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Made in us
Rampaging Chaos Russ Driver




After working it over for a bit and getting some suggestions from local players, I present LatD as to work with the new Chaos Codex.  I understand it's not perfect so I am open to changes and fixes here and there.

Codex: Lost and the Damned
HQ:
Arch Heretic (counts as Chaos Sorcerer)
Chaos Space Marine Aspiring Champions (must lead traitors or mutants)
Greater Daemon

Elites:
Big Mutants; Possessed Chaos Space Marines; Daemons

Troops:
Traitors; Mutants; Gibbering Hordes;

Fast Attack:
Chaos Hounds; Spawn; Traitor Recon (Sentinels, Rough Riders, Hellhound)*

Heavy Support:
Defiler; Traitor Tanks (Leman Russ, Basilisk)*

Notes: Units of traitors taken as compulsory troops choices must be fielded at full strength. *A maximum of one Traitor Recon or one Traitor Tank may be taken per Traitor Troop choice.

Allies: Lost and the Damned may field Allies from the Codex Chaos Space Marines as per the Allies rule.

Strategy Rating: D3

Icons and Summoning: All rules in Codex Chaos Space Marines apply for summing Daemons with Lost and the Damned. Bosses and Agitators may not be daemon vessels.

Lost and the Damned Army Units:

HQ:
Aspiring Champions
Champions come from a variety of backgrounds. Some are devout followers to a god while others have no loyalty but to themselves.

Unmarked or Undivided Champion- 28 Points
WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 10 Sv 3+
Weapons: Bolt Pistol, Close Combat Weapon, Bolter, Frag Grenades, Krak Grenades


Skull Champion of Khorne- 36 points
WS 5 BS 4 S 4 T 4 W 1 I 4 A 3 Ld 10 Sv 3+
Weapons: Bolt Pistol, Close Combat Weapon , Frag Grenades, Krak Grenades
Furious Charge

Plague Champion of Nurgle- 38 Points
WS 4 BS 4 S 4 T 4(5) W 1 I 3 A 2 Ld 10 Sv 3+
Weapons: Bolt Pistol, Close Combat Weapon, Bolter, Frag Grenades, Krak Grenades
Feel No Pain

Noise Champion of Slaanesh- 35 Points
WS 4 BS 4 S 4 T 4 W 1 I 5 A 2 Ld 10 Sv 3+
Weapons: Bolt Pistol, Close Combat Weapon, Bolter, Frag Grenades, Krak Grenades

Noice Champion may be given a Doomsiren for 15 points and he may upgrade his bolter to a sonic blaster for 5 points.

Sorcerer of Tzeentch- 38 Points
WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 10 Sv 3+/4+
Weapons: Bolt Pistol, Force Weapon, Bolter, Frag Grenades, Krak Grenades

Sorcerer may take one of the following powers:
Doombolt for 10 points
Warptime for 25 points
Bolt of Change for 25 Points
Wind of Chaos for 30 points
Gift of Chaos for 30 points

Champions may replace their close combat weapon with the following:
Powerfist for 25 points; Power Sword for 15 points; A single Lightning Claw for 25 Points OR he may replace his Bolt Pistol, Close Combat Weapon and Bolter for a pair of Lightning Claws for 20 points.

Champions may replace their bolter with the following:
Combi-weapon for 10 points; Twin Linked Bolter for 5 points

Champions may replace their bolt pistol with the following:
Plasma Pistol for 15 points

Champions may be given a jump pack for 20 points.

Champions may purchase a personal Icon for 5 points.

Elites:
Big Mutants 3-10: 25 Points
WS 4 BS 2 S 6 T 4 W 3 I 3 A 2 Ld 7 Sv 5+
Mutant Boss: +30 Points
WS 4 BS 2 S 6 T 4 W 4 I 4 A 3 Ld 8 Sv 5+

Troops:
Traitors 5-15: 8 Points
WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 4+d6 Sv 5+
Equipment: Frag Grenades
Weapons: Lasgun, Close Combat Weapon OR Shotgun, Close Combat Weapon OR Las Pistol, Close Combat Weapon

Up to one model may take the following weapon upgrades:
Flamer for 5 points, Melta for 10 points, Plasma for 15 points, Sniper Rifle at 5 points, Heavy Stubber at 10 points, Grenade Launcher for 10 points

At 10 models, two traitors may form a heavy weapons team. They have access to the following weapons:
Heavy Bolter for 10 points, Lascannon for 20 points, Autocannon for 15 points, Missle Launcher for 15 points, Mortar for 15 points.

Squads numbering 10 or less may take a Chimera at 70 points + weapons or a Rhino at 35 points.

Traitors may take an icon:
Icon of Chaos Glory: 20 Points (Reroll failed morale checks)

Agitator: +10 Points
WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 4+d6 Sv 5+
Equipment: Frag Grenades
Weapons: Lasgun, Close Combat Weapon OR Shotgun, Close Combat Weapon OR Las Pistol, Close Combat Weapon
Agitator may replace his Close Combat Weapon with the following:
Powerfist for 25 points; Power Sword for 15 points; Lightning Claw for 25 points
Agitator may replace his firearm with the following:
Bolter for 2 points; Bolt Pistol for 1 point
Agitator may replace his Close Combat Weapon and Firearm for Lightning Claws at 20 points

Mutants 15-30: 6 Points
WS 3 BS 3 S 3 T 4 W 1 I 3 A 2 Ld 7 Sv 5+
Weapons: One Close Combat Weapon
Mutation!: Mutants may be given the following mutations:
Sv 4+ for an additional 3 points per model
+ 1 Strength for an additional 3 points per model
Given Wings for an additional 6 points per model counts as Jump Infantry

Weapon upgrades:
For every 10 mutants a flamer or heavy stubber may be added at +5 points per model (30 mutants get 3 flamers).

Mutants may replace their close combat weapon for firearms for free.

Mutants may replace their close combat weapon with a laspistol or autopistol for +1 points per model.

Plague Zombies of Nurgle:
Mutants may be given the bloated upgrade (4+ save) and become fearless. They may not take a mutant boss and do not have access to any weapon upgrades or icons. If lead by an aspiring champion, that champion must be a a plague champion.

Mutants may take an icon:
Icon of Chaos Glory: 20 Points (Reroll failed morale checks)


Boss: +10 Points
WS 3 BS 3 S 3 T 4 W 1 I 3 A 3 Ld 8 Sv 5+
Weapons: One Close Combat Weapon

Boss may replace his Close Combat Weapon with the following:
Powerfist for 25 points; Power Sword for 15 points; Lightning Claw for 25 points

Fast Attack:
Chaos Hound 5-10: 10 Points
Weapons: One Close Combat Weapon
WS 4 BS 0 S 4 T 4 W 1 I 4 A 2 Ld 8 Sv 6+

Spawn 3-5: 40 Points
Weapons: One Close Combat Weapon
WS 3 BS 0 S 5 T 5 W 3 I 3 A d6 Ld 10 Sv -


   
Made in us
Longtime Dakkanaut





whidbey

i think keeping the demons and spawn as a no slot taking choice works for lost and the damned.
   
Made in us
Rampaging Chaos Russ Driver




The problem with that is that suddently they could become more numerous than the mutants or traitors. When god specific daemons come back, it would make LatD possibly scarrier than CSM.

   
Made in us
Longtime Dakkanaut





Orlando, Florida

Here is my take going off of what you posted, and assuming that the codex will stand alone and not refer to the CSM codex:



HQ

Chaos Lord

Chaos Sorcerer

Greater Deamon

(Keep the HQ simple and in line with the new CSM, the Lord entry is fine as it is to represent the old AC. You have to remember, the AC was supposed to represent a CSM that broke from the path of his warband, so he could really have left at any level, or it could be a Lord level character that has taken command of the traitorous force)

Elites

Chaos Orgyn or Big Mutants (a toughness 5 verity with access to Icons, can't use transports but can fleet)

Chaos Storm Troopers (represent elite IG that has turned, has access to Icons, has infiltrate and deepstrike for free and can always use those abilitys, access to chimeras or rhino)

Mutant Boss (per your rules)

Troops

Traitors (per your rules, but should have access to Chaos Icons, have krak as well, and cost as much as a Guardsman)

Mutants (per you rules, but have access to Chaos Icons, automatically come with Frag, Krak, and Laspistol)

Zombies (get their own choice)

Lesser Deamons (same as CSM)

Fast Attack

Chaos Hounds

Chaos Spawn (per new book)

Chaos Sentinels (has deamonic possession at +5 points of an IG sentinel standard, can fleet)

Chaos Rough rider (same as IG codex, but can have Chaos Icons)

Heavy Support

Defiler

Leman Russ

Leman Russ Demolisher

Basilisk


There is my list. I tried to take out as many CSM elements of the old list and represent more of the forces you would see on a world turned to chaos that isn't necessarily lead by CSM.

Lesser Deamons work in troops because you would have to take 2 Traitor/Mutant squads anyways. And they are more expensive than you mainline troops.

I also remove a lot of the restrictions from the old list and made a straight forward army list. Now you can have just mutants and deamons and still field Leman Russes and such.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Rampaging Chaos Russ Driver




The thing about the restrictions are what make LatD what it is. ACs were an intricate part for playing them as a horde army. Laspistols standard on mutants makes them close to the broken side.

T5 on the big mutants would make everyone upset, again breaking a fluffy unit.

Keep the comments coming but we need to stay as close to the original list as possible.


   
Made in us
Longtime Dakkanaut





Orlando, Florida

Is your goal to "update" the existing list to let it play the same but mesh with the current chaos codex?

Or it it to build a list that can stand on it's own feet?

The thing about the restrictions are what make LatD what it is. ACs were an intricate part for playing them as a horde army. Laspistols standard on mutants makes them close to the broken side.


The problem is that the "new" lists, are really into restrictions, which is why you are better off building the list from scratch and let it stand on it's own two feet.

T5 on the big mutants would make everyone upset, again breaking a fluffy unit.


Why would toughness 5 break the unit? Toughness 5 isn't that big a deal.


Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Rampaging Chaos Russ Driver




Posted By Mahu on 10/29/2007 10:58 AM
Is your goal to "update" the existing list to let it play the same but mesh with the current chaos codex?

Or it it to build a list that can stand on it's own feet?

The thing about the restrictions are what make LatD what it is. ACs were an intricate part for playing them as a horde army. Laspistols standard on mutants makes them close to the broken side.


The problem is that the "new" lists, are really into restrictions, which is why you are better off building the list from scratch and let it stand on it's own two feet.

T5 on the big mutants would make everyone upset, again breaking a fluffy unit.


Why would toughness 5 break the unit? Toughness 5 isn't that big a deal.



Meshing it with the new codex would be the easiest way to keep with the old theme of the codex.

T5 is something people always wanted the Ogryn to be, it is also something GW was never willing to do.  Big mutants were the Ogryns of Chaos.  To survive an earthshaker hit and only take one wound makes them better than space marines by a large margin.


   
Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

I don't have my EoT codex handy. I don't know exactly what you changed on the EoT specific units.

I like your list, overall, trooper, with just a few sticking points.


My thoughts are as follows:
Arch heretic = Sorcerer

What kind? Can he take a mark? What are his spell choices? Can he buy a familiar, as per the codex? Depending on your answers, this can make him VERY powerful.

Champs:
Those aren't CSM Champs you have listed. You listed the God specific champs. IMO, it's fine if you want to do that... but you have to make sure you have the points right. A T-Sons champion is 60 points. A 38 point champ with spells & a FORCE WEAPON is ridiculous... and EVERYBODY will take them, if you make it a T-Sons champ.
LatD with Force weapons and spells? HECK YEAH!

You might want to check your points on the other champs, too. Just to be certain.
the original LatD list followed the Chaos list fairly closely. You should, too.
The Spawn & Demons should NOT count towards the Force Org slots. So what if someone takes a lot of them? They'll just get wiped out because it'll take away from their shooting (neither unit has shooting). It'll take away a lot of their options, as you have to have 1 FULL SIZE traitor squad PER Traitor IG vehicl that you have listed. Not enough troops? Sorry. You can't have that bassy!


Just some thoughts.


Eric



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