

Daughters of Chaos (0-1)

Spoiler:
Of all the servant of the Imperium only the mysterious Grey Knights can match the purity, the selflessness and the devotion of the members of the Adeptas Sororitas and amongst their ranks the Sisters of Battle certainly hold the fist place of the podium. Their dedication to fight Chaos and the clarity of their faith in the God Emperor has made them the worst enemy of the Lost and Damned. Countless million of them fell to the blades, bolters and flame of these elite warriors. In their history, only a few hundred of their numbers ever fell to Chaos and many of them were already considered failures and misfit about to be purged of their sacred orders. But a few were indeed true Sisters of Battles, pure of faith and stalwart in their defence of mankind. Many of them were like Miriael Sabathiel, the very first Daughter of Chaos. Her fall to Chaos is a legendary story amongst the ranks of the Daughter of Chaos and she represent their leader and «Saint» for lack of better term. Daughters of Chaos are all former member of the Adeptas Sororitas, most of them from the Militant Orders, but not necessarily. They all crossed path with Miriael who swayed them from the light of the Emperor for the darkness of Chaos by using her unholy charisma and mind altering poisoned tongue. The Daughters of Chaos are very different from most other Chaos worshipers. They kept their ascetic lifestyle and iron discipline, but turned it to the study and worship of the Ruinous Powers. They are still incredibly powerful warriors and their faith has been greatly rewarded by the Four who granted them marks of powers. If Miriael herself is a champion of Slaanesh a good number of her Sisters have turned to worship other gods yet still pledge allegiance to her only. While this might appeared strange, it's not so much the case considering that such a valuable and powerful champion could be envied by other gods and they certainly attempt to have her change side. The Daughters of Chaos are relatively few in numbers, only a little bit over a 100 of them exist. They frequently serves has bodyguard and advisers for other champions of Chaos, but when Miriael launches an attack herself, her Daughters of Chaos are sure to come in numbers.


I would have envisioned a group of models very similar in esthetic to Sisters of Battle so gothic armors, sacred Icons, cloaks and few helmets. I would have made them look very human, rather young and disturbingly calm because it's creepier (so no snarling face sorry GW!). They are equipped base with a boltgun, but I would have given several options to match and maybe swords in their scabbard.

WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 9, Sv: 3+ pts: 18

equipment: power armor, boltgun, bolt pistol, close-combat weapon, frag and krak grenade

Special rules: Eternal Hatred, preferred enemy (Imperium), Stubborn, Aura of Dark Glory, Champion of Chaos, Bodyguard

Eternal Hatred: This special rule is just like hatred but affect all enemy unit of the Daughters of Chaos. Furthermore, for each round of close combat after the first one, roll a leadership test. If successful, the Daughters of Chaos can continue to reroll their failed roll to hit in close combat. They may change the reroll to hit in close combat for reroll to wound at any point. If it fails, they lose the Eternal Hatred special rule for the rest of the battle.

Bodyguard: The Daughter of Chaos must be deployed alongside of one of your HQ choice and cannot leave it for the rest of the battle, but they automatically pass their Watch Out Sir! test and can declare or accept challenge for him. In challenge, the Daughters of Chaos reroll all fail test to hit and to wound.

unit composition: 4 to 8

options:

all Daughter of Chaos must have a Mark of Chaos and unlike other units, Daughters of Chaos buy their mark individually and can form a mix squad (the bonus applies only to a specific model): Mark of Khorn (4 pts), Mark Nurgle (4 pts), Mark of Slaanesh (3 pts), Mark of Tzeentch (8 pts)

can replace their boltgun for one of the following: boltgun with sorcerous bolt (5pts), meltagun (10 pts), flamer (5pts)

can replace their bolt pistol for one of the following: bolt pistol with sorcerous bolt (5 pts), inferno pistol (10 pts), hand flamer (5pts), power shield (10 pts)

can replace their close combat weapon for one of the following: power weapon (5 pts), power shield (10 pts)

can take one melta charge each for (5pts each)



Sorcerers (0-4)

Spoiler:
Sorcerers are usually the favorite disciples of the Warlocks. They possess great psychic might and cunning, but sometime lack the focus or the raw strength to reach this rank. They are no less dangerous despite this. They possess a significant level of expertise in the psychic arts and their ambition and cruelty makes them fearsome by any standard despite their average combat aptitude. Many of them sell their services has mercenary instead of competing inside a Warlock coven where things can be even more dangerous. On the battlefield, they follow important units to lend them their precious powers. Some prefer to lurk alone around to unleash their powers. Sorcerers have the well-deserved reputation of being treacherous and power hungry. Since many of them strive to survive outside covens they keep an impressive amount of slaves to sacrifice to their daemonic patrons and thus stave of their own death or simply catch shots and blades on the battle field. Their cruelty towards them is lengendary.

I would have seen a model of a men or a women with long black and ample robes accompanied by four mistreated children chained to him. They should look strong but unhelthy themselves like if they were eaten from the inside. They would carry a force sword or mace and in the other hand a pistol. I would have posed them in a relaxed but focus stance like if they were about to flex their psychic muscles or about to execute a slave.

WS: 3, BS: 3, S: 3, T: 3, W: 2, I: 3, A: 2, Ld: 8, Sv: 5+ pts: 28

equipment: force weapon, slug pistol, armored cloak, 4 sacrificial slaves

Special rules: Hatred (Imperium), Psyker Mastery 1, Stubborn, aura of dark glory, feel no pain (5+), independant character

Unit composition: 1

Option:

the Sorcerer can take one of the following Mark: Mark of Nurgle (5 pts), Mark of Tzeentch (10 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (5 pts)

can replace it's slug pistol for a bolt pistol with sorcerous bolt (5 pts)

can be granted Psyker Mastery 2 for (10 pts)

can take a single mutation (5 pts)

can take a flak armor for (2 pts)

can select psychic powers from the following discipline: Nurgle, Tzeentch, Slaanesh, Biomancy, Pyromancy, Telekinesis, Telepathy, Witchcraft and malefic daemonology



Dark Priest (0-4)

Spoiler:
Dark Priest are amongst the leader of the myriad of Chaos Cult that live in the realms of chaos and on daemon worlds. They are the main lieutenant of the Arch-Apostate, it's most loyal retainers, bodyguards and agents. They make a living out of preaching and leading throng of fanatics and behind any revolt or deviant cult in the Imperium you are bound to found the work of a Dark Priest and is agents. Like their cults, they come in a variety of styles. Some are like mirror of their former selves and other Ecclesiarchical priests, other looks more like grizzled warrior and other are so inconspicuous that you could mistake them for a regular citizen of the Imperium or a slave of the realms of Chaos. The only thing they share in common is an immense faith in the powers of the Four, a hatred of the Imperium and a burning desire to one day live in the fast and glory of an Arch-Apostate. Few are the armies of Chaos that don't seek the support of some Dark Priest.

I would have envisioned a men and a women (like the sorcerers I would have sold them in packs of two) of rather large and powerful build and still young (early 30 or late 20) to reflect a bit a young version of the Arch-Apostate with much simpler togas with some a baroque plastron and maybe an option for a helmet head. They would be armed just like Arch Apostate, but their weapon would look less ornamented. I would have posed them eater while charging the enemy or a hand outstretch calling for the adoration of the mass.

WS: 4, BS: 4, S: 3, T: 3, W: 2, I: 3, A: 2, Ld: 9, Sv: 5+ pts: 22

equipment: close combat weapon, slug pistol, sigil of corruption, flak armor, frag and krak grenade

Special rules: zealot, independant character, Champion of Chaos

Unit Composition: 1

option:

the Dark priest can take one of the following Mark: Mark of Khorn (8 pts), Mark of Nurgle (5 pts), Mark of Tzeentch (15 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (5 pts)

can replace it's slug pistol for one of the following: bolt pistol (2 pts), plasma pistol (10 pts), inferno pistol (10 pts), needle pistol (5 pts)

can replace the close combat weapon for one of the following: power weapon (10 pts), evicerator chainsword (15 pts), power fist (15 pts)

Can take a carapace armor for free



Chaos Space Marine Champion (0-3)

Spoiler:
Chaos Space Marines are undoubtly the greatest champions of the forces of Chaos. They are the ones that carried the Horus Heresy and led so many Black Crusade in the millennia that followed. Almost all the greatest leaders of the Ruinous Power are found amongst their ranks. To the Lost and Damned, they are like daemons from darkest corner of the Warp. They are the paragon of Chaos and many dream of fighting close to one of these peerless warriors. This doesn't happen often for Chaos Space Marines fight in warband of their own and rarelly concern themselves with the rabbles of the Lost and Damned, but some of them, individual champion seeking glory will join the rank of some Lost and Damned forces. There they seek a challenge and a experience of command that they would not necessarily have inside a Space Marine Warband. Some of them also fulfill ancient alliances concluded with human leaders. Only the greatest warlords can gain the loyalty of warriors of this stature and power, but if the reward is there, they will settle for all kinds of leader. They only seek a chance to take their revenge against a hated imperium.

I think the chosen models of Dark Vengeance would be pretty representative of how they should look like.

WS: 5, BS: 4, S: 4, T: 4, W: 2, I: 4, A: 3, Ld: 10 Sv: 3+ pts: 42

equipment: power armor, bolt pistol, close-combat weapon, boltgun, frag and krak grenade

Special rules: Hatred (Imperium), Aura of Dark Glory, Champion of Chaos, independant characters

Unit composition: 1

option:

the Chaos Space Marine Champions can take one of the following Mark: Mark of Khorn (8 pts), Mark of Nurgle (10 pts), Mark of Tzeentch (10 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (5 pts)

can replace boltgun with one of the following: plasma gun (10 pts), flamer (5 pts), meltagun (10 pts)

can replace bolt pistol with one of the following: plasma pistol (10 pts), inferno pistol (10 pts)

can replace close combat weapon with one of the following: power weapon (10 pts), a lightning claws (15 pts), a power fist (15 pts)

can take an daemonforge armor for (15 pts)

can take up to two mutations for (5 pts)

can take a meltachage for (5 pts)



Techmonculus (0-3)

Spoiler:
Not all servants of the Dark Mechanicus have the intellect and the skills to become Hereteks. Those who cannot reach this august positon, but still hold enough skills to not be wasted on servitors, becomes assistant to Hereteks. These passionnate individuals live to serve their master in hope to become one of them, a feet they rarely if ever, achieve. They conduct all sorts of experiments on themselves and others in an effort to discover new process and aquire new powers. They also try them on whoever is unfortunate enough to be under their authority. These wretched creatures are known as Techmoculus for they look like a insane collection of bionics and genetic experiments transforming them in gaunt, spindly faceless sadistic killers and scavangers. They frequently escort Hereteks and their forces where they serves has lieutenants for the Heretek, helping them control combat servitors, repair machine and assassinate ennemy leaders with their arcane weaponry. Their ability to thread quickly thanks to their bionic enhancement and the strength of their weapons makes them terrible foes to face for those who aren't prepared.

I would have imagined a model similar to that of a Sicarian Ruststalkers but with a hunchback pose and asymmetrical body features. He would be armed with assortment of vicious blades, a compact needle carabine and a small servo arm harness. The creature would be of extremely dubious sex and would stand about as tall as normal human despite being hunchback. It would carry on him a few symbols of Chaos and would be posable in a shooting or stalking motion.

WS: 4, BS: 4, S: 4, T: 3, W: 2, I: 4, A: 3, Ld: 8, Sv: 4+ pts: 25
equipment: carapace armor, needle carabin, plasma pistol (mounted on servo-harness), a lightning claw, frag, krak and haywire grenade, servo-harness (icluded in profile)

Special Rules: Hatred (Imperium), Stubborn, Agile, Relentless, Urgent Repair, feel no pain (5+), Independant Character, Champion of Chaos

Agile: the Techmonculus can add 3'' to all his mouvement be they in the movement phase, running or charging.

Urgent Repair: a Techmonculus can forgo his shooting phase to repair a single damage vehicule that he is in contact with or riding in. On a 5+ he can restore a single weapon destroyed, immobilised result or a lost hull point. But, since he doesn't possess the skill of the Heretek on a roll of 1, he caused more damaged. The vehicule loose a hull point.

Unit composition: 1

Option:

The Techmonculus can take one of the following Mark: Mark of Khorn (8 pts), Mark of Nurgle (8 pts), Mark of Tzeentch (10 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (5 pts)

can replace his plasma pistol for a fusion pistol for free

can replace his needle carabine for a plasma gun or a melta gun for (10 pts)



Elite Choices

Chaos Marauders squad

Spoiler:
Chaos Marauders are the worst nightmare of many Rogue Traders and worlds neighboring the various realms of Chaos. They are the most elite human soldiers in the Lost and Damned and most of them were former elite guardsmen like the fearsome kasrkins or Krieg grenadiers or even Scions. They are equiped with powerful and light weapon and are expert in boarding assault, raids, sabotage and assassination missions. These soldiers are always at war behind the enemy line, searching soft or vital target to attack and leave only the smoking remains of their enemies. They are harder to catch then ghost because of their great stealth doctrine, chameleonic cloak and armor which jam radio signals and disguise heat signature. These soldiers are also a close knits brotherhood and sisterhood. Dispute are rare amongst them and are usually settled in duels. Many armies of the Imperium have been broken by just a few squads of them who target their chain of command, their communication arrays and their logistical personnel. All of them have more than mastered the art of terror warfare knowing when to show themselves and when to vanish. Almost all Dark Castellan have made their classes amongst their ranks and can still count on the support of these dangerous soldiers to spearhead their army. Even Space Marines know its better not to underestimate such foes.

I would have envisioned a squad of men and women in baroc yet rather close fitting carapace armor with helmets reminiscent of medieval full helm with maybe the addition of some horns. I would have draped their shoulder in a camo cloak and would have equipped them with compact lascarabine or sophisticated hot-shot lasgun. They would have the options for some special weapon and power weapons and would be easily posable in a firing or sneaking motion.

Chaos Marauder: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 7, Sv: 4+ pts: 9
Marauder Champion: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 8, Sv: 4+

equipment: carapace armor, camo-cloak, lascarabine, laspistol, close combat weapon, auspex, frag, krak and defensive grenade

Special rules: Hatred (Imperium), conceal (include camo-cloak bonus), scout, move throught cover, Deep Strike, mercenaries, Champion of Chaos (Marauder champion only)

Mercenaries: It the squad isn't led by an independant character, it will never regroup after a failed moral test.

Unit compositon: 5 to 10

Option:
:
the squad can take one of the following Mark: Mark of Khorn (4 pts), Mark of Nurgle (3 pts), Mark of Tzeentch (6 pts), Mark of Slaanesh (3 pts), Mark of Chaos Undivided (3 pts)

If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (5 pts), Icon of Nurgle (5 pts), Icon of Tzeentch (10 pts), Icon of Slaanesh (12 pts)

all the squad members can replace their lascarabine and laspistols for a hot-shot lasgun with preysight and a hot-shot pistol with preysight for (3 pts)

One Chaos Marauder can be uprgraded to a Marauder champion for (4 pts)

The Marauder Champion can exchange is close combat weapon and/or laspistol for the following: flamer pistol (5 pts) plasma pistol (10 pts), inferno pistol (10 pts), power weapon (10 pts), two handed power weapon (15 pts), power first (15 pts)

The marauder champion can take a meltacharge for the following cost (5 pts)

Up to two Marauders can exchange their close combat weapon and/or laspistol for the following: plasma pistol (10 pts), inferno pistol (10 pts), power weapon (10 pts), two handed power weapon (15 pts), power first (15 pts)

Up to to two Marauders can exchange their lascarabine for one of the following: plasma gun (10 pts), meltagun (10 pts), hot-shot volley gun (8 pts), grenade launcher (5 pts) or flamer (5 pts) or heavy flamer (10 pts)

A Chaos Marauder squad can take a Marauder Rhino has dedicated transport.


Deathcult Assassins squad

Spoiler:
There is a myriad of different cults revering one more god of Chaos in the realms of Chaos. The most powerful of them all are vast tentacular organisation with the immense wealth and power and to keep that power, they rely on a large militia forces of fanatics ready to die at the call of their Dark Priests or Arch-Apostate and more importantly to expertly trained assassins. These killers are not your traditional cultists. They are religious zealots indoctrinated from childhood in their respective cults with a significantly greater emphasis on violence, death and loyalty (a strange thing for adoraters of Chaos). These sects are usually called deathcults by members of the larger cult and only the most fervent and insane share their vision. Assassins can be recruited from all areas under a cult control has long they are young. Their training is ruthless and uselessly cruel and violent, but it does produce impressive results. If they survive their trials those young men and women will undergo important surgeries to enhance their combat capacities beyond that of even the most highly trained human. Even if deathcults assassins never reach the exceptional skills of Imperial assassins, very few target are out of reach for one of them let alone an entire squad for they rarely, if ever, operate alone. Their swordsmanship is incredible and most are capable of defeating several dozen foes by themselves and their accuracy more than sufficient to find a weak spot in even a terminator armor. Deathcults Assassins also form frequently the personal guards of Arch Apostates and other lords of Chaos and many also use them as concubines.

I would have envisioned a squad of men and women in very close fitting mesh armor with some symbols of chaos engraved with their face masked with some form of morbid imagery (skull face, weeping visage, etc.), some could be wearing only cloth masks. They would be armed with power swords with a design reminiscent of light scimitars or ninja-to and in the other arm they would be wearing needle pistols. They would of course have the options to carry needle rifles.

Deathcult Assassin: WS: 5, BS: 4, S: 4, T: 3, W: 1, I: 5, A: 2, Ld: 8, Sv: 5+ pts: 15
Master Assassin: WS: 6, BS: 4, S: 4, T: 3, W: 2, I: 5, A: 3, Ld: 9, Sv: 5+

Equipment: mesh armor, power sword, needle pistol, frag grenades, haywire grenade

Special rules: Hatred (Imperium), rage, infiltrate, move through cover, stealth, fleet, hit and run, dodge (5+), Champion of Chaos (Master Assassins only)

Dodge: the reflex of the Deathcult assassins are so sharp they can dodge any attack with ease. They always have a 5+ invulnerable save.

Unite composition: 3 to 15

Options:

the squad can take one of the following Mark: Mark of Khorn (5 pts), Mark of Nurgle (3 pts), Mark of Tzeentch (7 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (3 pts)

If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (5 pts), Icon of Nurgle (5 pts), Icon of Tzeentch (10 pts), Icon of Slaanesh (6 pts)

one member of the squad can be upgraded to a master Assassin (10 pts)

the master assassin can take a meltacharge for (5 pts)

any member of the squad can exchange it's power sword for one of the following: power mace (free), power axe (free), power spear (free), power whip (free), needle rifle (free) or needle carabin (free)

any member of the squad can exchange it's needle pistol for a needle rifle or a needle carabin(5 pts)



Ironclad Ogres Band

Spoiler:
Mutants compose the vast majority of the population of any daemon world and a surprisingly large portion of many planets in the Imperium despite their laws against genetic deviation far too often linked to the Ruinous Powers to be considered without risks. Most mutants are fairly similar to humen in size, strength speed and even basic appearance and then there are those we call the Ogres. Many magos theorised that Ogres are an heavily mutated strand of Ogryns because of their similar size and strength, but like with all things chaos, the truth is more complicated than that and many Ogres were in fact very normal human once. The Four have simply been more generous when it came to their gifts. While there is vast differences from one Ogre to another, all of them share these common characteristics. All of them are at least twice larger than an adult men and three times heavier. Their bones are so strong they can be compared to steel and they can relatively easily rip a man in armor apart with their bare hands. They possess very large guts over powerful muscles and can shrug wounds that would incapacitate even the sternest human. They eat a incredible amount of food and are known to gorge themselves after battles, most of the time on the fallens flesh. They tend to be significantly dumber than normal human, but they still have more smarts than Ogryns. When armies goes to war, Ogres are always amongst the first to join for they thirst violence more than water. Their strength, size and violent lifestyle makes them natural warriors with very little need for extra trainings and are smart enough to follow orders. Ogres are equipped with the largest gun and close combat weapon available and they weir heavy armored plates sometimes grafted directly in their flesh by a heretek which provides them with a level of protection comparable to a power armor and gives them their name of Ironclads. To face a full squad of them is to face with a surprisingly fast brute who looks more like some sort of juggernaut capable of crushing a Space Marine. Very few things are more terrifying.

I would have envisioned a model the size of an Ogryn with a large baroc armor with a little animalistic look to the helmet (like a rhino, an eagle or a bear). The armor would be decorated with trophies of war, chaos symbols and be damaged in some places. They would be armed with their signature twin-linked heavy stubbers or their massive two-handed chainswords. The sex of these monsters would be let has dubious then their humanity, but still rather male in their body shape.

Ironclad Ogres WS: 4, BS: 3, S: 5, T: 5, W: 3, I: 3, A: 4, Ld: 6, Sv: 3+ pts: 42
Ironcald Champion: WS: 4, BS: 3, S: 5, T: 5, W: 3, I: 3, A: 5, Ld: 7, Sv: 3+

equipment: grafted armor, twin-linked heavy stubber, massive two-handed chainswords

Special rules: Hatred (imperium), Stubborn, furious charge, relentless, hammer of wrath, fear, very bulky, Champion of Chaos (Ironclad Champion only)

Unit composition: 3 to 15

Option:

the band can take one of the following Mark: Mark of Khorn (5 pts), Mark of Nurgle (10 pts), Mark of Tzeentch (5 pts), Mark of Slaanesh (5 pts), Mark of Chaos Undivided (3 pts)

If the bandd has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (5 pts), Icon of Nurgle (5 pts), Icon of Tzeentch (10 pts), Icon of Slaanesh (15 pts)

Any band member can exchange his Massive two handed chainsword for a pair of Massive Chain axe for free

One member of the band can be upgraded to an Ironclad Champion for (8 pts)

The Ironclad Champion can replace it's massive two-handed chainsword for an evicerator chain sword for (10pts)

For every three Ironclad Ogres including the Ironclad Champion, one member can exchange his twin-linked heavy stubber for one of the following: reaper autocanon (15 pts), twin-linked lascanon (25 pts), twin-linked heavy flamer (15 pts)

The Ironclad Ogre squad can take a Wyrm or a Chimera armoed transport



Witch Coven

Spoiler:
Psykers are much more numerous in terms of proportion in the realms of Chaos than in the Imperium for there is no pogrom conducted to kill them in mass or captured them. They roam amongst the rest of the population like any other member of society, but they are still shunned or admired for their powers. To avoid insanity or death, almost all psykers inevitably start to congregate with their kin to further develop their abilities. These groups start to specialise in various form of psychic discipline and frequently work in close association with cults. There, they serve during mass as prophets. Those groups of psykers are refered as covens and they represented a surprisingly important source of power in their society. The largest coven frequently have at their head a Sorcerer or even a Warlock. The most sane and healthy psykers are picked out by the coven masters to be trained further both in mind and body to endure the rigors of war and protect their masters. They will gain the title of witch and their training focus on the usage of cooperative psychic invocations and swordsmenship with blades atuned to their mind. The combat aptitute of these witches makes them very good warriors and dangerous foes on their own, but their combined psychic powers add a layer of danger to them. Their sorcerous weapons and powers allow them to carve themselves a path in ennemy ranks or protect even more powerful psykers. Well directed they can easily turn the tides of any battle, but they also tend to be overwhelmed by their own gifts from time to time.

I would have envisioned a squad of men and women wearing a variety of togas with hoods of relatively simple design with armored bracers and masks or helmets. They would be armed with Force Staff or swords that they would wield with both hands. Some of them could carry a sacrificial dagger for decorative purpose.

Witch: WS: 4, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 5+ pts: 10
Coven Leader: WS: 4, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 8, Sv: 5+

equipment: force staff or sword, armored cloaks, Ectoplasmic grenades

Special rules: Hated (Imperium), Aura of Dark Glory, Psyker Mastery 1, Brotherhood of Psykers, A coven Strength

A coven Strength: for each caracter with a psychic rating joining the Coven, it gain a bonus of 1 to it's psyker mastery. Furthermore, if the coven has more than 5 models still alive, it gain the following bonuses: all powers range is augmented of 12", all beam of 9" and all nova powers of 6".

Unit composition: 3 to 15

option:

the squad can take one of the following Mark: Mark of Nurgle (3 pts), Mark of Tzeentch (4 pts), Mark of Slaanesh (3 pts), Mark of Chaos Undivided (2pts)

If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Nurgle (5 pts), Icon of Tzeentch (10 pts), Icon of Slaanesh (12 pts)

One member of the squad can become a Coven Leader and raise the level of Psyker Mastery by 1 for (10 pts)

alll squad members can be equipped with bolt pistols with sorcerous rounds for (3 pts)

can select psychic powers from the following discipline: Nurgle, Tzeentch, Slaanesh, Witchcraft and Malefic Daemonology



Combat Servitors squad

Spoiler:
The Dark Mechanicus just like the Adeptus Mechanicus maintain a steady force of combat servitors and skitarii warriors to protect themselves and their installations. If the Adeptus Mechanicus has the resources to field vast armies of skitarii, the hereteks can't and must instead rely on simpler servitors, but still very efficient when it comes to war. Combat servitors are created from vat-grown clones of tall and strong humans. Much of their skeleton is then replaced with a more solid armature of plasteel and armor plates cover large portion of the body. Most of the organs outside of the digestive tracks are replaced by cybernetics and muscles are enhanced by the addition of various types of cybernetics implants or vat-grown muscles. They are inevitably lobotomised to fulfill a single role and are equipped in such a fashion that all of them are connected via a virtual neural interface. This allow any heretek knowing the pathways of the neural interface to control like an extension of is body all combat servitors around him. In combat, these machines are dangerous foes. Their powerful weapon system can cripple a squad with ease and endure an impressive amount of firepower before being put out of combat. Their perfect obedience would make the perfect bodyguard if only you could trust the heretek who sold them to you.

I would have envisioned a model a bit different than the traditional servitor with a light gun arm on the right an obvious cybernic arm with a powerfist in the other, an extensive carapace armor that would look grafted to its skin at some places and a mask covering the visage of the servitor. The Murder Servitor would look rather similar, but with the addition of a blade at the end of his powerfist, slightly decorated face plate and a cloak over is body.

Combat Servitors: WS: 3, BS: 3, S: 4, T: 4, W: 1, I: 3, A: 1, Ld: 5, Sv: 4+ pts: 11
Murder Servitor: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 3, A: 2, Ld: 7, Sv: 4+

equipment: carapace armor, twinlinked hellgun, powerfist, Neural interface

Neural Interface: this cranial implant allow the combat servitors squad to ignore the mindless trait if they are within 18" of an heretek or within 12'' of a techmonculus.

Special rule: Mindless, relentless, split fire, stubborn

unit composition : 3 to 12

Option:

can upgrade one combat servitor to a Murder Servitor for (5 pts)

the Murder Servitor leader can replace is twin-linked hellgun for one of the following: plasma gun (10 pts), meltagun (10 pts), hot-shot volley gun (10 pts)

for every three combat servitors or Murder Servitor, one member can replace it's twin-linked hellgun for one of the following: plasma canon (25 pts), heavy bolter (20 pts), Multi-laser (15 pts), lascanon (25 pts)

The Combat servitor squad squad can take a Wyrm or a Chimera armoed transport.


Troop Choices

Renegade Soldiers Squads

Spoiler:
The armies of the Lost and Damned are vastly composed of traitor’s guardsmen from various regiment and all ranks. They all have suffered the cruelties of war, the madness of its prosecution and they lived in its hopeless and eternal embrace. To them, revolt and conversion to Chaos is as much an act of faith as it is an act of humanity, at least at first. Then with time reason inevitably fall into madness. The gods of Chaos offered them temporal rewards, meaningful glory and a more hedonistic lifestyle. Those renegade soldiers are correctly trained and disciplined and they aren't affected in a debilitating manner by the ideology and the powers of Chaos. Thus, they can form a dangerous core of professional soldiers if they are well commanded. Despite its early promises, wars in the name of Chaos are just has violent and horrible than wars in the name of the Emperor if not more, but quickly, no one notice it anymore. Some renegade’s soldiers are trained directly on daemon worlds or other fortress of Chaos in a fashion very similar to guards like the famous Blood Pack or the Conquerors. All these soldiers can be seen on the frontline of most warzone carrying the banner of the Ruinous Power high and they prosecute war in a still efficient and disciplined fashion compared to the rabble of the army of chaos.

I would have envisioned a squad of men and women wearing long coats of chainmail and rigid plates covering their body with a classical helmet reminiscent of the Schtalem (German WWI and II helmet). I would also have given them cloth masks to hide their traits and spiked boots. They would be armed with rifle like guns of various design and would carry a long bayonet or sword and a holster for a sidearm. They should be easily posable in running or shooting motions.

Soldier: WS:3, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 6, Sv: 5+ pts: 5
Heavy Weapon team: WS: 3, BS: 3, S: 3, T: 3, W: 2, I: 3, A: 2, Ld: 6, Sv: 5+
Leader: WS: 3, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 7, Sv: 5+
Commander: WS: 4, BS: 4, S: 3, W: 2, I: 4, A: 2, Ld: 8, Sv: 5+

equipment: lasgun, close combat weapon, frag grenade, laspistol and close combat weapon (leader and commander only)

Special rule: Hatred (Imperium), battle formations, Champion of Chaos (leader and commander only), Iron leadership (commander only), Aura of Dark Glory (commander only)

Battle formations: Before the game starts, during the deployment, squads of renegade soldiers can be split in multiple smaller groups. The player can choose which model go in which group at is leisure, but they must be at least 5 model strong. The various group can be of different numbers (like one of 10 and two of 5). If the unit has an Icon, all them members of the squad benefit from its bonus even if the bearer of the Icon is not in their group. Once the squads are split, they cannot reform or change anymore. They must be deployed on the table at the same time, but they don't need to be together.

Iron leadership: A commander's leadership is so ingrained in his troopers that even when he is not around, he remains certain that his orders will be executed just like if he was breathing behind the neck of his soldiers. The leadership of the commander can be used on all the soldiers of his unit even if it was broken in battle formation and even if he is not in the specific squad. Only the character's death can remove his leadership bonus. It also grant the special rule prefered ennemy (all) to the entire squad has long he is alive.

Unit composition: 5 to 30

Option:

the squad can take one of the following Mark: Mark of Khorn (3pts), Mark of Nurgle (3pts), Mark of Tzeentch (5 pts), Mark of Slaanesh (3 pts), Mark of Chaos Undivided (2 pts)

If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (5 pts), Icon of Nurgle (5 pts), Icon of Tzeentch (10 pts), Icon of Slaanesh (5 pts)

All renegade soldiers can replace their lasgun for one of the following: lascarabine (1 pts), shotgun (free), Laspistol and close combat weapon (free)

For every ten renegade soldiers including leaders and commanders, two renegade soldier may form a heavy weapon team with one of the following: heavy stubber (5 pts), multi-laser (10 pts), autocanon (15 pts), Lascanon (25 pts), rocket launcher (15 pts)

For every five models a renegade soldier may replace is lasgun for one of the following: flamer (5 pts), grenade launcher (5 pts), meltagun (10 pts), plasma gun (10 pts)

For every ten model, a renegade soldier may be promoted to leader for (5 pts)

Leaders can replace their laspistol/close combat weapon with one of the following: bolt pistol (5 pts), power weapon (10 pts), power fist (15 pts)

If the squad count 20 or more renegade soldiers one leader may be further promoted to Commander for (8 pts)

Commanders can replace his laspistol/close combat weapon with one of the following: bolt pistol (5 pts), inferno pistol (10 pts), plasma pistol (10 pts), power weapon (10 pts), power fist (15 pts), two handed power weapon (15 pts), power shield (10 pts)

Commaders can take a carapace armor of (4 pts)

The Renegade soldier squad can take a Wyrm or a Chimera armored transport.


Mutants Militia Gangs

Spoiler:
Mutants is a very broad term. It describe any human that straid from its original gene pool, but in the mind of most imperial citizen it's a synonymous for human warped by the powers of Chaos and in great many cases it's indeed the case. Most inhabitants of daemon worlds and a significant portion of other worlds of the realms of Chaos are indeed mutants corrupted by the forces of the Warp. They can take on a variety of shape some of them very close to human other so monstrous that it's hard to tell their origin. Mutants are all shunned creature in the Imperium and are quick to learn hatred. When the forces of Chaos strike, they can be almost certain to find local allies in the slums of hive cities and under industrial forges. On daemon worlds, mutants are so numerous that the most belligerent will form in gangs of militia and compete for a place in any army. They form the back bone and the vast majority of the soldiers of the Lost and Damned. What they lack in discipline, training and sometime even in good physical condition, they compensate with hate. On the battlefield, they operate in large squads of relatively poorly armed soldiers whose most common strategy is to charge the enemy in the hope of tearing them apart in close combat were many of them have a significant advantage. Most armies can handle these forces relatively easily, but sometimes their mass alone can break careful and elaborate defence system. Well used, those mutants can wreak terrible havoc. In the minds of their enemy mutant militia are the symbol of the Lost and Damned.

I would have envisioned a squad of mutant (male, female and a couple of hermaphrodites) looking for simplicity sake much like beastmen ungors with the option for a few heads with more insectoid features like extra eyes, antennas or mandibles. I would also have given a few the option for tentacles, pincers or scales in the arm region but nothing to fancy. They should be dressed in armored rags like old military uniforms with a bit of chainmail here and there and they are all armed with various close combat weapon (some more improvised than others) and pistols. They would have options for special weapons.

Mutant soldiers: WS: 3, BS: 2, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 6, Sv: 6+ pts: 3
Mutant leader: WS: 3, BS: 2, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 6, Sv: 6+
Mutant warmonger: WS: 4, BS: 2, S: 4, T: 4, W: 3, I: 3, A: 3, Ld: 7, Sv: 6+

equipment: armored rags, slug pistol, close combat weapon

Special rules: Hatred (imperium), Gifts of Chaos, Champion of Chaos (mutant leader and warmonger only), Warmonger (Mutant warmonger only), Aura of Dark Glory

Warmonger: The leaders of these militia gands are fearsome mutants born in violence who are easily capable of defeating scores of lower warrior with ease. When mutants fight under them, they become more vicious and fercocious than ever. As long as the warmonger is alive, they reroll all fail to wound roll in close combat.

Gifts of Chaos: any member of the mutant militia gangs can take one or more of the following bonuses to represent their specific mutation (only one of each type): +1 strength (2 pts), +1 toughness (3 pts), +1 attack (1 pts), fleet (1 pts), feel no pain (5+) (4 pts), hammer of wrath (1 pts), fear (1 pts), armor save 5+ (1 pts).

Unit composition: 5 to 40

Option:

the squad can take one of the following Mark: Mark of Khorn (3 pts), Mark of Nurgle (3/5 pts), Mark of Tzeentch (5 pts), Mark of Slaanesh (2 pts), Mark of Chaos Undivided (2 pts)

If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (5 pts), Icon of Nurgle (5 pts), Icon of Tzeentch (10 pts), Icon of Slaanesh (12 pts)

One mutant soldiers per group of ten can be promoted to mutant leader for (5 pts)

If the gang counts 20 models or more, one mutant leader can be further promoted to mutant warmonger for (10 pts)

A warmonger can replace his slug pistol for a bolt pistol for (2 pts) or a hand flamer (5 pts)

A warmonger can replace his close combat weapon for a power weapon for (10 pts) or an evicerator chainsword (18 pts)

A warmonger can wear a carapace armor for (4 pts)

A warmonger can take a meltacharge for (2 pts)

All mutants can replace their slug pistol and close combat weapon with a shotgun for free

For every 10 mutants including the leader one mutant can exchange their slug pistol and close combat weapon for one of the following: heavy stubber (5 pts), flamers (5 pts), grenade launcher (5pts), missile launcher (15 pts)

The Mutant Militia gang can take a Wyrm or a Chimera armored transport.


Cultists mobs

Spoiler:
The forces of Chaos are numerous and vast. The promises of power, riches and immortality, even if largely never answered, attract a lot of human and other minor races in the galaxy. The first step in the fall to Chaos is almost always the same, joining a cult that worship One of the Four. Cults are numerous and can represent a few dozen individuals up to millions of them for the largest. All of them are responsible for the propagation of the Ruinous Powers in the galaxy from the simple devote to the Arch Apostate at its head. During revolts and wars, cultists are both the instigators and the main group of fighters. Thought they very rarely have any kind of training, most cultists being simple worker with minimal training in normal circumstances, they are ready to throw away their lives for a chance to further their gods and leaders agenda. Their little concern for their lives makes them terrible foes to fight. One that will almost never flee and that will not hesitate to launch deadly suicide assault to bring down their enemies. More than one Space Marines or Sisters of Battle, elite warriors whose skills and equipment is more than a match for an entire mob of cultists, has been killed by a suicide bombers in an insane charge. When the Lost and Damned go to war, cultists are usually already in action, attacking all form of enemy troops or assets, driving their allies to them with their chanting and praying. They represent a beacon to their allies that allows them to see and guides them to where the fight is the thickest. Their poor discipline seems to have no effect on the battle raging around them like if in their delirious state, they were indeed connected to the will of their gods (a thing more than highly doubtful).

I would have envisioned a group of combatants of both sex dressed in a mix of rags, working clothes and uniforms. They would wear extensive symbols of chaos and crude weapons and some of them could have the option for extensive explosives or special weapons. The cultists would have to look dirty and crazed and would be easy to pose running or chanting and praying their gods.

Chaos Cultist: WS: 2, BS: 2, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 6, Sv: 6+ pts: 3
Cult Leader: WS: 2, BS: 2, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 7, Sv: 6+
Cult Master : WS: 3, BS: 3, S: 3, T: 3, W: 2, I: 3, A: 2, Ld: 8, Sv: 6+

equipment: armored clothes, stub pistol, close combat weapon, Chaos symbols

Chaos symbols: allow a single leadership test to be rerolled per game. The second result must be kept.

Special rules: Hatred (Imperium), Stubborn, Suicide Bomber, Champion of Chaos (Cult Leader and Master only), Aura of Dark Glory (Cult Master only)

Suicide Bomber: Any model with this special rule and armed with grenades or a demo charge can decide to commit a suicide bombing instead of attacking normaly in close combat. If a model elect to do so, center the appropriate blast marker under the model and all units, friends or foe, under or touching the area of effect suffer a wound with the appropriate Strength and AP. If the model was suicide bombing with krak grenades, only the models in base contact with it are affected by a Strength 6, AP: 4 wound. In both cases the suiciding model is removed as a casualty automaticaly. The death of a suicide bomber and his victims are treated normaly to determine who won the combat.

Unit Composition: 5 to 60

Option:

the squad can take one of the following Mark: Mark of Khorn (3 pts), Mark of Nurgle (3 pts), Mark of Tzeentch (5 pts), Mark of Slaanesh (3 pts), Mark of Chaos Undivided (2 pts)

If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (5 pts), Icon of Nurgle (5 pts), Icon of Tzeentch (10 pts), Icon of Slaanesh (12 pts)

all cultists can take frag grenade for (1 pts) and/or krak grenade for (1 pts)

all cultists can replace their laspistol for a lasgun for (1 pts)

One cultist for every ten of them may be promoted to Cult Leader for (5 pts)

If the cultist mob counts more than 20 models, one cult leader may be further promoted to Cult Master for (5 pts)

The cult master may gain a psychic rating of 1 for (10 pts). He select his spell from the same list than the sorcerer. Cultists of Khorn can't take this upgrade.

The cult master may take a force or power weapon for (10 pts)

For every ten models, one cultist can replace his slug pistol and close combat weapon for one of the following: demo-charge (10 pts), heavy stubber (5 pts), flamer (5pts), grenade launcher (5 pts), missile launcher (15 pts)

The Cultist Mob can take a Wyrm or a Chimera armored transport.


Plague Zombies

Spoiler:
All the gods of Chaos bring with them a special brand of horror. Tzeentch brings arcane powers, psykers and shapeshifting monsters, Khorn savage killers chanting and roaring for blood, Slaanesh brings euphoric cultists and euphoric poison and Nurgle disease. None of them is more feared than a specific disease that brings with it undeath. Magos biologists, inquisitors and savants in the entire Imperium have tried to understand how could dead rise from the ground and spread like so, but for now no explanation has been founded and there seems to be no remedy for it. Even powerful psykers have failed to dispell it's effect. The victims of this terrible disease are referred to has zombies after a ancient terran myth. Zombies are slow witted, putrid creatures with extreme aggressive behavior, immense strength and endurance if little coordination and agility. Zombies are terrible foes to face for their physic reeks of supernatural power and their relentless advance can only be broken if they are all killed and dismembered. Some of them are larger, faster and stronger then others and are refered to has knight zombie becase of their predispositon to wear armor and wield weapons close combat weapon with proficency. The most feared ones are the infector zombie for they can spit acid at great distance with surprising accuracy and much more lith than the normal zombies. Their claws are has sharp has razor blades and incrusted with poison and filth which can transmit the plague should the wound not be treated immediatly. Legions of Lost and Damned following a cult of Nurgle are sure to count amongst their numbers legion of these monsters, but other cults have learned how to exploit breakouts of the various form of Zombie Plague to launch attacks side by side if these already uncontrollable undeads. For reasons unknown, zombies seems to be capable of telling the difference between allies and enemies and will always attack servants of the Emperor before anything else and have never been seen killing devotes of Nurgle.

I would have imagined... a zombie, mostly shambler type with claws, in civilian outfits and a few soldiers ones. The knight zombies would look like a slightly larger version of Chaos Marauders with large swords. Infector zombie should be tall, gaunt and hunchback with longer claws and dislocated jaws and long tongues dripping with acid.

Plague Zombie: WS: 1, BS: 1, S: 3, T: 4, W: 1, I: 1, A: 1, Ld: 8, Sv: - pts: 4
Knight Zombie: WS: 3, BS: 1, S: 4, T: 5, W: 2, I: 2, A: 3, Ld: 8, Sv: 5+
Infector Zombie: WS: 2, BS: 3, S: 3, T: 4, W: 1, I: 3, A: 2, Ld: 8, Sv: -

equipment: one close combat weapon (plage zombies), two-handed close combat weapon and rusted carapace armor (knight zombie), viscious claws and acid spit (infector zombie)

Special rules: slow and purposeful (plague zombie only), primal, fearless, feal no pain (5+), fear, Children of Grandfather Nurgle, no coordination (plague zombie only), infiltrate

Children of Grandfather Nurgle: At the beginning of the assault phase, if there is no ennemy in their line of sight, but friendly unit not aligned to Nurgle (no mark of that specific god or daemon of that specific deity) 6 inches or closer to them, they must make a leadership test or attempt to charge that unit and treat it has an ennemy for the rest of the battle.

No coordination: Plague Zombies may never run or gain a bonus attack if they possess an extra close combat weapon.

Unit composition: 5 to 50

Option:

All plague zombies may take a laspistol (1 pts) or a Lasgun (1 pts)

Any plague zombie may be upgrade to a zombie knight (8 pts) or a infector zombie (5 pts)


Dedicated transports

Chimera armored transport

Spoiler:
The Chimera is probably one of the most common design for tanks in the Imperium. It's found in almost all Imperial Guard regiment and is produced on many world from massive Forge World to much less advance Industrial Worlds. It's rugged design and easy to maintain makes it a very efficient vehicle and despite its low level of tech. Many worlds in the shadow of the Ruinous Power have the capacity to produce Chimera pattern armored transports. Many regiments who betrayed the Imperium also brougth with them their motor pool filled with Chimeras. Lost and Damned use those vehicle in the same kind of way then the forces of the Imperium. Renegade soldiers are those seen using those vehicle has close support vehicle most often but mutants have been known to pilot those vehicle has transport and many of them learned how to crew them. The simple control system of this vehicle makes it very easy to pilot even for the most stupid human or in that case mutant. Cultists have been known to transform theirs in moving chapel capable of spreading destruction to their enemies.

I would have envisioned a good old chimera with decorated canons (a bit like chaos predator) and chaos symbols and spikes (else, nothing would be very different)

Chimera armored transport: BS: 2, Armor: 12 F, 10 S, 10 R, HP: 3 pts: 45

equipment: turret mounted multi-laser, hull mounted heavy bolter

Special rule: tank, transport, amphibious

Transport capacity: 10 models

Acces point: 1 (rear)

Fire point: 3 per side

Option:

Can take a professional soldiers crew (+1BS) for (10 pts)

Can exchange the turret mounted multi-laser for one of the following for free: heavy bolter, heavy flamer

Can exchange hull mounted heavy bolter for a heavy flamer for free

can take options from the armory of the damned (see down)


Marauder's Rhino

Spoiler:
Marauder's are known for their habits if stealing the best vehicles they can lay their hands on. When it comes to transport vehicles, few are has efficient than the Space Marine Rhino. These tanks of ancient design benefit from better speed and far greater autonomy than the Chimera they sometime use. Its self-repair system also makes very easy to maintain in combat situation if not a bit temperamental during peace time. Many of these vehicle have been stolen to Sisters of Battle, Arbites and Space Marines and heavily modified to fit their needs and the taste of their new masters. Most Marauders hate the smell and sight of the Imperial Eagle just as much than any other Lost and Damned and will quickly adorn there new transports with symbols of chaos and trophy racks when they choose not to make them camo. Marauder's Rhino are seen as a great trophy for a warband. It proves they either had the capacity to negotiate with Chaos Space Marines on an even ground or manage to steal it from illustrious Imperial institution.

It's basically just a chaos rhino with maybe the option for a Marauder manning a weapon on top of the tank.

Marauder's Rhino: BS: 4, Armor: 11 F, 11 S, 10 R, HP: 3 pts: 35

equipment: pintle mounted storm bolter, searchlight, smoke screen

Special rule: transport, tank, self repair system

Transport capacity: 10 models

Acces point: 2 sides

Fire point: 2 (top)

Option:

Can take a Hades Missile pod for (10 pts)

can take options from the armory of the damned (see down)


Wyrm armored transport

Spoiler:
Wyrm armored transports aren't in service in most regiment of the Imperial Guard. They are a ancient variant of the Taurox armored transport mostly used on Imperial world to transport cattle on Agri World. When modified for battlefield by local PDF, it's a large vehicle capable of transporting much more soldiers than a Chimera even if it possess lighter armor and lower fire power. Guards don't use them outside of transports for logistical purpose (uniforms, ammunition, food, etc.) for they tend to be too easy targets for enemy anti-armor and don't provide enough supporting firepower. Lost and Damned uses these on a almost systematic basis for they are large, cheap and very easy to build in their domains. Throngs of troops can be transporter by these impressive vehicle to any battle field ans their open-top nature makes it even easier to use them in a aggressive fashion. Its rugged engines design mostly for heavy duty work on farms and rural area makes its use simple even by the most dim witted mutant. The size and brutish form of these transport can also intimidate unexperienced soldiers and militia and bolster the bravery of those fighting beside it.

I would have envisioned a model similar in term of design to the Taurox but with half-tracks instead of snow-tracks, an open-top truck similar to ork trukks and longer than a regular Taurox. A small turret would be placed above the cockpit of the vehicle with a pair of twin-linked heavy stubbers on it for only weapon system. Sigil of chaos and spikes could be added to the vehicule who would otherwise have a pretty militaristic appearance.

Wyrm armored transport: BS: 2, Armor: 11 F, 10 S, 10 R, HP: 4 pts: 55

equipment: two twin-linked turret mounted heavy-stubber

Special Rule: open-top, transport

Transport capacity: 20 models

option:

Can take a professional soldiers crew (+1BS) for (5 pts)

can take options from the armory of the damned (see down)



Fast Attack Choices

Vanguard Scout squad

Spoiler:
The Imperial Guard uses extensively Sentinel walker for their scouting and recon duties. Their solid design, capacity to navigate all kind of terrain and still impressive firepower for such little engins makes them a natural choice. Lost and Damned forces don't have the luxury to employ them in such great numbers. In fact they are very scarce for they require impressive technology and regular maintenance to keep them operational. Instead, they uses the next best thing: Vanguard Bikes. Rarely seen in the Imperial Guard, but often encountered in PDF or used by Arbites, these bikes are fast have a good autonomy and are simple to maintain in good working order. Vanguard bikes are solid vehicle and very well armed for their size. Their design is reminiscent of Space Marine bikes but lighter. Scout troopers using them need to be courageous and clever for their task is dangerous and those bikes offer nothing near like the protection of an armored Sentinel. Despite these drawback, Vanguard scout have a dreaded reputation for lightning quick assault and murderous temper. Vanguard scouts are a common sight in most armies led by warlords of high stature. They are perhaps the only forward element of a Lost and Damned legion that is certainly composed of professional soldiers with the equipment to relay tactical information in a professional manner the other ones being cultists and mutant who are frankly not the most reliable source of information. They also are invaluable for harassment operation behind the enemy line. The only problem they face is their need to find fuel for their engines and that poor quality fuel have a bad tendency of damaging engines or leaving smoke behind which can make them easy to locate.

I would have imagined a renegade soldiers like those described above (except with goggles) on a smaller, slightly lighter version of Chaos Space Marines bikes. Their weapons would be on the side of the vehicle a bit like ork bikes.

Vanguard Scout: WS:3, BS: 3, S: 3, T: 4, W: 1, I: 3, A: 1, Ld: 6, Sv: 4+ pts: 13
Veterant Vanguard Scout: WS: 3, BS: 3, S: 3, T: 4, W: 1, I: 3, A: 2, Ld: 7, Sv: 4+

equipment: Vanguard bike, laspistol, close combat weapon, flak armor

Special rule: Scout, Hatred (Imperium), Champion of Chaos (Veterant only)

Unit composition: 3 to 15

Option:

the squad can take one of the following Mark: Mark of Khorn (3 pts), Mark of Nurgle (5 pts), Mark of Tzeentch (5 pts), Mark of Slaanesh (2 pts), Mark of Chaos Undivided (2 pts)

If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (5 pts), Icon of Nurgle (5 pts), Icon of Tzeentch (10 pts), Icon of Slaanesh (12 pts)

For evry three vanguard scout including the veteran, one Vanguard Scout can replace his close combat weapon and laspistol for one of the following: meltagun (10 pts), plasma gun (10 pts), grenade launcher (5 pts) or flamer (5 pts)

One Vanguard scout can be promoted to veteran for (5 pts)

The veteran can replace his laspistol for one of the following: bolt pistol (3pts), plasma pistol (10 pts), inferno pistol (10 pts)

The veteran can replace his close combat weapon for one of the following: power weapon (10 pts), power fist (15 pts)


Chaos Warhounds pack

Spoiler:
Chaos can transform the most ordinary man in a giant brute barely recognisable or a creature so foul the name undead would be appropriate. What the Ruinous Powers sometime do on man it sometime do it does to animals. Touched by the Warp, wolfs and hounds transform themselves in giant beast still recognisable as what they were, but of massive size, unnatural ferocity and with a glimmer of intelligence. Those beasts are the most favored of the Lost and Damned, their almost human intelligence, strength and ferocious nature makes them desirable guards and fighting pets. The largest, smartest and most cruel of them are then breed together to create warhounds. These beasts are fast and dangerous creature capable of devouring a man in a few seconds and even tear apart small armored vehicles. Warhounds usually operate in packs like scouts or support to mobs of cultists or gangs of mutants. They relentlessly hunt down any enemy close to them and have been known to be capable of bringing down Space Marines and Ogryns if numerous enough. Despite their feral appearance, they do possess impressive cunning and aren't easily fooled and lured like many Imperial guardsmen tried yet failed. The safest way to engage them remain application of massive firepower in a single area and killing their Alpha.

I would have imagined something very similar to the feral warg of the Hobbit.

Chaos Warhound: WS: 4, BS: -, S: 4, T: 4, W: 1, I: 4, A: 2, Ld: 7, Sv: 6+ pts: 8
Alpha Warhound: WS: 4, Bs: -, S: 4, T: 4, W: 2, I: 4, A: 3, Ld: 8, Sv: 6+

equipment: thick fur and sharp fangs

Special rule: Primal, beast, fear, bulky

Unit composition: 5 to 20

option:

the squad can take one of the following Mark: Mark of Khorn (3 pts), Mark of Nurgle (5 pts), Mark of Tzeentch (5 pts), Mark of Slaanesh (3 pts), Mark of Chaos Undivided (2 pts)

One Chaos Warhound can be promoted to Alpha Warhound for (5 pts)


Chaos Spawns pack

Spoiler:
Life has a Lost and Damned can end in four manner: natural death, death in combat or murder, Daemonhood and Spawnhood. All servants of Chaos dream of daemonhood, the path to true immortality and almost unlimited power. Its the greatest reward and the selling argument of many cults yet the number of Lost and Damned who were indeed rewarded with it can be counted on the hands of a few persons. For every daemon prince, billions died with nothing more than pain and humiliation for reward. Yet some are rewarded with a fate that is even more terrible than death: spawnhood. Every Lost and Damned will start to accumulate mutation over time has either a reward, a punishment or a random effect of living on worlds awash with the power of chaos. Some are benign and almost invisible, other monstrous or useful and some even crippling the Four could not care less. Some mutation are so extreme that the body of these mutants cannot handle it they transform in mass of flesh, bones and muscles without shape or sense, racked by the power of the Warp. Other simply appeared during summoning ceremonies or during possession ritual that went wrong. These are Chaos spawns. These monsters are rather common in area where the Warp is more active or were certain cults are more active. Most spawns die in a disgusting manner a few minutes after their birth, but some can maintain a semblance of stability and keep living in a state of permanent anguish of some sort. Because of this most of them are incapable of reasoning. On the battlefield, these monsters are used has shock troops for cultist their strength more than enough to brake barricades and absorb a surprising amount of firepower.

Just a good old Chaos Spawn.

Chaos Spawn: WS: 3, BS: -, S: 5, T: 5, W: 3, I: 3, A: d6, Ld: 10, Sv: - pts: 30

equipment: dangerous pseudopods

Special rule: primal, fearless, fear, rage, mutated behond reason, very bulky

Mutated Behon Reason: At the beginning of each Fight pahse, before rolling for their random number of attacks, roll a d3 to determine which mutation the squad will have during that round.

1) Harden flesh: Armor save 4+
2) Clawed tentacules: roll to d6 for attacks and pick the highest number
3) Poisonnous claws: all attacks have the poisoned (4+) special rules

Unit composition: 1 to 8

Option:

the squad can take one of the following Mark: Mark of Khorn (3 pts), Mark of Nurgle (6 pts), Mark of Tzeentch (4 pts), Mark of Slaanesh (3 pts), Mark of Chaos Undivided (3 pts)



Dragonfly

Spoiler:
The Imperial Guard air support usually comes from the Navy who gives them access to some of their flyers most notorious amongst them the Valkyrie and the Vendetta. Both of them are powerful and well armored aircrafts capable of transporting troops and covering them. Many PDF don't have the luxury of using those engines and resort to use flyers of a different type capable of stationary flight to transport troops but without the impressive speed of more advance engines. The most produced flier of that type is the Dragonfly. It's a relatively advance vehicle using a series beating bladed wings to maintain flight much like an insect. It’s because it possess four of these and a elongated tail for steering that this vehicle received its designation, A small reactor procure more speed and thrust for combat making it a capable flier in dogfight yet far from being able to match the capacity of specialised craft in that domain. Lost and Damned, frequently unable to maintain a descent amount of Valkyries in their armory, use Dragonfly in their place. The fact that these crafts are produce in mass in the Daveron Ring, the Hell Pit and in some of fortress of Chaos remaining around the Sabbat Worlds makes the maintenance of these vehicle easy. For the Lost and Damned, the Dragonfly are always a good sight. Their powerful weapons and speed makes them an invaluable asset to have and their design was specifically altered from the original one to make their appearance more threatening and supernatural. Many soldiers have lost their nerves simply because of the roar of its engines and the «supernatural» trail of smoke it leaves behind.

I would have imagined a vehicle with four helicopter like blades folded on its back like a damselfly, a small cockpit with two seats one behind each other like in assault helicopters, a small transport compartment behind the cockpit, a rather long tail with a rotor on it and all ot it's weapons on the nose and flanks of the cockpit of the vehicle. The blades would be filled with short spikes, so would the tail. The cockpit would have been disguised to look like the roaring maw of a Helldrake or dragon and trophies could be seen on top of it.

Dragonfly: BS: 3, Armor: 11 F, 11 S, 10 R, HP: 3 pts: 100

Equipent: three hull twin-linked hot-shot volley gun, Screaming engines, extra armor

Sceaming engines: Each enemy unit that the Dragonlfy flies over in any given round must pass a leadership test or be considered pinned because of fright. Unit with the rule And They Shall Know no Fear are immune to it. Sigils of Chaos don't affect this ability (it passes to fast for you to see it really).

Special rules: flyer, hover, transport

Transport capacity: 6 models

Access point: 1 each side

Fire point: none

Option:

Can replace the three twin-linked hot-shot volley gun for the following: three reaper autocanon (15 pts), three twinlinked lascanon (40 pts)

can take options from the armory of the damned but not a pintle mounted weapon(see down)


Chaos Shredding Spheres

Spoiler:
Clearly the invention of a mad man, the vehicule dubbed the Chaos Shredding Sphere became a stapple of Lost and Damned armored assault during the days of the Sabbath Crusade. These spherical vehicule move around thanks to a powerful engine allowing the rotation of the entire hull save for the driver placed in a giro-stabilised seat. This allow the vehicule to move fast on almost any surface thanks to its solid grip, spikes and nervous command system. The spherical structure of the hull makes it surprisingly resistent to impact, but tend to make them bounce of trajectory in case of powerful impact. It's unpredictable mouvement, speed, dangerous nature and powerful weapon system made it a fearsome weapon. The design was repeated and perfected, by protecting a bit more the driver by increasing the speed of the engine, narrowing the vision slits (thanks to speed increse this did not deteriorate the driver vision at high speed) and adding camera projectors. The Chaos Shredding Spheres are easy to use. They can blast the opposition with their plasma canon while attempting to crush everything under their bladed hull.

This is a relatively simple vehicule. I would have imagined a metal sphere with blades and spikes that serves has weapons and traction tool with small vision slit for the driver at regular interval. On the side of the vehicule would be a pair of plasma canon or multimelta. There would be very few decorations on the vehicules and they should not be that big.

Chaos Shredding Sphere: BS: 2, Armor: 12 F, 12 S, 12 R, HP: 3 pts: 90

equipment: extra armor, twin-linked plasma gun, razor sharp blades and spikes.

Razor sharp blades and spikes: any time the vehicule makes a tank shock and the unit fails its leadership test, it suffers 1d6 strength 8, AP: 2 hits. When a Chaos Shredding Sphere rams a vehicule, it also suffers those hits in addition to normal damage.

Special rule: Tank, Fast, Unstable and Terrifying, move through cover

Unstable and Terrifying: Each time a Chaos Shredding suffers a penetrating hit, roll a scatter dice and a d6. Move the vehicule in that direction. If it hits a unit friend or foe, it suffers 1d6 strength 8, AP: 2 hits and the models are moved the minimum amount to allow space.

Unit Composition: squadron of 1 to 3 vehicule

Option:

Any Chaos Shredding Sphere can exchange its twin-linked plasma canon for one of the following: twin-linked lascanon (free), twin-linked multimelta (free) or twin linked heavy flamers (free)

Any Chaos Shredding Sphere can take a professionnal crew for +1 BS for (10 pts)


Heavy Support Choices

Leman Russ

Spoiler:
The Leman Russ is the most widespread tank design in the galaxy. It's a relatively slow an simple machine, but it's one of the most dangerous too. Despite its apparent primitive design and technology, it's a armored behemoth capable of surviving to the most brutal warzone. It's fire power is capable of destroying enemy armor and fortification with relative ease and it's rugged and versatile design makes it operational in almost any theater of operation be it in the vacuum of world with no atmosphere or the crushing gravity of a giant planet. It's with no surprise at all Imperial Guard armies use them extensively to support their infantry. Lost and Damned forces also make use of them extensively. The more simple design of the Leman Russ are easy to produce even outside of Forge World and the tough nature of these tanks makes them easy to maintain with minimal skills and resources. For these reasons, they are ideal heavy tanks for the rabble that the Lost and Damned frequently are. The Leman Russ used by the Lost and Damned are of the more common design like the Battle Tank, Exterminator and Destructor. The others usually require Forge World installation for their weapon and ammunition and are very rare. Because of it's name, many heretek prefer to refer to their Leman Russ has Angron Battle Tank in honor of a similar Primarch who sided with the forces of Chaos during the Heresy. Many of these Angron Battle Tank have slight modification seldom seen on their Leman Russ twins when it comes to their weapon systems.

Not too much surprise in the model department. I would have given the Chaos Predator treatment to the Leman Russ. So you add spikes, trophies, chaos glyphs and decoration on the canons.

Leman Russ Battle Tank: BS: 2, Armor: 14 F, 13 S, 10 R, HP: 3 pts: 120
Leman Russ Exterminator: BS: 2, Armor: 14 F, 13 S, 10 R, HP: 3 pts: 110
Leman Russ Demolisher: BS: 2, Armor: 14 Fm 13 S, 11 R, HP: 3 pts: 140

equipment: turret mounted Battle Canon and hull mounted heavy bolter (Battle Tank only), turret mounted exterminator autocannon and hull mounted heavy bolter (Exterminator only), turret mounted demolisher canon and hull mounted heavy bolter (Demolisher only), extra armour, searchlight and smoke launcher (all).

Special Rules: Tank, heavy

Unit composition: 1 to 3 Leman Russ

Option:

All Leman Russ tanks can replace the hull mounted heavy bolter for one of the following: Heavy flamer (free), autocanon (5 pts), Lascanon (10 pts), Multimelta (5 pts)

All Leman Russ can add two sponson weapon: 2 heavy flamers (10 pts), 2 autocanons (20 pts), 2 Lascanon (30 pts) or 2 Multimelta (20 pts)

All Leman Russ can take a professionnal crew for +1 BS for 15 pts

All Leman Russ can select options from the Armory of Chaos



Hippogriff Light Battle Tank

Spoiler:
The Hyppogriff Light Battle Tank is a very advance light tank only produced on a ring of three Forge Worlds known has the Darevon Ring. These ancient planets were conquered during the Great Crusade by forces of the Dark Angels yet rebelled against the Imperium rule during the Horus Heresy. Fot ten thousand years, the Darevon Ring and its nearby system has remained a thorn in the side of the Imperium. Its difficult to navigate Warp space, well-fortified worlds and network of allies allows it to remain defiant in the face of the Imperium and continues its existence has one of the most prosperous Realm of Chaos outside the Maelstrom and the Eye of Terror. The Hippogriff is a shining piece of equipment sold at high profit by the Heretek of that sector. Its design is closely related to that of the Predator used by Space Marines but possess an incredibly advanced targetting system linked to a ever watchfull machine spirit and no option for side weapons. Most armies of Lost and Damned will try to field several of those tanks to provide close fire support to their infantry. The Hippogriff shine on the battlefield because of its fast engines, decent weapons and good armor for a light tank. Despite these qualities, it needs a crew of professional soldiers to crew them and also need careful maintenance which is not always possible for many Dark Castellan, Arch Apostle or Warlock. They are no match to a fully armed Leman Russ battle tank in an armored duel, but have been known to present a terrible threat to many other types of light tanks.

I would have imagined a tank with design similar to that of the predator, but with a co-axial turret and slightly smaller and lower to the ground (to keep it more real, I would have modelled it mostly from the German Panzer IV). It would be decorated in a typical chaos fashion with sculpted guns, spikes and an additional symbols of Chaos.

Hippogriff Light Battle Tank: BS: 3, Armor: 13 F, 11 S, R: 10, HP: 3 pts: 95 pts

Equipment: turret mounted Hippogriff laser canon, co-axial Hot-Shot volley gun, and Advance targeting system

Special rules: Tank

Advance targeting system: Allows the Hippogriff to use its normal ballistic skills when making snap fire.

Unit composition: 1 to 3

Option:

Can take options from the armory of the damned (see down)



The Fellblade Heavy Tank

Spoiler:
Innovation is a sin for the Adeptus Mechanicus and the most beloved sin by the hereteks. It's innovation that brought to life the Fellblade Heavy Tank. The Heretek council of the Hell Pit is behind their creation. In M38, a crusading force of 500 000 guardsmen from Krieg, Mordia and Vartarn spearheaded by more than 4 company of Black Templars and a full cohort of Skitarii menaced to reconquer the Chaos Stronghold. Imperial armour were dominating the wasteland surrounding the Forges and Hives and bombing relentlessly the fortification of the hereteks. Reinforcement were late and the walls would not hold long enough for them to arrive. The enemy siege had to be broken around the main Forge if the planet was to remain under the influence of the Four. Desperate and without the ability to deploy super heavy tanks in number, the heretek decided to transform their wall artillery in a mobile platform and armor it until it could resist even the most powerful weapons of the enemy. The result was a monstrous tank that looked and behaved much like a smaller baneblade. Several dozens of them were ready for combat when the wall broke down. They surged from the breached and crushed the enemy surging forces who were cough by surprise. The defeat turned to slaughter when the Fellblades managed to reach the back line before it could prepare for an attack of that magnitude. When reinforcement arrived to save the Hell Pit, Fellblade Tanks who survived their first test where already engaging Space marines light tanks who were trying to protect the retreating imperial army. Since then, thousands of these giant tanks have been produced and equipped. The design was even improved by the Warlock Coven of Phrateus by adding a powerful psychic conductor instead of its transport room from which a sorcerer can unleash terribly deadly blast of raw psychic energy. To the Imperial Forces, only Land Raiders and superheavy tanks have proved to be a match for them and they are seen has top priority target for any tank hunter troops or vehicle.

I would have imagined a massive tank the size of a Land raider who would have the basic shape of a Baneblade. It would have a big turret on which the Siege Canon would be mounted and on top of it like a pintle-mounted weapon the Hades Missile Pod. On the front hull, close to the track would be missile pods similar to those of a dreadnought. The entire tank would be decorated in the same manner than other chaos aligned tanks. If desired, an option for an arcane tower could be installed right behind the turret on which a sorcerer would be chained.

Fellblade Heavy Tank: BS: 3, Armor: 14 F, 14 S, 13 R, HP: 5 pts: 300

Equipment: Turret mounted Siege cannon canon, 2 hull mounted missile launcher, 1 turret mounted Hades missile pod, extra armour, Searchlight, smoke launcher

Special Rule: Tank, Massive and Heavy, move through cover, transport, tower of sorcery*

Massive and Heavy: The Fellblade is considered a heavy tank, but in addition, he can transform one more penetrating hit in a glancing hit and cannot be destroy by a roll of 6. It instead suffers a loss d3 hull points. Finally he can also fire a ordonnance weapon without forcing all other guns to snapfire.

Tower of Sorcery: The Tower of Sorcery is a powerful psychic conduit that gives the tank a psyker mastery of 2. It can only manifest the power Bolt of Destruction and only once per psychic phase. If a peril of the warp occur, the Behemoth tank suffer a single glancing hit.

Bolt of Destruction: 2 warp charges range: 48, S: 9, AP: 3, heavy 1, large blast

Transport capacity: 10 models

Access point: 1 at the back

Fire points: 0

Unit composition: 1

Option:

The Siege Canon can take Armor destroying ammunition for 15 pts

The Fellblade Tank can lose his transport capacity in exchange of a Tower of Sorcery for 20 pts

can take options form the Armory of Chaos


Lost and Damned Field Artillery

Spoiler:
No army can survive an important battle without good artillery support. The Imperial Guard artillery is famous for being very numerous, powerful and mobile. PDF don't need their artillery to be as mobile and prefer the more classic design of field canon because they are cheaper to maintain and produce. Lost and Damned forces think the same thing. Almost all their armies will be generously equipped with heavy canon to provide support to their hordes of mutants and heretics. All these weapons are powerful and come in a great deal of shape or specialty. Even amateur soldiers can manipulate them with very little difficulty. Their numbers frequently compensate for their lack of mobility and they prove to be very efficient when it comes to siege or trench warfare.

I would have imagined models very similar to ork big guns, but with a human crew of five soldiers wearing filthy uniforms and chaos symbols some of them with mutations or bionics (option to replace them for renegade soldiers). The guns themselves would vary depending on their types, but would look like modern day canon to a fault.

Artillery crew: WS: 2, BS: 2, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 6, Sv: 6+ pts: 50
Artillery piece: WS:-, BS:-, S:-, T: 7, W: 2, I:-, A:-, Ld:-, Sv: 3+

equipment: Heavy canon, slug pistol and close combat weapon, armored rags

Special rule: artillery unit, Hatred (Imperium)

unit composition: 5 artillery crew members and 1 Artillery piece

Option:

can replace the artillery crew by with renegade soldiers for (5 pts)

can add up to four Artillery piece each with five crew members for (50 pts) each

Can replace the heavy canon with one of the following: heavy mortar (free), Quad guns (free), missile battery (10 pts)


Daemonhost

Spoiler:
Daemons are creatures of immense reality warping powers and the most powerful of them ae frequently considered to be gods even if their powers are far from those of One of the Four. The daemons are very difficult to summon and even harder to control in a efficient way. Most of those that can be summoned relatively easily are very weak and minor daemon and though they proved to be much more dangerous than most combatants of the material world, they are very far from those who bear the title of daemon prince or greater daemon. There is a way to allow such creatures to manifest themselves in the material world much more easily. Its a process that allows to bound the spirit of a daemon in the body of a single person. This fusion of human and daemon is much more stable than a fully summoned daemon and can be even more powerful for it doesn't need to spend has much energy to remain in a dimension it's not made to be in. Radical inquisitor sometimes use daemonhost, has they are known, to make use of the powers of the Warp against itself or learn more of its secret. Some even see this has a good way to imprison a daemon and prevent him to return to this world in the future. These daemonhost are relatively weak and only feeble daemon are bound by the servants of the Imperium. Their knowledge of the ritual is only partial, but the Warlock and Arch Apostate of the Lost and Damned create daemonhost of truly terrible powers by bounding very powerful daemon and even several of them in a single body. These abomination can destroy tanks and entire squad with ease. Their warping body distort the air around them like if nature was rebelling against their continued presence while they use their powerful psychic powers to destroy their enemies. The binding process transform all daemons into even more hate filled creature. Only well prepared forces can defeat them before they cause catastrophic damage.

I would have imagined a model very similar to the current daemonhost or a smaller version of the deamon prince (without the armor) with several options to better represent a daemonhost of a specific god. All of them should look barely human and much more like daemons. Binding chains and glyphs should be mandatory just like an anthropomorphic feature.

Daemonhost: WS: 5, BS: 4, S: 5, T: 5, W: 4, I: 5, A: 4, Ld: 10, Sv: - pts: 130

Equipment: daemonic flesh and claws

Special rule: Daemon, Fearless, feel no pain (5+), It will not die, Psyker mastery level 3, Daemonic sorcerous powers, rending, stealth, deep strike

Daemonic sorcerous powers: daemonhost may select their powers from the psychic discipline of biomancy and daemonology. They never suffer from perils of the warp.

Unit composition: 1 to 3 (they don't need to be deployed together and can act independantly)

Option:

a daemonhost can become a daemonhost of one of the following god : Tzeentch (25 pts), Slaanesh (20 pts), Nurgle (25 pts), Khorn (15 pts)

Daemonhost of Tzeentch gain the following characteristics: +1 Psyker mastery, access to all powers of the discipline of Tzeentch, all the benefits of a mark of Tzeentch, it ignores all difficult terrain and gain an aura of fire. It forces all ennemy in base contact with the daemonhost to suffer d6 strength 4 AP 5 soul blaze hit at initiative 10.

Daemonhost of Slaanesh gain the following characteristics: access to all powers of the discipline of Slaanseh, all the benefits of a mark of Slaanseh, +2 attack, an hypnotic gaze that can be used like offensive and defensive grenades and a psychic scream that reduce the Ld of all non Slaanesh aligned unit by 2.

Daemonhost of Nurgle gain the following characteristics: access to all powers of the discipline of Nurgle, all benefits of a mark of Nurlge, -1 initiative and +2 wounds, an horrible stench that confer it the bonus of defensive grenades and a foul miasma that forces all unit in close combat to pass a toughness test or loose one 1 attack and 1 of WS to a minum of 1.

Daemonhost of Khorn gain the following characteristics: loose their psychic mastery, all the bonus of a mark of Khorn, gain brass scales that confers a 3+ armor save, +2 WS and A, its claws are AP 3 in addition of rending, It has wings that change it's type to jump infantry, a fire breath with the following profile: template, S 3, AP 5 and that counts has offensive grenades.


Chaos Monstrosity

Spoiler:
The power of Chaos can make the impossible come true. It can transform a man in a towering brute with claws and horns capable of peircing steel or in mass of jelly. What it can do to a man it can do to a beast or to several men at the same time. The result is a monstrosity out of the nightmares of a madman. Hopefully, these creatures are rare, but very few things are more horrifying than a Chaos monstrosity. These creatures are the results of powerful predatory beast being transformed by the powers of the warp making them more cunning and bloodthirsty. Others are a chimerical mix of several mutants turning into one large creature. Those maddening creatures are vicious beyond belief. They can smash appart bunkers, murder entire squads and fight tyranid monstrous creatures or walkers to a standstill. Very few forces have what it takes to hold their position when faced against one or more Chaos Monstrosity. When wounded, all those creature enter a state of murderous rage when injured making them even more dangerous. Their horrible strength and ferocity makes them difficult to control, but a savy warlord knows how to direct them where they will do the most damage and will accept loosing some of his troops to «accident» once in a while. Some will even try to breed them to reproduce some quality, but those attempt usually turn into failures. The powers of Chaos are not easily harnessed.

I would have imagined a large creature rather similar to a Jabberslythe from Warhammer Fantasy for Nurgle Chaos Monstrosity, a Cygor for a Tzeentch aligned Monstrosity, a Slaughterbrute for a Monstrosity aligned to Khorn and a Troglodon for Slaanseh. A Dragon Ogre Shagoth would be a good unaligned Chaos Monstrosity.

Chaos Monstrosity: WS: 4, BS: 2, S: 6, T: 6, W: 6, I: 3, A: 4, Ld: 6, Sv: 4+ pts: 145

equipment: teeth, claws, tusks and thick skin or scales

Special rule: Monstrous beast, Terrifying, Feel no pain (4+), Blood fed rampage, Mighty Smash, Hungry

Terrifying: Very few creatures are more disgusting and horrible than a Chaos Monstrosity. In addition to possessing the special rule fear, all ennemy units suffer a malus of 1 in leadership test invovlving fear within 6'' of the creature.

Blood fed rampage: The more a creature suffers, the more she becomes enraged. When a Chaos Monstrosity has lost 3 or more wounds, she gains the special rule rampage.

Mighty Smash: The Chaos Monstrosty can concentrate all its hellish strength in large sweeps to crush many lesser foes. Instead of attacking normally, place the large blast template under the ennemy units. All ennemy models in the blast radius automatically suffer a single Strength 5, AP: 5 wound with the concussive quality.

Hungry: Each time there is an ally model within 3'' of the Chaos Monstrosity, it must pass a Leadership test or make a single attack with the beast normal profile against that model with the instant death special rule. Should such an event happen, the Chaos Monstrosity will regain a lost wound.

Option:

can gain wings for (40 pts) and change its type to flying monstruous creature.

can gain a breath attack with the following profile: range: template, S: 5, AP: 4, assault for (15 pts)

can take any of the following bonus representing a special mutation: +1 attack (5 pts), +1 strength (5 pts), It Will Not Die (10 pts), +1 Weapon Skill (4 pts), +1 Wound (8 pts), +1 Initiative (4 pts), poison (4+) for (5 pts), adamantium will (4 pts), +1 armor save (10 pts).

can take one of the following Mark of Chaos: Mark of Khorn (12 pts), Mark of Nurgle (15 pts), Mark of Tzeentch (10 pts), Mark of Slaanesh (5 pts)



Lords of War

War Zepplin

Spoiler:
The single greatest weapon in the arsenal of the Lost and Damned is vehicule that shines for its firepower, its size and the improbable technologie that support it. The War Zepplin is a massive craft hovering over the battlefield thanks to an advanced anti gravitational engine that sits on top a small spire of the main deck of the craft. To those unlucky enough to face one on a battlefield, it looks like someone managed to put a battleship in suspention in the air. The armor and firepower of the zepplin is more than enough to carve a path in even the most well organised defense and clean the sky from any ennemy aircraft foolish enough to get close to one of them thanks to its broadside reaper autocanon. Bunkers and fortifications offer little protection against its Lance and even less against the massive blaze of an inferno bomb. All the while, the thick armor plates of the War Zepplin and high altitude allows it to remain untouched by most the ennemie's defense. Created especially to grant an advantage to the Lost and Damned in air superiority, an area where they used to be dominated, for the 13th Black Crusade of the Despoiler, it has since seen combat before and brought excellent results.The Imperium is still scrambling to obtain more information about the vehicule weaknesses. As of now, only the destruction of the powerfull anti gravitational engine seems to be a promising avenue. But, should the Zepplin be destroyed close to you own line, its death will claim much of yours since the destruction of the engine always result in a catastrophic explosion of horrible magnitude.

I would have imagined a vehicule looking alike to a battleship with four turret on each side and a single gun larger at the fore. The side turrets would be designed much like sponson weapons and woud carry reaper autocanon, the larger gun at the fore would look like a twin elogated lascanon. A small tower roughly in the middle of the ship would have on top of it the warp generator which would be pretty compact, but decorated with wards and symbols of Chaos. the main gun would be sculped with gargoyles, but not the smaller ones. Of course, This large 14 inches long model would be suspended in the air.

War Zepplin: BS: 3, Armor: 13 F, 13 S, 13 R, HP: 9 pts: 400

equipment: 2 broadside mounted reaper autocanon turret, 1 War Zepplin Lance, Extra armor, Sigil of Chaos

Special rule: Superheavy, Zepplin, Broadside, Catastrophic Destruction

Zepplin: the vehicule is extremely slow for a flyer but its high flight altitude protect it from most weapons. When a war Zepplin moves, it ignores terrain. All ennemy units who fires at the War Zepplin without the skyfire rues must reduce their range by 12''. The Zepplin can only move of as fast as a normal ground vehicule.

Broadside: Each broadside contains four reaper autocanon turret. The two broadside cannot target the same unit, but each individual turret can target independantly from the next. Should the four of them target the same vehicule or Monstruous Creature, they can a bonus of +1 in Strength.

Catastrophic Destruction: Should the Zepplin be destroyed, it will crash on the battlefield and its anti-gravitationnal drive will explode violently. killing all cought in its blast. More than one army as been destroyed by such a terrible explosion. Remove the model and center the 10'' blast marker at the point of impact. All unit touched by the marker suffer a S:10 AP: 2 wound.

Option:

Can take any upgrade from the Armory of Chaos



Kelbor-Hal The Dark Lord of Machines

Spoiler:
The greatest heretek and leader of the Dark Mechanicus, Kelbor-Hal is also the most prohiminent leader of the Lost and Damned. He is responsible for the destruction of Mars during the Horus Heresy and one of the greatest assets of the Warmaster during that period. Formerly the Grand Fabricator of Mars, Kelbor-Hal rebelled when he thought the Emperor was going to usurp Mars priesthood authority. He unleashed terrible weapons on his own world during the Heresy transforming it into a wasteland. His actions are in part responsible for the collapse of the knowledge of the Adeptus Mechanicus. Thought dead in the aftermath of the Heresy, Kelbor miraculously survived and foiled his persuers by faking his own death on board his command ship. He managed to hide himself in the few stronghold of the Dark Mechanicus that survived the storm in real space. Now, all those who aspire to launch a Black Crusade of any significance need his direct support. The Black Legion itself owes him much of its strength. His age, incredible intelligence and thirst for knowledge makes him one, if not the most knowledgeable human being in the galaxy. He is an artist of all form of creation, from pootable simple reliable rifles and pistols to ship and titan design. His genius is behind the creation of the first daemon engines and some of the most advanced vehicule and weapons in the arsenal of both Chaos Space Marine warbands and Lost and Damned hordes. His study of the power of the warp and daemons gave him the capacity to bend the law of nature with some of his creations. Kelbor-Hal rarely find himself on the battlefield. He perceives such activities has bellow him, but when stakes are high or when he wants to insure victory for his forces, he apply his genius to warfare with the same level of cruelty and efficiency. Precious Forge World were pillaged and conquered by his army on several occasion. Titans and mighty battleships were stolen so were ancient xeno artefacts. As the head of the Dark Mechanicus, he also face a lot of inner threat to his own power. Even before the Horus Heresy, Kelbor-Hal always hated the idea of being under the boot of someone else or loosing his independance. This has led him to arm himself and experiment on his body to transform himself in a fearsome cyborg both capable for far better cognitive capacity than a normal human, but also capable of killing any assassin foolish enough to attack him. He also maintain a large army of Murder Servitor around him at all time. He never stay on the same world for long either, travelling through the realms of Chaos when needed to assit minor warlords or greater ones. His desire to see the Emperor dead for good makes him a famous and dreaded name in the Imperium and one of the most important target for assassination from the Imperium. Where he goes, he brings destruction. Lately, Kelbor-Hal's interests have shifted to the Necron race. He was seen raiding tomb worlds of minor dynasties for an unknown purpose. Some fear he is running after a weapon of catastrophic power in their vaults with which he could finish the defenses of the Cadian gate.

I would have imagined a model of techpriest in regal and ancient power armor that seems to have gain patina due to age with a long taterred red cloak. He would be taller and more imposing than a standard human and the only visible traits within his hood would be a respirator and series of spider like eyes. The servo-arms of on his back would look sculpted with daemonic features and very high tech. Kelbor-Hal weapon would be a long and heavy staff reminescent of a Necron staff but with barbs and a star of chaos at the top a bit like the Dark Apostate model. He would be posed stading upright and in a intimidating fashion.

Kelbor-Hal: WS: 5, BS: 7, S: 5, T: 4, W: 4, I: 4, A: 5, Ld: 10, Sv: 2+ pts: 260

equipment: Daemonforge armor, Staff of the Ancient, servo-harness (already included in the profile), 2 plasma gun (servo harness mounted), Sigil of Corruption, Hood of Mars, Mark of Chaos Undivided, frag, krak and haywire grenade

Special rules: Hatred (Imperium), Fearless, Fear, Eternal Warrior, Master of the Dark Mechanicus, Advanced Neural Interface, Paranoïd Overseer, High Cybernetic Enhancement, independant character.

Master of the Dark Mechanicus:if the Kelbor-Hal is in base contact with a vehicle at the end or beginning of the movement he can attempt once per round to restore one lost hull point, one weapon damage or immobilised result. To do so, he must pass a test of 4+. If he is with an escort of combat servitors, this test can be pass on a 3+. If there is a techmonculus the test can be pass on a 2+. In additon, all his weapons never overheat.

Advance Neural interface: If the Heretek is within 18'' of a combat servitor squad, they loose their mindless trait. Furthermore, if the heretek is in base contact or in a vehicule, the vehicule can use the character's ballistic skills, but the Heretek himself cannot fire and suffer a malus of 1 to his Master of Machines roll.

Paranoïd Overseer: Kelbor-Hal knows that his position and strength comes with a throng of ennemies. He always keep an impressive cohort of highly perfomant combat servitor around him. Kelbor-Hal can take up to two combat servitor squads as troop choice and every single one of them can be upgraded to Murder Servitor for the correct amount of points.

High Cybernetics Enhancement: The Heretek can give up to two squads of Renegade soldiers, Mutant Militia Gangs or Cultist Mob in your army cybernetics enhancement which can give a bonus of +1 to strength, toughness, attack, +1 BS or feel no pain (6+) for free. Models with a mark of Chaos cannot be given these enhancement. The foul powers of the warp makes tend to make cheap cybernetics enhancement malfunction.

Unit composition : 1 unique independant character

Staff of the Ancient: range: 18'', S: 5, AP: 2, Assault 3, Gauss
range: -, S: +1, AP: 2, require two hands

Hood of Mars: confer a permanent bonus of +2 to Deny the Witch test.



Relic of the Damned

Spoiler:
The Helmet of the King Slayer:A powerful artefact who used to belong to a Dark Castellan who killed in duel no less then 30 planetary governors. It raise the armor save, WS and A of the character by 1 and gives him in addition the benefit of the warlord trait Knight of Chaos even if he is not your army warlord. (30 pts)

The Gem of Ruin:A strange device that stored the spirit of a powerful and knowledgeable warlock. It grant the wearer the ability to select d3 warlord traits instead of 1 and a bonus of 1 to Ld. (25 pts)

The Amulette of Phantoms:A powerfull artefact containing the essence of a daemon prince. It can bend space and allow its wearer to transport himself in blink of an eye. The bearer of this artefact and any squad he joined can make a single 24 inches move per turn. It count as moving, but can shoot or charge if allowed to. (35 pts)

The Blood drinking mace:A weapon imbued with the will of a blood drinking ancient xenos it's known to be devastating. A power maul with the following profile: S: +2, AP: 3, daemonic. (30 pts)

The Screaming spear:A daemon possess hellgun with a long barrel with a crippling fear of not shooting. It never runs out of ammo. A hellgun with the following profile: range: 30, S: X, AP: 5, sniper, assault 4. A model with the Screaming spear can snap fire without penalty and gain +1 to his BS. (20 pts)

The Scrolls of Power:A series of scroll potentially written by Lorgar or Magnus about the powers of the Warp. It gives to all Warlock using it the ability to know all the powers of a psychic discipline of their choice has long they can use it. (15 pts)



Equipment of the Damned

Spoiler:

Auspex: allows to reroll table edge from which a unit comes when it outflanks and by 1d6 the numbers of dice rolled for the scatter distance when deep striking.
Sigil of Corruption: gives a invulnerable save of 4+ to the wearer
Camo cloak: gives the special rule stealth. If the unit alreasy has stealth it gives conceal.
Chaos Symbols: allows a single failed leadership test to be rerolled
Vanguard Bikes: make the unit into bike type, improves armor save by one step, equipped with a heavy stubber
Power Shield: gives a 4+ invulnerable save
Daemonic weapon: grant 1d6 extra attack, but on a one the character cannot attack and suffer a single wound
Mutation: gives a free role on the Chaos Boon table (rerolling spawn and daemon prince results)
Demo charge: range: 6, S: 8, AP: 3, large blast assault 1 (one use ony)
Sacrificial Slaves: these slaves can be sacrificed to grant a chance to negate a wound on a 5+ after failed armor saves and feel no pain saves, gain a reroll on the Chaos Boon table or gain a bonus of +1 to deny the witch test. The slaves models are ignored when it comes to shooting, mouvement and close combat. They are counter. Remove a slave after its been used.
Ectoplasmic Grenades: Count as offensive and defensive grenades. Thrown on a ennemy unit, it must pass a leadership test or be blinded. If the unit fail its leadership test by 2 points or more, all unit under the blast marker must make a toughness test or loose a wound with no armor save allowed

Laspistol: range: 12, S: 3, AP: -, pistol
Lascarabine: range: 18, S: 3, AP: -, assault 2
Lasgun: range: 24, S: 3, AP: -, rapid fire
Hellgun: range 30, S: 3, AP: 5, rapid fire
Hot-shot laspistol with preysight: range: 12, S: 3, AP: 3, pistol
Hot-shot lasgun with preysight: range: 24, S: 3, AP: 3, rapid fire
Hot-shot volley gun: range: 24, S: 4, AP: 3, salvo 4/2
Mutlilaser: range: 36, S: 6, AP: 6, heavy 3
Lascanon: range: 48, S: 9, AP: 2, heavy 1
Hippogriff lascanon (focus): range: 48, S: 8, AP: 2, heavy 1, lance
Hippogriff lascanon (burst): range: 48, S: 6, AP: 3, heavy 3
War Zepplin Lance: range: 60, S: 10, AP: 1, ordonance 1, twin-linked, lance

Acid spit: range: 12, S: 3, AP: 4, extra-close combat weapon, poison (4+)
Needle pistol: range: 12, S: X, AP: 5, pistol, sniper
Neddle carabine: range: 24, S: X, AP: 5, assault 2, sniper
Needle rifle: range: 30, S:X, AP: 5, rapid fire, sniper

Inferno pistol: range: 6, S: 8, AP: 1, pistol, melta
Meltagun: range: 12, S: 8, AP: 1, assault 1, melta
Multimelta: range: 24, S: 8, AP: 1, heavy 1, melta

Hand flamer: range: template, S: 3, AP: 5, assault 1
flamer: range: template, S: 4, AP: 5, assault 1
heavy flamer: range: template, S: 5, AP: 4, assault 1

Slug pistol: range: 12, S: 3, AP: -, pistol
Autogun: range: 24, S: 3, AP: -, rapid fire
Heavy stubber: range: 36, S: 4, AP: -, salvo 4/2
Autocanon: range: 48, S: 7, AP: 4, heavy 2
Reaper autocanon: range: 36, S: 7, AP: 4, heavy 2, twin-linked
Quad Guns: range: 48, S: 7, AP: 4, heavy 4, twin-linked, skyfire, interceptor
Heavy canon: range: 60, S: 9, AP: 2, heavy 1, blast, armor bane
Heavy Mortar: range: 60, S: 5, AP: 4, heavy 1, large blast, pinning, ignore cover
Exterminator canon: range: 48, S: 7, AP: 4, heavy 4, twin-linked
Battle Canon: range: 72, S: 8, AP: 3, ordonance 1, large blast
Demolisher Canon: range: 24, S: 10, AP: 2, ordonance 1, large blast
Siege Canon: range: 36, S: 10, AP: 2, ordonance 1, large blast
Siege Canon Armor Destroying shell: range: 36, S: D, AP: 1, heavy 1

Bolt pistol: range: 12, S: 4, AP: 5, pistol
Sorcerous bolt pistol: 12, S: 4, AP: 3, pistol
Boltgun: range: 24, S: 4, AP: 5, rapid fire
Sorcerous boltgun: 24, S: 4, AP: 3, rapid fire
Heavy Bolter: range: 36, S: 5, AP: 4, rapid fire

missile launcher frag: range: 48, S: 4, AP: 6, heavy 1, blast
missile launcher flakk: range: 48, S: 7, AP: 4, heavy 1, skyfire
missile launcher krak: range: 48, S: 8, AP: 3, heavy 1
missile launcher battery frag: range: 60, S: 6, AP: 5, heavy 1, large blast
missile launcher battery flakk: range: 60, S: 7, AP: 4, heavy 4, skyfire
missile launcher battery krak: range: 60, S: 8, AP: 3, heavy 5
Hades missile pod: range: 48, S: 5, AP: 5, heavy 1 blast

Power swords, maul, axe, fist: see core rule book
Power whip: S: -, AP: 4, +2 I, one hand
Massive two-handed chainsword: S: +2, AP: 4, rending, require two hands to wield
Massive chain axe: S: +1, AP: 5
Two handed close combat weapon: S: +2, AP: -, require two hand to wield
Two-handed power sword: S: +1, AP: 2, require two hands to wield
Power glaive: S: +2, AP: 3, require two hands to wield
Xeno arcane blade: S: +2, AP: 1, require two hands to wield, armourbane
Vicious claws: S: -, AP: 6, poisonned (4+)

armored rags: 6+ armor save
mesh armor: 5+ armor save
flakk armor: 5+ armor save
rusted carapace: armor: 5+ armor save
armored cloak: 5+ armor save
carapace armor: 4+ armor save
power armour: 3+ armor save
Daemonforge armor: 2+ armor save



Armory of Chaos

Spoiler:

Heavy armor plating (10 pts): reduce a single penetrating hit to a glancing hit.
Smoke launcher (5 pts): give a vehicule the conceal rule, but prevent it from shooting other weapons.
Searchlight (1 pts): BS test to remove night fight bonus on a enemy unit.
Sigil of Chaos (10 pts): reduce enemies Ld by one if within 6 inches of the vehicle.
Daemonic possession (15/30 pts): the vehicule gain BS 3, ignore crew stunned and shaken result. At the beginning of each turn it must roll a d6. On a one, the daemon in the machine revolts against his masters. If it transport troops, one model is removed has a casualty. It has been devoured or killed in a strange manner by the invisible crew. If doesn't or can't transport any models, it cannot fire its weapon and can't move.
Extra pintle mounted weapon: The vehicle can add a storm bolter (5 pts) or a heavy stubber (10 pts) to its weapons.
Chaos clarion (3 pts): every unit within 6 inches of the vehicle gain the special rule adamantium will.
Hunter Killer missile: the vehicule is equiped with a single krak missile with unlimited range (5 pts).

This message was edited 98 times. Last update was at 2018/04/02 04:57:59


 
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

You know that ForgeWorld has already done this...

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in gb
Battleship Captain




Indeed.
Imperial Armour 13 contains the "Renegades & Heretics" army list, which is close to an update to Lost & The Damned as you're going to get - the devotions choices for the warlord allow you to do anything from mutant mobs, to traitor guard, to dark mechanicus skitarii, to blood pact-esque tempestus scion equivalents.

I like your list, but you're sort of duplicating work done.

Termagants expended for the Hive Mind: ~2835
 
   
Made in ca
Longtime Dakkanaut




Has stated in my opening paragraph, yes I am aware of the Imperial Armour 13 list and of course the two are rather similar (it's about the same subject after all). The idea behind this project was to givve them something more similar to their own Codex than what Forge World produced (which is still rather good in term of options and mechanic).
   
 
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