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				<title>Losts and Damned, the lesser servants of Chaos (version 1.0 for a 7th eddition fan-made codex)</title>
				<description><![CDATA[ Hello everyone,<br /> <br /> Since I first saw a list for traitor guardsmen and mutants in in the campaign book Eye of Terror, I always had a certain interest for the concept of traitor guards and mutants who if we must take the fluff a little bit seriously, probably compose the vast majority of any Chaos army. Ironnicaly it's the only missing codex in what I would call the triumvirat of evil (Daemons, Chaos Space Marines and Losts and Damned). This is my first attempt at a fan codex and I will make it with the rule of the 7th eddition in mind. Since it's a completly fan-made codex, I am fully aware that their is about no models (even if we count the Forge World stuff) to represent most of the models and unit I will list. This is why I will also add a little bit of fluff about each units and a descriptive of how I would see those models. For this a first attempt, I will leave the cost in point for each unit and upgrade for my last step and will probably ask for the community opinion for it. I will try to have it all complete has soon has possible Feel free to comment and suggest your ideas and will in fact have my thanks for it. Enjoy (if you what to, of course).<br /> <br /> <u>The Fluff section</u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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 In this section, that I won't rite completly in a first version, I would have described the origin of the Losts and Damned, their role they had and the main protagonists during the Horus Heresy as well has some of the most important battles they fought back then. I would then describe how they survived during the millenia that followed, the small empire and kingdom they formed and described life for people in these territory. Then I would have talked about heir role during the Age of Apostasy, how they use the imperial civil war to do all kinds of nasty plots and how they managed to have the six founding Sisters of Battle murdered before they got all killed by them. Finally I would have described which of their strongholds still hold at the dawn of the 13th Black Crusade, how their armies are organised and what is their place in Abbadon's plan. All the while, I would have made allusion to some characters that would latter be in the special caracter section.
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</div><br /> <br /> <u>Special Rules section</u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Hatred (Imperium): all the units inside the Losts 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.<br /> <br /> Primal: any unit with the primal rule is to single minded, stupid or savage or to be incapable 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, A, I is reduce to 1.<br /> <br /> 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 invulnerabl save of 5+ to it's wearer.<br /> <br /> 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.
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</div><br /> <br /> <u>Marks and Icon of Chaos</u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Almost all units in the codex Losts 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. Independant characters can join units only if they share the same Mark or have the Mark of Chaos Undivided. If a Independant 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.<br /> <br /> Mark of Khorn: It confers to its bearer the special rule rage, counter attack and furious charge.<br /> <br /> 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.<br /> <br /> Mark of Nurgle: It confers to its bearer a bonus of +1 to toughness.<br /> <br /> Icon of Nurge: it confers to the unit bearing it the special rule Fear. If it already cause fear, every succesful fear test must be rerolled<br /> <br /> Mark of Slaanesh: it confers to its bearer a bonus of +1 to initiative and the special rule fleet.<br /> <br /> 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.<br /> <br /> Mark of Tzeentch: It confers to it's beaser 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 the special rule Aura of Dark Glory, an equivalent or better invulnerable save, the Mark of Tzeentch improve it by one step instead.<br /> <br /> 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, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, Type: assault 1d6, special rule: ignore cover and soul blaze.<br /> <br /> Mark of Chaos Undivided: it confers to its bearer the abillity 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..<br /> <br /> Chaos Boon table: see Chaos Space Marine Codex
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</div><br /> <br /> <u>Special Psychic Disciplines of the Losts and Damned</u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Discipline of Tzeeentch<br /> <br /> Primaris Power<br /> Vision of the furur (warp charge 1): blessing, reroll all 1 to hit and to wound during next shooting phase.<br /> <br /> 1-2: Tzeentch's Firestorm (warp charge 1): witchfire range: 24", strength: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, Type: assault 1, Blast, soul blaze<br /> <br /> 3-4: Doombolt (warp charge 1): beam, range 18", strength: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, Type: assault 1, melta, detonate<br /> <br /> 5-6: Breath of Chaos (warp charge 2): witchfire, range: template, strength: 1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, Type: Assault 1, Poisoned (4+), Haywire<br /> <br /> Discipline of Nurgle: see Chaos Space Marine codex.<br /> <br /> Discipline of Slaanseh: see Chaos Space Marine codex (symphony of pain also cause -1 attack instead of the bonus to sonic weapon)
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</div><br /> <br /> <u>Warlord Traits</u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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1) Religious fanatic: gain the special rule aura of fanatism. If the Warlord has it, it improves it's range by 6 inches.<br /> 2) Expert raider: 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)<br /> 3) Knight of Chaos: the warlord must always accept challenge even if has a mark of Chaos Undivided, but can reroll all fail to hit and to wound for the first round of any duel.<br /> 4) 5th columm commander: d3 unit gain the special rule infiltrate<br /> 5) Blessed by the Gods: The warlord gain a free role on te chaos boon table (rerolling spawn or daemon prince results)<br /> 6) A mind of steel: the warlod gain he special rule adamantium will
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</div><br /> <br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices</u><br /> <br /> Warlord<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The warlords of the Losts and Damned are great tactician, warrior and leader with years if not century of military experience on many level of operation. Some specilised in mass battles with hundreds of thousand troops at their command, other prefer raid and special operation. All of them have risen throught 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 desilusioned 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 it's ennemy and warlords 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 consistantly and if he can't retain the loyalty of his underlings. Spoils of wars need to be carefully managed and from time to time, warlords need to prove their bravery and prowess in duel against rivals and foes sometime much more dangerous then them. Has long they win battles and wars, the gods of Chaos will grant them, power, youth and hope of true immortality.<br /> <br /> I would have envisionned 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 taterred with maybe some slain beast furr on her shoulder and optionnal 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 rist computer her latest battle orders or tactical datas.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5 S: 3 T: 3 W: 3 I: 4 A: 3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+   pts: -<br /> <br /> epuipment: hot-shot laspistol with preysight, power weapon, carapace armor, auspex, frag, krak and defensive grenades<br /> <br /> Special rules: Hatred (imperium), outflank, commanders of armies, Champion of Chaos, Aura of Dark Glory, independant character<br /> <br /> Unit composition: 1<br /> <br /> Commanders of armies: Thow it's hard for warlords to maintain a standing army, it's not unsual for them to maintain a close knit group of loyal and disciplined fighters with them at all time. this special rule gives to the Warlord and a unit of your choice the special rule prefered ennemy (any) for the rest of the game. In addition, the Warlord allow a single unit of Chaos Marauders can be selected has a troop choice.<br /> <br /> option:<br /> <br /> the warlord can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> can replace it's hot-shot laspistol with preysight for one of the following: plasma pistol (-pts), inferno pistol (-pts), hot-shot lasgun with preysight (-pts), boltgun (-pts), power shield (-pts)<br /> <br /> Can replace it's power weapon for one of the following: two-handed power weapon (-pts), power fist (-pts), power shield (-pts)<br /> <br /> can take a single melta charge (-pts)<br /> <br /> can take a single Relic of the Damned
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</div>    <br /> <br /> <br /> Arch-Apostate<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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It's common knowledge that even the most faithful fall. Despite it's best attempt to conceal it, the Ecclesiarchy has lost many of it's 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 loose their search for godly power, they search elsewere and they innevitably fall opon 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 monstruous 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 alost 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 a endless horde of fanatics or a dagger in the night?    <br /> <br /> I would have envisionned 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 speach to a crowd of adorater. I would have included an option for a helmet head and the creepiest cherubin you can conjure in your immagination.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T:3, W: 3, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+   pts: -<br /> <br /> equipment: bolt pistol, power weapon, flak armor, Sigil of corruption<br /> <br /> Special rule: Zealot, Champion of Chaos, Aura of fanatism, independant character<br /> <br /> 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 frendly units around 12" of the Arch-Apostate gain the zealot speical rule. In addition the Arch-Apostate allows a single unit of Deathcult assassins to be selected has troops.<br /> <br /> Unit composition: 1<br /> <br /> option:<br /> <br /> the Arch-Apostate can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> can replace it's bolt pistol for one of the following: plasme pistol (-pts), inferno pistol (-pts), Needle pistol (-pts)<br /> <br /> can replace it's power weapon for one of the following: evicerator chainsword (-pts), power fist (-pts), two-handed power weapon (-pts)<br /> <br /> can take a single mutation for (-pts)<br /> <br /> can take a single Relic of the Damned
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</div><br /> <br /> <br /> Warlock<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 univers. 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. Whitout 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 humen 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. Naturaly, 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.<br /> <br /> I would have envisonned 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 protuding from it's skull. Is body would be scarred with symblos 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.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 4, W: 3, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -      pts: - <br /> <br /> equipment: slug pistol, force weapon<br /> <br /> Special rules: Hatred (imperium), Aura of Dark Glory, Stubborn, Psyker Mastery 3, Master of the Covens, Feel no Pain (5+), independant character,<br /> <br /> Mater of the Covens: No psykers hold more influence than the Warlock and all practitionner of those arts try to impress him to become one of it's disciples. The Warlock allows one witche's coven to be taken as a troop choice.<br /> <br /> Unit composition: 1<br /> <br /> options:<br /> <br /> the Warlock can take one of the following Mark: Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> can repalce the slug pistol for a bolt pistol with sorcerous bolts (-pts)<br /> <br /> can take a flak armor (-pts)<br /> <br /> can take up to two mutations (-pts each)<br /> <br /> can be granted Psyker Mastery 4 (-pts)<br /> <br /> can select psychic powers from the following discipline: Nurgle, Tzeentch, Slaanesh, Biomancy, Pyromancy, Telekinesis, Telepathy<br /> <br /> can take a single Relic of the Damned
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</div><br /> <br /> <br /> Heretek<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Members of the Adeptus Mechanicus were central during the Horus Heresy. Their armies and factory vital for both side and wreaked havok 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 logic, efficency and a desire to know more and build always more powerful engins of destructions. They do not fear to harnass the power of the Warp or even that of alien races. All the fruit of their efforts goes immediatly 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 apperance 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 then them and for those who know the Magos of Mars, this is a feat. The hereteks is as likely to be trained by the Dark Mechanicus as they are to be traitors and if they despise working in groups, their rivality is usually the less intense and much less violent than those of the other leaders of the Losts and Damned. They also hold significant powers and no war can be fought without the patronage of at least one heretek. They hate the idea of beeing at the mercy of someone else so they maintain a quite generous personnal guard of cyborgs and well equiped mercenaries around them at all time. In difficult situation or for certain enterprises, these personnal guards can swell in entire armies. It's always risky to confront an heretek's forces for he can muster weapons of spectacular violence and speed against you.<br /> <br /> I would have envisionned a model of dibious sex (of course, it's a half machine, half humen) with an classical magos cloak and a power armor. It would have a more arcane look with extra-power sources and an extenisve 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.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, S: 3, T: 4, W: 3, I: 2, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+      pts: -<br /> <br /> equipment: power armor, servo harness (already included in the profile), power axe, plasma gun, 2 plasma pistols, frag and krak and haywire grenade<br /> <br /> Special rules: hatred (imperium), stubborn, Master of Machines, Cybernetics enhancement, Aura of Dark Glory<br /> <br /> Master of Machines: if the Heretek is in base contact with a vehicule at the end or beginnning of the mouvement he can attempt once per round to restore one lost hull point, one weapon damage or immobillised result. To do so, he must past a test of 5+. If he is with an escort of combat servitors, this test can be past on a 4+. In addition, any weapon fired by the Heretek don't overheat and the heretek can take one more squad of combat servitor than the normal maximum.<br /> <br /> Cybernetics enhancement: The Heretek can give up to two squads in your army cybernetics enhancement which can give a bonus of +1 to strength, toughness or attack for a price of (-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.<br /> <br /> Unit composition: 1<br /> <br /> option:<br /> <br /> the Heretek can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> can replace is power axe for one of the following: xeno arcane blade ( -pts)<br /> <br /> can repalce is plama gun with a meltagun for (-pts)<br /> <br /> can replace one or both of the plasma pistol fitted in is servo harness for (-pts)<br /> <br /> can take a single Relic of the Damned
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</div>   <br /> <br /> <u>Extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices</u><br /> <br /> These choices don't cost a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot, but are limited to a number in paranthesis.<br /> <br /> Daughters of Chaos (0-1)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 ennemy of the Losts and Damned. Countless milion 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 stalward 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 storie 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 necessarly. They all crossed path with Miriael who swayed them from the light of the Emeperor for the darkness of Chaos by using her unholy charisma and mind altering poisonned 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 alliegence 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 certainy 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 frenquently 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.<br /> <br /> <br /> I would have envisionned 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 humen, rather young and disturbingly calm because it's creepier(so no snarling face sorry <span class="glossaryitem" onmouseover='gp(50);'>GW</span>!). They are equiped base with a boltgun, but I would have given several options to match and maybe swords in their scabbard.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, W: 1, I: 4, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+     pts: -<br /> <br /> equipment: power armor, boltgun, bolt pistol, close-combat weapon, frag and krak grenade<br /> <br /> Special rules: Eternal Hatred, prefered ennemy (Imperium)Stubborn, Aura of Dark Glory, Champion of Chaos, Bodyguard<br /> <br /> Eternal Hatred: This special rule is just like hatred but affect all ennemy unit of the Daughters of Chaos. Furthemore, 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. If it fails, they loose the Eternal Hatred special rule for the rest of the battle.<br /> <br /> Bodyguard: The Daughter of Chaos must be deployed alongside of one of your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice and cannot leave it for the rest of the battle, but they automaticly pass their Watch Out Sir! test and can declare or accept challenge for him.<br /> <br /> unit composition: 4 to 8<br /> <br /> options:<br /> <br /> all Daughter of Chaos must have a Mark of Chaos and unlike other units, Daughters of Chaos buy their mark individualy and can form a mix squad: Mark of Khorn (-pts), Mark Nurgle (-pts), Mark of Slaanesh (-pts), Mark of Tzeentch (-pts)<br /> <br /> can replace their boltgun for one of the following: boltgun with sorcerous bolt (-pts), meltagun (-pts), flamer (-pts)<br /> <br /> can replace their bolt pistol for one of the following: bolt pistol with sorcerous bolt (-pts), inferno pistol (-pts), hand flamer (-pts), power shield (-pts)<br /> <br /> can replace their close combat weapon for one of the following: power weapon (-pts), power shield (-pts)<br /> <br /> can take one melta charge each for ( -pts each)
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</div><br /> <br /> Sorcerers (0-4)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Sorcerers are usually the favorite disciples of the Warlocks. They possess great psychic might and cunning, but sometime lack the focus or the <span class="glossaryitem" onmouseover='gp(111);'>raw</span> strength to reach this rank. They are no less dangerous despite this. They possess a significant level of expertise in the psychic arts and unlike the warlocks they tend to be much more healthy and sane if such a word can be used to describe a servant of the Four. 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, the follow important units to lend them their precious powers and surprising combat skills. Sorcerers have the well deserved reputation of beeing treacherous and power hungry, but despite this they know how to make themselves invaluable for any lords retenue.<br /> <br /> I would have seen a model of a men or a women (I would have sold them in packs of two) with long black robes with a bit of armor and long hood to mask most of their face. The 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.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, W: 2, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -     pts: -<br /> <br /> equipment: force weapon, slug pistol<br /> <br /> Special rules: Hatred (Imperium), Psyker Mastery 1, Stubborn, independant character<br /> <br /> Unit composition: 1<br /> <br /> Option:<br /> <br /> the Sorcerer can take one of the following Mark: Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> can replace it's slug pistol for a bolt pistol with sorcerous bolt (- pts)<br /> <br /> can be granted Psyker Mastery 2 for (-pts)<br /> <br /> can take a single mutation (-pts)<br /> <br /> can select psychic powers from the following discipline: Nurgle, Tzeentch, Slaanesh, Biomancy, Pyromancy, Telekinesis, Telepathy
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</div>  <br /> <br /> Dark Priest (0-4)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Dark Priest are amongst the leader of the muriad 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 prieching 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 variaty of styles. Some are like mirror of their former selves and other Ecclesiarchical priests, other looks more like grizzled warrior and other are so inconscpicious 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.<br /> <br /> I would have envisionned 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 baroc 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 eather while charging the ennemy or a hand outstretch calling for the adoration of the mass.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, W: 2, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+    pts: -<br /> <br /> equipment: close combat weappon, slug pistol, sigil of corruption, flak armor, frag and krak grenade<br /> <br /> Special rules: zealot, independant character, Champion of Chaos<br /> <br /> Unit Composition: 1<br /> <br /> option:<br /> <br /> the Dark priest can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> can replace it's slug pistol for one of the following: bolt pistol (-pts), plasma pistol (-pts), inferno pistol (-pts), needle pistol (-pts)<br /> <br /> can replace the close combat weapon for one of the following: power weapon (-pts), evicerator chainsword (-pts), power fist (-pts)
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</div><br /> <br /> Chaos Space Marine Champion (0-3)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 millenia that followed. Almost all the greatest leaders of the Ruinous Power are found amongst their ranks. To the Losts 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 warbands of their own and rarelly concern themselves with the rabbles of the Losts and Damned, but some of them, individual champion seeking glory will join the rank of some Losts and Damned forces. There they seek a challenge and a experience of command that they would not necessarly have inside a Space Marine Warband. Some of them also fulfill ancient alliances concluded with humen 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.<br /> <br /> I think the chosen models of Dark Vengence would be pretty representative of how they should look like.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 4, T: 4, W: 2, I: 4, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+     pts:-<br /> <br /> equipment: power armor, bolt pistol, close-combat weapon, boltgun, frag and krak grenade<br /> <br /> Special rules: Hatred (Imperium), Aura of Dark Glory, Champion of Chaos, independant characters<br /> <br /> Unit composition: 1<br /> <br /> option:<br /> <br /> the Chaos Space Marine Champions can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> can replace boltgun with one of the following: plasma gun (-pts), flamer (-pts), meltagun (-pts)<br /> <br /> can replace bolt pistol with one of the following: plasma pistol (-pts), inferno pistol (-pts)<br /> <br /> can replace close combat weapon with one of the following: power weapon (-pts), a lightning claws (-pts), a power fist (-pts)<br /> <br /> can take a single mutation for (-pts)<br /> <br /> can take a meltachage for (-pts)
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</div><br /> <br /> Combat Servitors squad (0-3)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 ressources 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 humens. Much of their squeleton 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 equiped 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 extansion of is body all combat servitors around him. In combat, these machines are dangerous foes. Their powerful wepon system can cripple a squad with ease and endure an impressive amount of firepower before beeing put out of combat. Their perfect obediance would make the perfect bodyguard if only you could trust the heretek who sold them to you.<br /> <br /> I would have envisonned a model a bit different than the traditonnal 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 graffed to it's skin at some places and a mask covering the visage of the servitor. The skitarii commander 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.<br /> <br /> Combat Servitors: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 4, T: 4, W: 1, I: 3, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 5, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+        pts<br /> Skitarii Leader: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 4, T: 4, W: 1, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+<br /> <br /> equipment: carapace armor, twinlinked hellgun, powerfist, Neural interface<br /> <br /> Neural Interface: this cranial implant allow the combat servitors squad to ignore the mindless trait if they are within 18" of an heretek.<br /> <br /> Special rule: Mindless (combat servitors only), relentless, split fire<br /> <br /> unit composition : 3 to 12<br /> <br /> Option:<br /> <br /> can upgrade one combat servitor to a Skitarii Leader for (-pts)<br /> <br /> the Skitarii leader can replace is twin-linked hellgun for one of the following: plasma gun (-pts), meltagun (-pts), hot-shot volley gun (-pts)<br /> <br /> for every three combat servitors or Skitarii leader, one member can replace it's twin-linked hellgun for one of the following: plasma canon (-pts), heavy bolter (-pts), Multi-laser (-pts), lascanon (-pts)<br /> 
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</div><br /> <br /> <br /> <u>Elite Choices</u><br /> <br /> Chaos Marauders<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Chaos Marauders are the worst nightmare of many Rogue Traders and worlds neighboring the various realms of Chaos. They are the most elite humen soldiers in the Losts 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 bording assault, raids, sabotage and assassination missions. These soldiers are always at war behind the ennemy line, searching soft or vital target to attack and leave only the smoking remains of their ennemies. They are harder to catch then ghost because of their great stealth doctrine, cameleonic cloak and armor whitch 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 then mastered the art of terror warfare knowing when to show themselves and when to vanish. Almost all warlords 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 it's better not to underestimate such foes.<br /> <br /> Iwould have envisonned a squad of men and women in baroc yet rather close fitting carapace armor with helmets reminescent of medieval full helm with maybe the addition of some horns. I would have drapped 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.<br /> <br /> Chaos Marauder: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, W: 1, I: 4, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+         pts: -<br /> Marauder Champion: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, W: 1, I: 4, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+<br /> <br /> equipment: carapace armor, camo-cloak, lascarabine, laspistol, close combat weapon, auspex, frag, krak and defensive grenade<br /> <br /> Special rules: Hatred (Imperium), conceal (include camo-cloak bonus), scout, move throught cover, Deep Strike, mercenaries, Champion of Chaos (Marauder champion only)<br /> <br /> Mercenaries: It the squad isn't led by an independant character, it will never regroup after a failed moral test.<br /> <br /> Unit compositon: 5 to 10<br /> <br /> Option:<br /> : <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (-pts), Icon of Nurgle (-pts), Icon of Tzeentch (-pts), Icon of Slaanesh (-pts)<br /> <br /> 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 (-pts)<br /> <br /> One Chaos Marauder can be uprgraded to a Marauder champion for (-pts)<br /> <br /> The Marauder Champion can exchange is close combat weapon and/or laspistol for the following: plasma pistol (-pts), inferno pistol (-pts), power weapon (-pts), two handed power weapon (pts), power first (-pts)<br /> <br /> The marauder champion can take a meltacharge for the following cost (-pts)<br /> <br /> Up to two Marauders can exchange their close combat weapon and/or laspistol for the following: plasma pistol (-pts), inferno pistol (-pts), power weapon (-pts), two handed power weapon (pts), power first (-pts)<br /> <br /> Up to to two Marauders can exchange their lascarabine for one of the following: plasma gun (-pts), meltagun (-pts), hot-shot volley gun (-pts), grenade launcher (-pts)<br /> 
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</div> <br /> <br /> Deathcult Assassins squad<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 traditionnal 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 fervant 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 humen. Even if deathcults assassins never reach the exeptionnal 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 swordsmenship is incredible and most are capable of defeating several dozen foes by themselves and their accuracy more then sufficient to find a weak spot in even a terminator armor. Deathcults Assassins also form frenquently the personnal guards of Arch Apostates and other lords of Chaos and many also use them as concubines.<br /> <br /> I would have envisionned 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 reminescent of light scimtars 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.<br /> <br /> Deathcult Assassin: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 4, T: 3, W: 1, I: 5, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+      pts: -<br /> Master Assassin: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 4, T: 3, W: 1, I: 5, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> <br /> Equipment: mesh armor, power sword, needle pistol, frag grenades<br /> <br /> Special rules: Hatred (Imperium), rage, infiltrate, move through cover, stealth, fleet, hit and run, dodge (5+), Champion of Chaos (Master Assassins only)<br /> <br /> Unite composition: 3 to 15<br /> <br /> Options:<br /> <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (-pts), Icon of Nurgle (-pts), Icon of Tzeentch (-pts), Icon of Slaanesh (-pts)<br /> <br /> one member of the squad can be upgraded to a master Assassin (-pts)<br /> <br /> the master assassin can take a meltacharge for (-pts)<br /> <br /> any member of the squad can exchange it's power sword for one of the following: power mace (-pts), power axe (-pts), power spear (- pts), power whip (-pts), needle rifle (-pts)<br /> <br /> any member of the squad can exchange it's needle pistol for a needle rifle (-pts)
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</div><br /> <br /> Ironclad Ogres<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 to 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 appearence 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 humen 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 caracteristics. 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 relativly easily rip a man in armor appart with their bare hands. They possess very large guts over powerful muscles and can shrug wounds that would incapacitate even the sternest humen. 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 dummer than normal humen, but they still have more smarts than Ogryns. When armies goes to war, Ogres are always amongst the frst 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 flollow orders. Ogres are equiped with the largest gun and close combat weapon avalable and they ware 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 faced with a surpringly fast brute who looks more like some sort of juggernaught capable of crushing a Space Marine. Very few is more terrifing.  <br /> <br /> I would have envisonned 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.<br /> <br /> Ironclad Ogres <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 5, T: 5, W: 3, I: 3, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+       pts: -<br /> Ironcald Lord: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 5, T: 5, W: 3, I: 3, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+<br /> <br /> equipment: grafted armor, twin-linked heavy stubber, massive two-handed chainswords<br /> <br /> Special rules: Hatred (imperium), Stubborn, furious charge, relentless, hammer of wrath, fear, very bulky, Champion of Chaos (Ironclad Lord only)<br /> <br /> Unit composition: 3 to 15<br /> <br /> Option:<br /> <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (-pts), Icon of Nurgle (-pts), Icon of Tzeentch (-pts), Icon of Slaanesh (-pts)<br /> <br /> One member of the squad can be upgraded to an Ironclad Lord for (-pts)<br /> <br /> The Iron cald Lord can replace it's massive two-handed chainsword for an evicerator chain sword for (-pts)<br /> <br /> For every three Ironclad Ogres including the Ironclad Lord, one member can exchange his twin-linked heavy stubber for one of the following: reaper autocanon (-pts), twin-linked lascanon (-pts), twin-linked heavy flamer (-pts) 
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</div><br /> <br /> Witch Coven<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 innevitably 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 they serve during mass or has prophets. These are refered as covens and they represented a surprisingly important source of power fin their society. The largest coven frequently have their head a Sorcerer or even a Warlock. On the battlefield, the best member of each coven are grouped to form a combat unit that uses the foul powers of the warp instead of regular weapons. Well directed they can easily turn the tides of any battle, but they also tend to be unstable and need to be closely monitered.<br /> <br /> I would have envisionned a squad of men and women of relatively small build and wretched constitution. They would wearing a variaty of togas with hoods of relatively simple design. They would be armed with Force Staff and stub pistols. Some of them could carry a sacrificial dagger for decorative purpose.<br /> <br /> Witch: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 3, T: 3, W: 1, I: 3, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -                    pts: -<br /> Coven Leader: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 3, T: 3, W: 1, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -<br /> <br /> equipment: force staff, slug pistol<br /> <br /> Special rules: Hated (Imperium), Aura of Dark Glory, Psyker Mastery 1, Brotherhood of Psykers, A coven Strength<br /> <br /> 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".<br /> <br /> Unit composition: 3 to 15<br /> <br /> option:<br /> <br /> the squad can take one of the following Mark: Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Nurgle (-pts), Icon of Tzeentch (-pts), Icon of Slaanesh (-pts)<br /> <br /> One member of the squad can become a Coven Leader and raise the level of Psyker Mastery by 1 for (-pts)<br /> <br /> alll squad members can replace their slug pistol for bolt pistols with sorcerous rounds for (-pts)<br /> <br /> can select psychic powers from the following discipline: Nurgle, Tzeentch, Slaanesh, Biomancy, Pyromancy, Telekinesis, Telepathy<br /> 
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</div><br /> <br /> <u>Troop Choices</u><br /> <br /> Renegade Soldiers Squads<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The armies of the Losts and Damned are vastly composed of traitors guardsmen from various regiment and all ranks. They all have suffered the cruelties of war, the madness of it's procecution and they lived in it's hopless 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 invetably 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 ideologie and the powers of Chaos. Thus, they can form a dangerous core of professionnal soldiers if they are well commanded. Despite it's early promess, 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 ones notice it anymore. Some renegades soldiers are trained directly on daemon worlds or other forteress 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 carring the banner of the Ruinous Power high and they procecute war in a still efficient and disciplined fashion compared to the rable of the army of chaos.<br /> <br /> I would have envisionned a squad of men and women wearing long coats of chainmail and rigid plates covering their body with a classical helmet reminescent 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 fshooting motions.<br /> <br /> Soldier: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 3, T: 3, W: 1, I: 3, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+                                          pts: -<br /> Heavy Weapon team: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3,  S: 3, T: 3, W: 2, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> Leader: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 3, T: 3, W: 1, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> Commander: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, W: 1, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> <br /> equipment: lasgun, close combat weapon, frag grenade, laspistol and close combat weapon (leader and commander only)<br /> <br /> Special rule: Hatred (Imperium), battle formations, Champion of Chaos (leader and commander only)<br /> <br /> Battle formations: Before the game starts, during the deployment, squads of renegade soldiers can be split in multiple smaller groups. The player can choose whitch model go in whitch group at is leasure, but they must be at least 5 model srong. 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 it's 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.<br /> <br /> Unit composition: 5 to 30<br /> <br /> Option:<br /> <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (-pts), Icon of Nurgle (-pts), Icon of Tzeentch (-pts), Icon of Slaanesh (-pts)<br /> <br /> All renegade soldiers can replace their lasgun for one of the following: lascarabine (-pts), shotgun (pts), Laspistol and close combat weapon (-pts)<br /> <br /> 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 (-pts), multi-laser (-pts), autocanon (-pts), Lascanon (-pts), rocket launcher (-pts)<br /> <br /> For every five models a renegade soldier may replace is lasgun for one of the following: flamer (-pts), grenade launcher (-pts), meltagun (-pts), plasma gun (-pts)<br /> <br /> For every ten model, a renegade soldier may be promoted to leader for (-pts)<br /> <br /> Leaders can replace their laspistol/close combat weapon with one of the following: bolt pistol (-pts), power weapon (-pts), power fist (-pts)<br /> <br /> If the squad count 20 or more renegade soldiers one leader may be further promoted to Commander for (-pts)<br /> <br /> Commanders can remplace his laspistol/close combat weapon with one of the following: bolt pistol (-pts), inferno pistol (-pts), plasma pistol (-pts), power weapon (-pts), power fist (-pts)
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</div><br /> <br /> Mutants Millitia Gangs<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Mutants is a very broad term. It describe any humen that straid from it's original gene pool, but in the mind of most imperial citizen it's a synonimous for humen 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 humen other so monstruous 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 belligerant will form in gangs of millitia and compete for a place in any army. They form the back bone and the vast majority of the soldiers of the Losts and Damned. What they lack in discipline, training and sometime even in good physical condition, they compansate with hate. On the battlefield, they operate in large squads of relativly poorly armed soldiers whose most common strategy is to charge the ennemy 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 ennemy mutant millitia are the symbol of the Losts and Damned.<br /> <br /> I would have enviosonned 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, antenas or mandibules. I would also hagiven 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 millitary 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.<br /> <br /> Mutant soldiers: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 3, T: 3, W: 1, I: 3, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+            pts: -<br /> Mutant leader: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 3, T: 3, W: 1, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+<br /> <br /> equipment: armored rags, slug pistol, close combat weapon<br /> <br /> Special rules: Hatred (imperium), Gifts of Chaos, Champion of Chaos (mutant leader only)<br /> <br /> Gifts of Chaos: any member of the mutant millitia gangs can take one or more of the following bonuses to represent their specific mutation: +1 strength (-pts), +1 toughness (-pts), +1 attack (-pts), fleet (-pts), feel no pain (5+) (-pts), hammer of wrath (-pts), fear (-pts), armor save 5+ (-pts).<br /> <br /> Unit composition: 5 to 40<br /> <br /> Option:<br /> <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (-pts), Icon of Nurgle (-pts), Icon of Tzeentch (-pts), Icon of Slaanesh (-pts)<br /> <br /> One mutant soldiers can be promoted to mutant leader for (-pts)<br /> <br /> All mutants can replace their slug pistol and close combat weapon with a shotgun for (-pts)<br /> <br /> 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 (-pts), flamers (-pts), grenade launcher (-pts) 
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</div>       <br /> <br /> Cultists mobs<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The forces of Chaos are numerous and vasts. The promess of power, riches and immortality, even if largely never answered, attract a lot of humen 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 it's 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 circomstances, they are ready to throw away their lives for a chance to further their gods and leaders agenda. Their little concern for their lives maks 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 a insane charge. When the Losts and Damned go to war, cultists are usually already in action, attacking all form of ennemy 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 were 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).<br /> <br /> I would have envisionned a group of combattants 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 extansive 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.<br /> <br /> Chaos Cultist: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 3, T: 3, W: 1, I: 3, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+                   pts:-<br /> Cult Leader: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 3, T: 3, W: 1, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+<br /> <br /> equipment: armored clothes, stub pistol, close combat weapon, Chaos symbols<br /> <br /> Chaos symbols: allow a single leadership test to be rerolled per game. The second result must be kept.<br /> <br /> Special rules: Hatred (Imperium), Stubborn, Champion of Chaos (Cult Leader only)<br /> <br /> Unit Composition: 5 to 60<br /> <br /> Option:<br /> <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (-pts), Icon of Nurgle (-pts), Icon of Tzeentch (-pts), Icon of Slaanesh (-pts)<br /> <br /> all cultists can take frag grenade for (-pts) and/or krak grenade for (-pts)<br /> <br /> One cultist may be promoted to Cult Leader for (-pts)<br /> <br /> For every ten models, one cultist can replace his slug pistol and close combat weapon for one of the following: demo-charge (-pts), heavy stubber (-pts), flamer (-pts), grenade launcher (-pts) <br /> 
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</div><br /> <br /> Plague Zombies<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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 All the gods of Chaos bring with them a special brand of horror. Tzeentch brings arcane powers, psykers nd 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 explaination 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 refered to has zombies after a ancient terran myth. Zombies are slow witted, putrid creatures with extreme agressive behavior, immense strength and endurence if little coordination and agility. Zombies are terrible foes to face for there physic reaks of supernatural power and their relentless advance can only be broken if they are all killed and dismembered. Legions of Losts 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 ennemies and will always attack servants of the Emperor before anything else and have never been seen killing devotes of nurgle.<br /> <br /> Plague Zombie: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 1, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 1, S: 3, T: 4, W: 1, I: 1, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -             pts:-<br /> <br /> equipment: one close combat weapon<br /> <br /> Special rules: slow and purposeful, primal, fearless, feal no pain (5+), fear, Children of Grandfather Nurgle, no coordination, infiltrate<br /> <br /> 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.<br /> <br /> No coordination: Plague Zombies may never run or gain a bonus attack if they possess an extra close combat weapon.<br /> <br /> Unit composition: 5 to 50<br /> <br /> Option:<br /> <br /> All zombies may take a laspistol (-pts) or a Lasgun (-pts)
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</div> <br /> <br /> <u>Dedicated transports</u><br /> <br /> Chimera armored transport<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 eay to maintain makes it a very efficient vehicule and despite it's low level of tech. Many worlds in the shadow of the Ruinous Power have the capacity to produce Chimera patern armored transports. Many regiments who betrayed the Imperium also brougth with them their motor pool filled with Chimeras. Losts and Damned use those vehicule in the same kind of way then the forces of the Imperium. Renegade soldiers are those seen using those vehicule has close support vehicule most often but mutants have been known to pilote those vehicule has transport and many of them learned how to crew them. The simple control system of this vehicule makes it very easy to pilot even for the most stupid humen or in that case mutant. Cultists have been known to transform theirs in moving chapel capable of spreading destruction to their enemies.<br /> <br /> I would have envisonned a good old chimera with decorated canons (a bit like chaos predator) and chaos symbols and spikes (else, nothing would be very different)<br /> <br /> Chimera armored transport: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, Armor: 12 F, 10 S, 10 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3               pts: -<br /> <br /> equipment: turret mounted multi-laser, hull mounted heavy bolter<br /> <br /> Special rule: tank, transport, amphibious<br /> <br /> Transport capacity: 10 models<br /> <br /> Acces point: 1 (rear)<br /> <br /> Fire point: 3 per side<br /> <br /> Option:<br /> <br /> Can take a professional soldiers crew (+1BS) for (-pts)<br /> <br /> Can exchange the turret mounted multi-laser for one of the following: heavy bolter (-pts), heavy flamer (-pts)<br /> <br /> Can exchange hull mounted heavy bolter for a heavy flamer (-pts)<br /> <br /> can take options from the armory of the damned (see down)
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</div><br /> <br /> Marauder's Rhino<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Marauder's are known for their habits if stealing the best vehicules they can lay their hands on. When it comes to transport vehicules, few are has efficient than the Space Marine Rhino. These tanks of ancient design benefit from better speed and far greater autonony than the Chimera they sometime use. It's self repair system also makes very easy to maintain in combat situation if not a bit temperemental during peace time. Many of these vehicule 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 Losts and Damned and will quickly adorn there new transpors 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 eather had the capacity to negociate with Chaos Space Marines on a even ground or manage to steal it from illustrous Imperial institution.<br /> <br /> It's basically just a chaos rhino with maybe the option for a Marauder manning a weapon on top of the tank.<br /> <br /> Marauder's Rhino: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, Armor: 11 F, 11 S, 10 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3            pts: -<br /> <br /> equipment: pintle mounted storm bolter, searchlight, smoke screen<br /> <br /> Special rule: transport, tank, self repair system<br /> <br /> Transport capacity: 10 models<br /> <br /> Acces point: 2 sides <br /> <br /> Fire point: 2 (top)<br /> <br /> Option:<br /> <br /> Can take a Hades Missile pod for (-pts)<br /> <br /> Can take an assult ramp (making it an assault vehicule) for (-pts)<br /> <br /> can take options from the armory of the damned (see down)
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</div><br /> <br /> Wyrm armored transport<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 vehicule 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 to easy targets for ennemy anti-armor and don't provide enough supporting firepower. Losts 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 vehicule to any battle field ans their open-top nature makes it even easier to use them in a agressive fashion. It's rugged engins design mostly for heavy duty work on farms and rural area makes it's use simple even by the most dim witted mutant. The size and brutish form of these transport can also intimidate unexperimented soldiers and militia and bolster the bravery of those fighting beside it.<br /> <br /> I would have envisonned a model similar in term of design to the Taurox but with half-tracks instead of snow-tracks, an open-top trunc similar to ork trukks and longer than a regular Taurox. A small turret would be placed above the cockpit of the vehicule 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 apperance.<br /> <br /> Wyrm armored transport: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, Armor: 11 F, 10 S, 10 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 4<br /> <br /> equipment: two twin-linked turret mounted heavy-stubber<br /> <br /> Special Rule: open-top, transport<br /> <br /> Transport capacity: 20 models<br /> <br /> option:<br /> <br /> Can take a professional soldiers crew (+1BS) for (-pts)<br /> <br /> can take options from the armory of the damned (see down)
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</div><br /> <br /> <br /> <u>Fast Attack Choices</u><br /> <br /> Vanguard Scout<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The Imperial Guard uses extensively Sentinel walker for their scouting and recon duties. Their solid design, capacity to navigate all kind of terrein and still impressive firepower for such little engins makes them a natural choice. Losts 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 operationnal. 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 autonomie and are simple to maintain in good working order. Vanguard bikes are solid vehicule and very well armed for their size. Their design is reminescent 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 foward element of a Losts and Damned legion that is certainly composed of professionnal soldiers with the equipment to relay tactical information in a professionnal 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 ennemy 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.<br /> <br /> I would have imagined a renegade soldiers like those described above (except with gogles) on a smaller, slightly lighter version of Chaos Space Marines bikes. Their weapons would be on the side of the vehicule a bit like ork bikes.<br /> <br /> Vanguard Scout: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 3, T: 4, W: 1, I: 3, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+                      pts: -<br /> Veterant Vanguard Scout: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 3, T: 4, W: 1, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+ <br /> <br /> equipment: Vanguard bike, laspistol, close combat weapon, flak armor<br /> <br /> Special rule: Scout, Hatred (Imperium), Champion of Chaos (Veterant only)<br /> <br /> Unit composition: 3 to 15<br /> <br /> Option:<br /> <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts)<br /> <br /> If the squad has taken a Mark, it can take an icon of the same god for the following cost: Icon of Khorn (-pts), Icon of Nurgle (-pts), Icon of Tzeentch (-pts), Icon of Slaanesh (-pts)<br /> <br /> For evry three vanguard scout including the veterant, one Vanguard Scout can replace his close combat weapon and laspistol for one of the following: meltagun (-pts), plasma gun (-pts), grenade launcher (-pts), flamer (-pts)<br /> <br /> One Vanguard scout can be promoted to veterant for (-pts)<br /> <br /> The veterant can replace his laspistol for one of the following: bolt pistol (-pts), plasma pistol (-pts), inferno pistol (-pts)<br /> <br /> The veterant can replace his close combat weapon for one of the following: power weapon (-pts), power fist (-pts)<br /> 
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</div>  <br /> <br /> Chaos Warhounds<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 aree the most favored of the Losts and Damned, their almost humen 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 devoring a man in a few seconds and even tear appart small armored vehicules. 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 apperance, 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.<br /> <br /> I would have imagined something very similar to the Feral warg of the Hobbit.<br /> <br /> Chaos Warhound: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: -, S: 4, T: 4, W: 1, I: 4, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+<br /> Alpha Warhound: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>Bs</span>: -, S: 4, T: 4, W: 2, I: 4, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+<br /> <br /> equipment: thick fur and sharp fangs<br /> <br /> Special rule: Primal, beast, fear, bulky<br /> <br /> Unit composition: 5 to 20<br /> <br /> option:<br /> <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts) <br /> <br /> One Chaos Warhound can be promoted to Alpha Warhound for (-pts)
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</div><br /> <br /> Chaos Spawns<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Life has a Losts 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 Losts 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 Losts and Damned will start to accumulate mutation over time has both 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 montruous or useful and some even crippling the Four could not care less. Some mutation are so extrem 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 minuts after their birth, but some can maintain a semblace of stability and keep living in a state of permanent anguish of some sort. Because of this most of them are uncapable of reasonning. On the battlefield, these monsters are used has shock troops for cultist their strength more than enought to brake barricades and absorb a surprising amount of firepower.<br /> <br /> Chaos Spawn: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: -, S: 5, T: 5, W: 3, I: 3, A: <span class="glossaryitem" onmouseover='gp(24);'>d6</span>, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -<br /> <br /> equipment: dangerous pseudopods<br /> <br /> Special rule: primal, fearless, fear, rage, mutated behond reason, very bulky<br /> <br /> 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.<br /> <br /> 1) Harden flesh: Armor save 4+<br /> 2) Clawed tentacules: roll to <span class="glossaryitem" onmouseover='gp(24);'>d6</span> for attacks and pick the highest number<br /> 3) Poisonnous claws: all attacks have the poisoned (4+) special rules<br /> <br /> Unit composition: 1 to 8<br /> <br /> Option:<br />    <br /> the squad can take one of the following Mark: Mark of Khorn (-pts), Mark of Nurgle (-pts), Mark of Tzeentch (-pts), Mark of Slaanesh (-pts), Mark of Chaos Undivided (-pts) 
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</div><br /> <br /> Hippogriff Light Battle Tank<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 planet 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 it's nearby system has remained a thorn in the side of the Imperium. It's 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 it's existance 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. It's design is colsely related to that of the Predator used by Space Marines but possess more powerful engines and no option for side weapons. Most armies of Losts 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 it's fast engines, decent weapons and good armor for a light tank. Despite these qualities, it needs a crew of professionnal soldiers to crew them and also need careful maintenance which is not always possible for many warlords, Arch Apostle or Warlock. They are no match to a fully armed Leman Russ battle tank in a armored duel, but have been known to present a terrible threat to many other types of light tanks.<br /> <br /> 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 additionnal symbols of Chaos.<br /> <br /> Hippogriff Light Battle Tank: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, Armor: 13 F, 11 S, R: 10, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3<br /> <br /> Equipment: turret mounted Hippogriff laser canon, co-axial Hot-Shot volley gun, advance targeting system<br /> <br /> Special rules: Tank, fast<br /> <br /> Advance targeting system: Allows the Hippogriff to fire it's weapon at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2 instead of 1 when it snap fire<br /> <br /> Unit composition: 1 to 3<br /> <br /> Option:<br /> <br /> can take options from the armory of the damned (see down)
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</div><br /> <br /> Dragonfly<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The Imperial Guard air upport usually comes form 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 engins and resort to use flyers of a different type capable of stationnary 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 vehicule using a series beating bladed wings to maintain flight much like an insect. Its because it possess four of these and a elongated tail for stearing that this vehicule 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. Losts 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 forteress of Chaos remaining around the Sabbat Worlds makes the maintenance of these vehicule easy. For the Losts 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 alterred from the original one to make their appearence 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.<br /> <br /> I would have imagined a vehicule 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 compartiment behind the cockpit, a rather long tail with a rotor on it and all <span class="glossaryitem" onmouseover='gp(415);'>ot</span> it's weapons on the nose and flanks of the cockpit of the vehicule. 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.<br /> <br /> Dragonfly: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, Armor: 11 F, 11 S, 10 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3                pts: -<br /> <br /> Equipent: three hull twin-linked hot-shot volley gun, Screaming engines, extra armor<br /> <br /> Sceaming engines: Each ennemy 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 immunie to it. Sigils of Chaos don't affect this ability (it passes to fast for you to see it really).<br /> <br /> Special rules: flyer, hover, transport<br /> <br /> Transport capacity: 6 models<br /> <br /> Access point: 1 each side<br /> <br /> Fire point: none <br /> <br /> Option:<br /> <br /> Can replace the three twin-linked hot-shot volley gun for the following: three reaper autocanon (-pts), three twinlinked lascanon (-pts)<br /> <br /> can take options from the armory of the damned but not a pintle mounted weapon(see down)
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</div><br /> <br /> <u>Heavy Support Choices</u><br /> <br /> Leman Russ<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 it's appearent primitive design and technologie, it's a armored behemoth capable of surviving to the most brutal warzone. It's fire power is capable of destroying ennemy armor and fortification with relative ease and it's rugged and versatile design makes it operationnal 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 extansively to support their infantrie. Losts and Damned forces also make use of them extansively. 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 ressources. For these reasons, they are ideal heavy tanks for the rabble that the Losts and Damned frequently are. The Leman Russ used by the Losts and Damned are of the more common design like the Battle Tank, Exterminator and Destructor. The others usually require Forge World installatiion 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.<br /> <br /> Not too much suprise in the model departement. I would have give the Chaos Predator treatment to the Leman Russ. So you add spikes, trophies, chaos glyphs and decoration on the canons.<br /> <br /> Leman Russ Battle Tank: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, Armor: 14 F, 13 S, 10 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3           pts: -<br /> Leman Russ Exterminator: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, Armor: 14 F, 13 S, 10 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3          pts: -<br /> Leman Russ Demolisher: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, Armor: 14 Fm 13 S, 11 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3          pts: -<br /> <br /> equipment: turret mounted Battle Canon and hull mounted heavy bolter (Battle Tank only), turret mounted exterminator autocanon 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).<br /> <br /> Special Rules: Tank, heavy<br /> <br /> Unit composition: 1 to 3 Leman Russ<br /> <br /> Option:<br /> <br /> All Leman Russ tanks can replace the hull mounted heavy bolter for one of the following: Heavy flamer (-pts), autocanon (-pts), Lascanon (-pts), Multimelta (-pts)<br /> <br /> All Leman Russ can add two sponson weapon: 2 heavy flamers (-pts), 2 autocanons (-pts), 2 Lascanon (-pts) or 2 Multimelta (-pts)<br /> <br /> All Leman Russ can take a professionnal crew for +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for -pts<br /> <br /> All Leman Russ can select options from the Armory of Chaos
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</div><br /> <br /> The Behemoth Heavy Tank<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Innovation is a sin for the Adeptus Mechanicus and the most beloved sin by the hereteks. It's innovation that brought to life the Behemoth 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 cohorte 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 ennemy siege had to be broken arround 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 powerfull weapons of the ennemy. The result was a monstruous 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 ennemy surging forces who were cough by surprise. The defeat turned to slaughter when the Behemoths managed to reach the back line before it could preper for an attack of that magnitude. When reinforcement arrived to save the Hell Pit, Behomoth Tanks who survived their first test where already engaging Space marines light tanks who were trying to protect the retreating imperial army. Since then, thousand 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 it's transport room from which a sorcerer can unleash terribly deadly blast of <span class="glossaryitem" onmouseover='gp(111);'>raw</span> 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 prority target for any tank hunter troops or vehicule.<br /> <br /> I would have imagined a massive tank he 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 Missle Pod. On the front hull, close to the track would be missle pods similar to those of a dreadnought. The entire tank would be decorated in the same manner than other chaos aligned tanks. If desired, a option for an arcane tower coud be installed right behind the turret on which a sorcer would be chained. <br /> <br /> Behemoth Heavy Tank: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, Armor: 14 F, 14 S, 13 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 4         pts:-<br /> <br /> Equipment: Turret mounted Siege cannon canon, 2 hull mounted missile launcher, 1 turret mounted Hades missile pod, extra armour, Searchlight, smoke launcher<br /> <br /> Special Rule: Tank, Massive and Heavy, move through cover, transport, tower of sorcery*<br /> <br /> Massive and Heavy: The Behemoth is considered a heavy tank, but in addition, he can transform one more penetrating hit in a glancing hit. Finaly he can also fire a ordonance weapon without forcing all other guns to snapfire.<br /> <br /> 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 occure, the Behemoth tank suffer a single glancing hit.<br /> <br /> Bolt of Destruction: 2 warp charges range: 48, S: 9, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, heavy 1, large blast<br /> <br /> Transport capacity: 10 models<br /> <br /> Acces point: 1 at the back<br /> <br /> Fire points: 0<br /> <br /> Unit composition: 1<br /> <br /> Option:<br /> <br /> The Siege Canon can take Armor destroying ammunition for -pts<br /> <br /> The Behemoth Tank can loose his transport capacity in exchange of a Tower of Sorcery for -pts<br /> <br /> can take options form the Armory of Chaos
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</div><br /> <br /> Losts and Damned Field Artillery<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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No army can survive an important battle without good artilery support. The Imperial Guard artillery for beeing very numerous, powerfull and mobile. PDF don't need their artillery to has mobile and prefer the more classic design of field canon because they are cheaper to maintain and produce. Losts 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 wepons 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.<br /> <br /> 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. The guns themselves would vary depending on their types, but would look like modern day canon to a fault.<br /> <br /> Artillery crew: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 3, T: 3, W: 1, I: 3, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+<br /> Artillery piece: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:-, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:-, S:-, T: 7, W: 2, I:-, A:-, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:-, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+<br /> <br /> equipment: Heavy canon, slug pistol and close combat weapon, armored rags<br /> <br /> Special rule: artillery unit, Hatred (Imperium)<br /> <br /> unit composition: 5 artillery crew members and 1 Artillery piece<br /> <br /> Option:<br /> <br /> can replace the artillery crew by with renegade soldiers for (-pts)<br /> <br /> can add up to four Artillery piece each with five crew members for (-pts) each<br /> <br /> Can replace the heavy canon with one of the following: heavy mortar (-pts), Quad guns (-pts), missile battery (-pts)
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</div><br /> <br /> Daemonhost<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Daemons are creatures of immense reality warping powers and the most powerful of them ae frenquently 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 combattants 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. It's 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 dimention it's not made to be in. Radical inquisitor sometimes 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 Losts and Damned create daemonhost of truly terrible powers by bounding very powerful daemon and even several of them. 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 ennemies. The binding process transform all daemons into even for hate filled creature. Only well prepared forces can defeat them before they cause catastrophic damage.<br /> <br /> I would have imagined a model very similar to the current daemonhost or a smaller version of the deamon prince (wihtout 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 a anthropomorphic feature.<br /> <br /> Daemonhost: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 5, T: 5, W: 4, I: 5, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -<br /> <br /> Equipment: daemonic flesh and claws<br /> <br /> Special rule: Daemon, Fearless, feel no pain (5+), It will not die, Psyker mastery level 3, Daemonic sorcerous powers, rending, stealth, deep strike<br /> <br /> Daemonic sorcerous powers: daemonhost may select their powers from the psychic discipline of biomancy and daemonology. They never suffer from perils of the warp.<br /> <br /> Unit composition: 1 to 3 (they don't need to be deployed together and can act independantly)<br /> <br /> Option:<br /> <br /> a daemonhost can become a daemonhost of one of the following god : Tzeentch (-pts), Slaanesh (-pts), Nurgle (-pts), Khorn (-pts)<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> strength 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 soul blaze hit at initiative 10.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of all non Slaanesh aligned unit by 2.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to a minum of 1.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and A, its claws are <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 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, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 and that counts has offensive grenades.
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</div><br /> <br />  <br /> <br /> <u>Special Characters</u><br /> <br /> Kirrin the Chainbreaker<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 familly 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 faithfull 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 univers: 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 prisonners 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 Losts 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 patronnage and her sharpenned 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 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 mentionned that behind all this there still is remenants 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.<br /> <br /> 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.<br /> <br /> Kirrin The Chainbreaker: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 6, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 5, T: 3, W: 3, I: 5, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+      pts: -<br /> <br /> equipment: power armour, mark of Khorn, The Chainbreaker, frag and krak grenade<br /> <br /> special rule: furious charge, rage, counter attack, crusader, aura of fanatism, aura of Dark Glory, feel no pain (5+), Champion of Chaos<br /> <br /> unit composition: unique independant character (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> The Chainbreaker: S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, rending, daemonic<br /> <br /> Warlord trait: religious fanatic
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</div><br /> <br /> Mepheretron the Deceiver<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Mepheretron is probably the most dangerous Chaos Lord in the galaxy for barely a few person knows he exist and even fewer know the extand 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. Mepheretron's powers are unique in the sense that he can change his appearence at will and almost nothing can pierce through the illusion. He used this power in conjonction 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 faithfull imperial commander. He gained her trust by acting has one of her officer for decades, studing her weakness and her tactics and started to developpe a plan. After two failed attempts, he finaly 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 ennemy 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 commaders, 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.<br /> <br /> 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 crystallin staff and a curved sword looking much like an egyptian kopesh. He would be posed in a relaxed stance probably pondering on something.<br /> <br /> Mepheretron the Deceiver: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, W: 3, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+              pts: -<br /> <br /> equipment: force sword, Staff of the changeling, carapace armor, mark of Tzeentch, sigil of corruption<br /> <br /> Special rule: Psyker Mastery 4, feel no pain (5+), master warlock, stubborn, hatred (Imperium), Champion of Chaos<br /> <br /> 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.<br /> <br /> Unit compositon: unique independant character (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> Staff of the changeling: S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, soul blaze, changeling<br /> <br /> Changeling: this special ability is the trademark and the greatest asset of Mepheretron. With it, he can take the appearence of almost any humanoid creature for extented period of time. The illusion is almost perfect, but require concentration to maintain, Mepheretron can choose to change his apperance before deployment if he elect to do so, don't deploy him with your force, but nominate a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice of your oponent. This is the mark of the warlock, the individual that must be thwarted at all cost. Then deploy Mepheretron alongside a ennemy 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 ennemy are conviced he his a valuable friend. The character nominated by Mepheretron will lose permanently 3 point of <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> due to its toxic influence. Furthermore, as long as Mepheretron is in the ennemy army, he forces his mark to reroll all succesful 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 normaly. He cannot attack any ennemy 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 it's turn, Mepheretron can reveal himself. He is moved 1 inch away from his parent unit and his treated normaly for the rest of the game, but if he does so, his parent unit and his mark don't need to reroll their succesful roll of 6 to fire, attack in close combat and armor save. The <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit still loose 3 point of leadership.<br /> <br /> Warlord trait: Mind of Steel
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</div>  <br /> <br /> Miriael Sabathiel the Dark Saint<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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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 kil-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 ennemies since their first encounter and Sabathiel was determined to kill the specific Chaos Lord herself to avenge the multiple raids and sacrifice of her less warlike sisters he commited in the precedent century. Unkonwn to her, she was actually the prey of the cunning dark apostole. For millenia, 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 millenia 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 instent. 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 concequences. 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 daeth of her former companions. Her incredible rethoric, 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 completly 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 alliegence or even worst, become an ascending champion.<br /> <br /> I would have imagined a model very close to the artwork used to represent her. So baroque armor with symbole 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 ennemy. <br /> <br /> Miriael Sabathiel: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 7, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, S: 3, T: 3, W: 3, I: 8, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 2+               pts: -<br /> <br /> equipment: Armor of Ecstacy, the Agoniser, The Venemous, frag and krak grenade, Sigil of corruption, Mark of Slaanesh (already included in the profile)<br /> <br /> Special rule: Eternal Hatred, prefered ennemy (Imperium), Champion of Chaos, Stubborn, Dark Saint of Chaos, poisonnous tongue<br /> <br /> 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.<br /> <br /> Dark Saint of Chaos: Daughters of Chaos can selected has troops (and can take a marauder's rhino has dedicated transport) and all ennemy Sororitas model loose their Stubborn special rule.<br /> <br /> unit composition: unique independant character (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> Armor of Ecstacy: power armor that provide a 2+ armor save and a bonus of 1 in initiative (already included in the profile)<br /> <br /> The Agoniser: S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, daemonic<br /> <br /> The Venemous: range: 24, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, assault 2<br /> <br /> Warlord trait: Knight of Chaos
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</div><br /> <br /> Foulspawn, Nurgle Special Son<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Everybody has a black sheep in his family even the gods of Chaos. Of all the Champion of Chaos Diedrich the Foul was probably on 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 endurence and strength into something barely worth mentionning 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, failling to rise high or fast enough and incapable of resisting the urge to try, devovolved into a spawn. His body mutated horribly from the waste down, it transformed in some sort of enourmous frog with claws, teeths and a giant grasping tongue. His uper 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 enourmous 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 remarcably 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 eacher 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 ennemies.<br /> <br /> 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.<br /> <br /> Foulspawn: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 6, T: 7, W: 5, I: 3, A: 4 (5), <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+         pts: -<br /> <br /> equipment: grasping tongue, massive claws and teeth, Reaper's scythe, armor plates<br /> <br /> Special rule: Monstrous creature, fear, feel no pain (5+), It will not die, Aura of dark glory, foul stench, poisonnous (3+), leaping<br /> <br /> Foul Stench: Foulspawn horrible smell acts like defensive grenades, but also send all Plague Zombies 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.<br /> <br /> Leaping: Foulspawn has the bad habbit of beeing very fast. He has the rule fleet but runs <span class="glossaryitem" onmouseover='gp(24);'>d6</span>+3.<br /> <br /> Unit composition: unique monstrous creature (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> Grasping tongue: range: 12, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, precision shot<br /> <br /> Reaper's scythe: Foulspawn can make a single exta attack with his ancient weapon per combat round. It has the following profile S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, armourbane<br /> <br /> Warlord traits: blessed by the gods
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</div><br /> <br /> <br /> <u>Relic of the Damned</u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The Helmet of the King Slayer:<i>A powerful artefact of Khorn given to one of his warlord who killed in duel no less then 30 planetary governors</i>. It raise the armor save of it's wearer to 3+ and gives him in addition the benefit of the warlord trait Knight of Chaos even if he his not your army warlord. (-pts)<br /> <br /> The Gem of Ruin:<i>A strange device that stored the spirit of a powerful and knowledgeable warlock</i>. It grant the wearer the ability to select d3 warlord traits instead of 1. (-pts)<br /> <br /> The Sigil of Fate:<i>A Sigil of corruption design by a paranoid Tzeentch worshiper</i>. it grant it's bearer a 3+ invulnerable save. If the bearer also have a mark of Tzeentch he can reroll a extra failed roll of 1 on armour save. (-pts)<br /> <br /> The Blood drinking mace:<i>A weapon impued with the will of a blood drinking ancient xenos it's known to be devastating</i>. A power maul with the following profile: S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, daemonic. (-pts)<br /> <br /> The Screaming spear:<i>A daemon possess hellgun with a long barrel with a crippling fear of not shooting. It nver runs out of ammo</i>. A hellgun with the following profile: range: 30, S: X, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, sniper, assault 4. A model with the Screaming spear can snap fire without penality and gain +1 to his <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. (-pts)<br /> <br /> The Scrolls of Power:<i>A series of scroll potentially written by Lorgar or Magnus about the powers of the Warp</i>. 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. (-pts)
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</div><br />     <br /> <br /> <u>Equipment of the Damned</u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> 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.<br /> Sigil of Corruption: gives a invulnerable save of 4+ to the wearer<br /> camo cloak: gives the special rule stealth. If the unit alreasy has stealth it gives conceal.<br /> Chaos Symbols: allows a single failed leadership test to be rerolled<br /> Vanguard Bikes: make the unit into bike type, improves armor save by one step, equipped with a heavy stubber<br /> Power Shield: gives a 4+ invulnerable save<br /> daemonic weapon: grant 1d6 extra attack, but on a one the character cannot attack and suffer a single wound<br /> mutation: gives a free role on the Chaos Boon table (rerolling spawn and daemon prince results)<br /> <br /> Laspistol: range: 12, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, pistol<br /> Lascarabine: range: 18, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, assault 2<br /> Lasgun: range: 24, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, rapid fire<br /> Hellgun: range 30, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, rapid fire<br /> Hot-shot laspistol with preysight: range: 12, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, pistol<br /> Hot-shot lasgun with preysight: range: 24, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, rapid fire<br /> Hot-shot volley gun: range: 24, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, salvo 4/2<br /> Mutlilaser: range: 36, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 6, heavy 3<br /> Lascanon: range: 48, S: 9, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, heavy 1<br /> Hippogriff lascanon (focus): range: 48, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, heavy 1, lance<br /> Hippogriff lascanon (burst): range: 48, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, heavy 3<br /> <br /> Needle pistol: range: 12, S: X, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, pistol, sniper<br /> Needle rifle: range: 30, S:X, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, rapid fire, sniper<br /> <br /> Inferno pistol: range: 6, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, pistol, melta<br /> Meltagun: range: 12, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, assault 1, melta<br /> Multimelta: range: 24, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, heavy 1, melta<br /> <br /> Hand flamer: range: template, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, assault 1<br /> flamer: range: template, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, assault 1<br /> heavy flamer: range: template, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, assault 1<br /> <br /> Slug pistol: range: 12, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, pistol<br /> Autogun: range: 24, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, rapid fire<br /> Heavy stubber: range: 36, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, heavy 3<br /> Autocanon: range: 48, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 2<br /> Reaper autocanon: range: 36, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 2, twin-linked<br /> Quad Guns: range: 48, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 4, twin-linked, skyfire, interceptor<br /> Heavy canon: range: 60, S: 9, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, heavy 1, blast<br /> Heavy Mortar: range: 60, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 1, large blast, pinning<br /> Exterminator canon: range: 48, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 4, twin-linked<br /> Battle Canon: range: 72, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, ordonance 1, large blast<br /> Demolisher Canon: range: 24, S: 10, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, ordonance 1, large blast<br /> Siege Canon: range: 36, S: 10, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, ordonance 1, large blast<br /> <br /> bolt pistol: range: 12, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, pistol<br /> Sorcerous bolt pistol: 12, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, pistol<br /> Boltgun: range: 24, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, rapid fire<br /> Sorcerous boltgun: 24, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, rapid fire<br /> Heavy Bolter: range: 36, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, rapid fire<br /> <br /> missile launcher frag: range: 48, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 6, heavy 1, blast<br /> missile launcher flakk: range: 48, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 1, skyfire<br /> missile launcher krak: range: 48, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, heavy 1<br /> missile launcher battery frag: range: 60, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, heavy 1, large blast<br /> missile launcher battery flakk: range: 60, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 3, skyfire<br /> missile launcher battery krak: range: 60, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, heavy 3<br /> Hades missile pod: range: 48, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, heavy 1 blast<br /> <br /> power swords, maul, axe, fist: see core rule book<br /> power whip: S: -, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, +2 I, one hand<br /> Massive two-handed chainsword: S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, rending, require two hands to wield<br /> Two-handed power sword: S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, require two hands to wield<br /> <br /> armored rags: 6+ armor save<br /> mesh armor: 5+ armor save<br /> flakk armor: 5+ armor save<br /> carapace armor: 4+<br /> power armour: 3+
</div>
</div>
</div> <br />   <br /> <br /> <u>Armory of Chaos</u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Heavy armor plating (-pts): reduce a single penetrating hit to a glancing hit. <br /> Smoke launcher (-pts): give a vehicule the conceal rule, but prevent it from shooting other weapons.<br /> Searchlight (-pts): <span class="glossaryitem" onmouseover='gp(14);'>BS</span> test to remove night fight bonus on a enemy unit.   <br /> Sigil of Chaos (-pts): reduce enemies <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> by one if within 6 inches of the vehicule.<br /> Daemonic possession (-pts): the vehicule gain <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3, ignore crew stunned and shaken result. At the beginningof each turn it must roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. 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 it's weapon and can't move.<br /> Extra pintle mounted weapon: The vehicule can add a storm bolter (-pts) or a heavy stubber (-pts) to its wepons.<br /> Chaos clarion (-pts): every unit within 6 inches of the vehicule gain the special rule adamantium will.<br /> 
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				<pubDate><![CDATA[Fri, 16 Jan 2015 19:12:24]]> GMT</pubDate>
				<author><![CDATA[ epronovost]]></author>
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				<title>Losts and Damned, the lesser servants of Chaos (version 1.0 for a 7th eddition fan-made codex)</title>
				<description><![CDATA[ The current official Lost and the Damned rules are in Imperial Armour 13, consider looking at that for ideas.]]></description>
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				<pubDate><![CDATA[Fri, 16 Jan 2015 22:25:29]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
			</item>
			<item>
				<title>Losts and Damned, the lesser servants of Chaos (version 1.0 for a 7th eddition fan-made codex)</title>
				<description><![CDATA[ Thanks for the Info, but since I don't own it, I will have to do without. Is there anyware were I could find a little list of what they offer for them?]]></description>
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				<pubDate><![CDATA[Sun, 18 Jan 2015 17:16:40]]> GMT</pubDate>
				<author><![CDATA[ epronovost]]></author>
			</item>
			<item>
				<title>Losts and Damned, the lesser servants of Chaos (version 1.0 for a 7th eddition fan-made codex)</title>
				<description><![CDATA[ I'm not supposed to give out rules on Dakka but I can tell you that most of the army is similar to the Imperial Guard with larger squad sizes and additional options dependent on some upgrades available to your Arch-Demagogue. Most tanks are BS2 with the option to upgrade to BS3, but it's fun to pay less than a normal Chimera for a dual-heavy-flamer Renegade Chimera that behaves identically.<br /> <br /> The list:<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Renegade Command Squad (1+, contains an Arch-Demagogue), Rogue Psyker Coven (1-5 Independent Characters bought as an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> selection but deployed and operating independently, they have their own psychic powers table and if they Perils they are replaced with Possessed), Renegade Enforcer Cadre (1-5 Independent Characters, <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/BS4, sergeant wargear, and +1 to their squad's <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>)<br /> Elites: Renegade Marauders (WS4/BS3 veterans only available if you didn't take a Mark on your Demagogue, they're mercenaries and can't regroup if they flee), Chaos Spawn (Tzeentch Demagogue only), Renegade Disciples (roughly equivalent to Guard Veterans), Renegade Ogryn Brutes (Expensive and their <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> is hilariously bad, they have Random Attacks and Rampage, and can come with Chaos Hounds), Blood Slaughterers (Khorne Demagogue only), Blight Drones (Nurgle Demagogue only)<br /> Troops: Renegade Infantry Platoon (roughly equivalent to Guardsmen but they start at 3ppm with <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/BS2 and no armour), Renegade Mutant Rabble (3ppm close combat <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/BS2 mutants that come in squads of 10-40), Renegade Infantry Veterans (WS4/BS3 Veterans with one special weapon per five models and the ability to purchase a <span class="glossaryitem" onmouseover='gp(136);'>USR</span>), Plague Zombies (Nurgle Demagogue only, 3ppm unarmed mob of 10-40 zombies that gain an extra d3 if they destroy an enemy unit in melee)<br /> Dedicated Transports: Renegade Chimeras<br /> Fast Attack: Renegade Hellhounds, Renegade Sentinels (3-6 Sentinels), Renegade Salamanders, Renegade Arvus Lighters, Renegade Valkyries<br /> Heavy Support: Renegade Russes, Renegade artillery, Renegade heavy weapons squads, Renegade Rapier laser destroyers<br /> Lords of War: What you're allowed to have depends on the Demagogue's rules, but it includes Warhounds, the Daemon Lords, Brass Scorpions, Malcadors, and Machariuses in addition to Baneblade-chassis tanks.<br /> <br /> They're mostly similar to your stuff (though toned down instead of lifting things like the Marks straight out of <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>), the big differences are random <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>, extra options dependent on the Demagogue, and cheap BS2 tanks that can buy BS3.]]></description>
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				<pubDate><![CDATA[Sun, 18 Jan 2015 19:57:18]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
			</item>
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				<title>Losts and Damned, the lesser servants of Chaos (version 1.0 for a 7th eddition fan-made codex)</title>
				<description><![CDATA[ Thanks! It's all that I needed. I do like many of their ideas and I will see whitch ones I can steal.]]></description>
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				<pubDate><![CDATA[Sun, 18 Jan 2015 21:23:24]]> GMT</pubDate>
				<author><![CDATA[ epronovost]]></author>
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