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		<title><![CDATA[Latest posts for the thread "Codex Lost and Damned (final version)"]]></title>
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				<title>Codex Lost and Damned (final version)</title>
				<description><![CDATA[ <span style="font-size: 18px; line-height: normal;"><u><b>Codex Lost and Damned</b></u></span><br /> <br /> <b><u>Introduction</u></b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The Ruinous Powers were always interested in the destiny of mankind. Since they took to the stars, men and women were led by visions of the Gods of Chaos and brought under their rule. There, they committed atrocities against their own race, drown planets in blood or disease and have been rewarded for it very richly. Since the Horus Heresy they have become uncountable and have forged kingdoms and empires in the stars where the foul powers of Chaos could sip in realspace. Those who live, fight and praise their masters from those strongholds or beyond are lost and damned to the eyes of the faithful subject of the Imperium and they are their worst enemy. Unlike the steel minded Space Marine or the faithful Sister of Battle, the common men is a very easy prey for the Ruinous Powers and just has tempting. Numerous are those who have fallen from the Emperor tyrannical regime, sometimes with hope for a peaceful future, but all have cached the attention of his nemesis. Those living in the boundaries of the Imperium live in constant fear of purges and pogrom that would see them exterminated before they can wreak a terrible vengeance on the loyalists. It's a life filled with hatred, fear and devotion too atrocious being while living in the most soul crushing slums imaginable. Those living in the Eye of Terror, the Maelstrom, other warp anomalies or Chaos stronghold of realspace live on planets where the laws of nature seem to lose consistency and war is a fundamental part of life be it amongst themselves or against a common foe. It's a place where the strong herd the weak in vast hordes to further their own goal, where loyalty is a dream and might in all its form is the only commonly accepted currency. When they rise, the lost and damned of the realms of Chaos form vast heteroclite armies of vicious mutants, insane cultists and heartless mercenaries all backed by sorcery and the will of their patron. Those Black Crusade follow in the wake of those of the Chaos Space Marines, their warrior half-daemon gods, to support or carve themselves a nice portion of the spoils of war. Only the vigilance of the Imperium numerous institutions and armies prevent mankind fall and damnation. Has the Time of Ending grow ever closer, while the armies of hell are at heaven's gate, the frontier of the realm of Chaos have burst open to reveal a tide of misery and hatred who took the shape of a conquering army. It's retribution time for the lost and damned and they will place on the Imperium and realspace the weight of their ambition.
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</div><br /> <br /> <b><u>The Age of Strife</b></u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Humanity first real encounter with the forces of Chaos happened in the dark days of the Age of Strife a time when humanity was split apart, ravaged by wars amongst each other and xenos. It was an era that put an end to mankind technological and social advancement. Humanity came very close to extermination in many area as it devolved from a network of civilisations to a patchwork of domains isolated from one another by Warp storms and conflict. It’s during that time that some of humanity discovered one of the secret of the Warp, that it was the domains of deities of immense cruelty, but also of immense power. In an age dominated by war and fear, there was much to gain from the worship of such creatures for they could grant powers beyond belief up to and including immortality itself, the greatest dream of humanity since its dawn on ancient Terra. And so, the Gods of Chaos sunk their claws into humanity’s soul seeing in it a new vehicle for their ascension. Nobody knows who were the first to fall to the lure of the absolute evil of the Gods of Chaos and serve them knowingly. Ancient prophets and psykers of the desiccated realm of Moriam sometime talk of a savant who pioneered the exploration of the Warp, but the question is without much importance.
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</div>    <br /> <br /> <br /> <b><u>The Horus Heresy</b></u><br /> <br /> <b><u>The Realms of Chaos</b></u><br /> <br /> <b><u>The Time of Endings</b></u><br /> <br /> <b><u>Battles and Conquests of the Lost and Damned</b></u><br /> <br /> <u><b>Psychic Discipline</u></b><br /> <br /> Witchraft<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>A mysterious discipline that relies on intimate knowledge of the Warp and its denizens to make pacts and contracts to afford a psyker some powers. Witchcraft is a very safe way to use psychic powers, but a very dangerous one to learn for it requires great willpower and a sharp mind to avoid being manipulated by daemons.</i><br /> <br /> Primaris Power: Soul Sapping Hex (warp charge 1): The psyker uses minor daemons and spirits to torment his foes in their thought. Malediction, range: 24'', effect: the target unit suffer from -2 Leadership for a round.<br /> <br /> 1) Strength Sapping Curse (warp charge 1): The psyker task several spirits and minor daemon to curse all the action of an enemy leader, robbing him of all his skills. Malediction, range 24'', effect: select a single character or independent character in the targeted unit. This model automatically looses 1 point of <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, S, T, I and A to a minimum of 1 in each characteristic until the beginning of the next round. You cannot stack multiple Strength Sapping Curse.<br /> <br /> 2) Daemonic Skills (warp charge 1): The psyker allow daemons and dead spirits to give himself more knowledge and skills in combat. blessing, range: self only, effect: +1 in Weapon Skill, Ballistic Skill, Initiative and Attack until the next eound. It affects all the members of a brotherhood of psykers.<br /> <br /> 3) Venom Touch (warp charge 1): The psyker infuses his weapons with a vicious poison that can harm people on touch. Blessing, self and accompanying unit, effect: grants all weapons of the psyker the Poison (3+) Special Rule until the next round.<br /> <br /> 4) Grand Illusion (warp charge 1): the psyker summons spirits that bring illusions and confuses the enemy. Blessing, self and accompanying unit, effect: grants the Special Rules Stealth and Shrouded to the unit until the next round. <br /> <br /> 5) Phase Through the Shadows (warp charge 2): The psyche transform himself into a shadow and travels at great speed. Blessing, range: self and accompanying unit, effect: allows the unit to move 12 inches in the psychic phase.<br /> <br /> 6) Vengeful Spirits (warp charge 2): The psyker invokes a swarm of mad dead spirit from the warp and hurl them at his foes to wreck vengeance on the living by lashing at them with their ethereal claws. witchfire, range: 24'', S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, Assault 1, Large Blast, ignore cover. 
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</div><br /> <br /> <u><b>Special Rules section</u></b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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 Primal: any unit with the primal rule is to single minded, stupid or savage to be capable of complex higher thought. They cannot benefit from the leadership value of any independent 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 itself on the table, it must successfully pass a leadership test or be completely immobile and incapable of shooting during that turn. If the unit is already engaged in close combat when it fails it's test it's considered that is <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, A, I is reduce to 1. It is otherwise treated as fearless for all pinning or leadership test.<br /> <br /> Aura of Dark Glory: thanks to prayers, magical wards or twist of fate, any model with this rule is protected by the will of the God of Chaos and the Arcane power of the Warp. It confers an invulnerable 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 enemy character killed in challenge on the chaos boon table a bonus.<br /> <br /> Chants of the Ruinous Powers: any model with this special rule can chant and pray to the ruinous powers for boons at the beginning of each turn. On a successful leadership test, the model and any unit he is currently joining to can gain one of the following bonus for the rest of the turn. The same bonus can never be selected twice in a row.<br /> <br /> 1) Ruinous Grace: the unit can run and charge in the same round<br /> 2) Ruinous Strength: the unit can reroll failed roll to wound in close combat<br /> 3) Ruinous Endurance: The unit can reroll failed armor saves test<br /> 4) Ruinous Vision: the unit can reroll failed to touch roll in the shooting phase.<br /> <br /> If the test is a failure the model automatically loses a single wound without any chance for a save invulnerable or otherwise.<br /> <br /> Daemonic Weapons: A weapon with the daemonic Special Rule will generate <span class="glossaryitem" onmouseover='gp(24);'>d6</span> extra attacks, but should a 1 be rolled on that dice, the wielder loses all his attacks and suffer a single wound as his weapon rebels against him or her. The wound as the same strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> as the weapon itself and can be saved normally. It does count toward combat resolution should the wielder survive.<br /> <br /> Volley of Fire: The professional soldiers who fight under the banner of the Lost and Damned have the sufficient training and accuracy to maintain a fast and sustained volley of fire that can force even well armored unit to cover. Units with this special rule fire an extra shot with the following weapons should they have not moved during their movement phase: Lasgun, Lascarabin, Hot-Shot Lasgun with Preysight, Hot-Shot Volley Gun, Heavy Stubber, Bolter, Autogun, Heavy Autogun, Shotgun and Heavy Shotgun.<br /> <br /> Mercenaries: Mercenaries are only loyal to themselves and a few selected people outside of their small group. They will fight for any warlord who can pay them or rally them to their cause, but will abandon him if things start to go really wrong. If the squad isn't led by an independent character, it will never regroup after a failed moral test. Mercenaries cannot gain the bonuses of Chaos Devotions. 
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</div><br /> <br /> <b><u>Chaos Devotions</b></u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Devotion to Bloodshed: The character gains the Special Rules Counterattack, Rage and Furious Charge as well as all other units within 6 inches.<br /> <br /> Devotion to Death: the character gains the Special Rules Feel No Pain (5+) and Fear as well as all other units within 6 inches.<br /> <br /> Devotion to Fate: the character’s Aura of Dark Glory or Corrupt Sigil is improved by one step and the Special Rule Adamantium Will and grants all unit within 6 inches Aura of Dark Glory or improves theirs by one rank in addition to the Special Rule Adamantium Will.<br /> <br /> Devotion to Perfection: the character gains the Special Rule Preferred Enemy (all) and Fleet as well as all other units within 6 inches.
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</div>  <br /> <br /> <b><u>Chaos Boon</u></b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The gods of Chaos are generous with their gifts with successful champions even if sometimes those gifts kill them. Each time a character with the champion of Chaos special rule win a duel, roll two <span class="glossaryitem" onmouseover='gp(24);'>d6</span> once on the table bellow. Should you roll twice the same gift, reroll until you have a new score. Unique character like Kirrin the Chainbreaker for example automatically reroll Spawnhood and Daemonhood results. Their final fate isn't decided yet.<br /> <br /> 2: Unworthy:<i> the offering is to little to award the Gods attention.</i> Nothing happen.<br /> 3: Spawnhood:<i> In terrible agony, the champion turn into a spawn of chaos</i>. Replace the model for a Chaos Spawn.<br /> 4: Venomous:<i> The champion blood and weapons become permanently coated in a supernatural venom</i>. All attacks gain the poisonous (4+) trait. If the attack was already poisonous, improve it by one step to a maximum of poisonous (3+)<br /> 5: Warp fuelled life:<i>The champion become supernaturally resistant to wounds of all sorts</i>. The character gain +1 Wound.<br /> 6: Hellish strength:<i>All the blows of the champion carry a supernatural strength.</i> The character gain +1 Strength.<br /> 7: Hyper reactive mind:<i>The champion thought process and reflexes sharpen beyond normal human potential.</i> The character gain +1 Initiative.<br /> 8: Mastery of combat:<i>The champion gain increase knowledge of close combat tactics and technique.</i> The character gain +1 Weapon skill.<br /> 9: Unnatural endurance:<i> The champion seems to be impossible to exhaust and can shrug off pain easily.</i> The character gain feel no pain (5+) or improves an existing feel no pain save by 1 step.<br /> 10: Bloodthirst:<i> The champion is seized with bloodlust that can't be stopped when in combat.</i> The character gain the special rule rampage.<br /> 11: Multiple reward:<i>The Champion offering really pleased the Ruinous powers and was rewarded with great generosity</i>. Roll three times on the table.<br /> 12: Daemonhood:<i> In a display of <span class="glossaryitem" onmouseover='gp(111);'>raw</span> power the champion start to turn into a powerful daemon</i>. Replace the model with that of a Daemonhost to represent the transitional form.
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</div><br /> <br /> <b><u>Warlord Traits</u></b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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1) Religious fanatic:<i> The warlord is known for his fierce religious beliefs and impressive charisma. He is a true clarion of the Ruinous.</i> gain the special rule aura of fanatism. If the Warlord has it, it improves it's range by 6 inches.<br /> <br /> 2) Expert Raider:<i> The warlord is a specialist of surprise assault with numerous success under his belt. The squad he commands never fail to spring the perfect ambush.</i> 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 roll for reserve and always come when the controlling player wish (at the beginning of his turn of course)<br /> <br /> 3) Knight of Chaos:<i> The warlord is a mighty warrior and fearless champion of the Four. He never declines a chance to shed blood on the altar of his god</i>. The warlord must always accept challenge, but can reroll all fail to hit and to wound rolls in duel.<br /> <br /> 4) 5th Column Commander:<i> The warlord can always count on excellent spies, saboteurs and scouts in his forces and frequently well deployed at the beginning of any battle</i>. d3 unit gain the special rule infiltrate<br /> <br /> 5) Blessed by the Gods:<i> The fickle gods of Chaos are generous with the warlord. He boasts many mutations</i> The warlord gains a free roll on the chaos boon table (rerolling spawn or daemonhost results)<br /> <br /> 6) A Mind of Steel:<i> the warlord mind was sharpened and harden by his life in the Realms of Chaos beyond that of simple human</i>. the warlord gains the Special Rule Adamantium Will and Stubborn
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</div><br /> <br /> <b><u>Lost and Damned Detachment</u></b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Mandatory: 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 3 troops<br /> <br /> Optional: 2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 6 troops, 3 Elites, 3 Fast attack, 3 Heavy Support<br /> <br /> Benefits: Objective secure (troop choice only), Spoils of wars<br /> <br /> Spoils of war: Your Warlord has the first pick on all spoils of war. He can buy all his character upgrades (special equipment, options, etc.) for free with the exception of daemonic weapons which must be purchased in full (both weapon and the daemonic upgrade), Devotions and Relics of the Damned. Your Warlord is also worth 2 Victory points should he be killed.
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</div> <br /> <br /> <br /> <b><u>Lost and Damned Formations</u></b><br /> <br /> Endless Horde<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The Lost and Damned are known and feared to attack in hordes so vast that even the best and most disciplined soldiers will break under the sheer weigth of number. Mutants of all sorts, armed with all manner of weapons, rush the main enemy line with a fervor that is bound to find its source either in sorcery or religious fanatism. They rush foward with no fear of the enemy firepower or blades until they lack ammunition or their blades are dulled. Then, the meat grinder can begin. The strongest and most vicious of all mutants charge foward and deliver the killing blow. Very few forces can handle the full might and number of the endless horde of the daemon worlds and overpopulated planets of the realm of Chaos. Killing their warlord seems to be the only way to stem the tide, and even then, sometime, it's too late.</i><br /> <br /> Composition: 1 Arch Apostate OR 1 Warlock OR The Witch King of Arganath (must be your army warlord), 2 to 4 Mutant Militia Horde, 0-3 Ironclad Ogre unit, 0-3 Chaos Warhound packs (maximum size). 0-2 Chaos Spawn pack, Dedicated transport can be selected has usual.<br /> <br /> Benefits: The warlord automatically has the trait Religious fanatic (should it be the Witch King, he has both Mind of Steel and Religious fanatic), Spoils of War, Without Number<br /> <br /> Without Number: each time a unit is destroyed or has to operate a retreat move, treat it as a retreat and move it back of 12' (18' should the unit be a beast or a vehicle). Than, set up an identical unit at starting strength with the exact same gear and options at that position. Dedicated transports are redeployed when they are destroyed in the same fashion independently from their parent unit. If the distance would lead you outside the board or in an impassable terrain, reduce the distance to a minimum to set up the new unit. Should the warlord be killed, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> at the beginning of each round. On 4+, nothing happens. On a 1,2 or 3, all unit in the formation loose the Without Number trait.
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</div><br /> <br /> Shadow Strike<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The most frightening assaults of the Lost and Damned are led by those amongst their ranks who are experimented professional soldiers. Marauders are amongst the most fearsome soldiers in the galaxy rivaling and even surpassing the skills of the Tempestus Scions. The Dark Castellan who lead them are extraordinary officers who almost always hail from those very same units. Their raids are precise, swift and devastating. Entire armies have fallen in carefully laid trap by them. The terrifying results of those ambush and raids carry such a reputation that they can prove to be far more destructive for moral than for infrastructures.</i><br /> <br /> Composition: 1 Dark Castellan OR Norek-Doriach (must be your warlord), 1-2 Renegade Soldier Company, 0-3 Lost and Damned field artillery (must have renegade soldier crew), 2-6 Chaos Marauders squad, 1-2 Aegis defense line (can buy dedicated transport per usual)<br /> <br /> Benefits: the Dark Castellan automatically has the Expert Raider trait, Elite warriors, Master Raiders.<br /> <br /> Elite Warriors: All units in the formation add 1 to their Leadership value thanks to their high cohesion and sense of unity.<br /> <br /> Master Raiders: The Dark Castellan's Expert raider traits extend to all Chaos Marauders squad.
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</div><br /> <br /> High Cult Onslaught<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The various cults of the Ruinous Powers shape the life of all the denizens of the realm of Chaos. They form the core of their populace and provide identity, power and a measure of safety. Those cults form the backbone of most armies of the Lost and Damned. Cultists are far more numerous than one might think and some of the most fervent enemies of the Imperium of Mankind. Behind them lies a large and complex structure that can transform itself in a vast and fully functioning army at the call of an Arch Apostate. When a Dark Crusade is launched, the full furry of the adorators of Chaos is thrown at the walls of the denizens of real space. The higher cults are capable of conquering by themselves entire star system and their infectious deployment and recruitment strategy makes them devious enemies to face. What they lack in <span class="glossaryitem" onmouseover='gp(111);'>raw</span> strength, training and heavy equipment, they make up in numbers and deployment advantages. Few are those who can stop a high cult onslaught.</i><br /> <br /> Composition: 1 Arch Apostate OR Kirin the Chainbreaker (must be the warlord), 2-4 Cultist Church, 1-3 Deathcult Assassins squad, 1-2 Chaos Spawn Pack, 1-3 Daemonhosts, 0-2 Lost and Damned field artillery (cannot take the renegade soldier upgrade), 0-1 Basil of House Karadus, Lord of Greed and his Cohort.<br /> <br /> Benefits: Spoils of war, warlord automatically has the 5th column commander trait (should it be Kirin, she has both 5th column commander and religious fanatic), Favored by a God<br /> <br /> Favored by a God: As long as the warlord s still alive all units in the formation gain the benefit of his devotion no matter where they are. Should the warlord be killed all units lose the devotion bonus and a point of Leadership but gain the Hatred (all) Special Rule.
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</div>   <br /> <br /> Heretek Vault Wardens<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Technology is worth millions of lives in the Imperium and thrice more in the realm of Chaos for its even harder to acquire. The Hereteks of the Lost and Damned crumble under their riches due to their monopoly on technological understanding and production capacity. With it, they fuel entire Black Crusades. The smart and powerful ones will secure vaults to store them and maintain a standing force equipped with the best material possible to be certain that their riches remain in their hands so that they themselves remain independent of the will of Dark Castellans, Arch-Apostates or Warlocks. Their Vault Wardens are certain to be marvellously well equipped by Lost and Damned standards and ready to pulverise any foe that would threaten the Heretek's power.</i><br /> <br /> Composition: 1 Heretek OR Kelbor-Hal (must be your Warlord), 1-3 Combat servitor squad, 1 Renegade Soldier Company, 1-3 Leman Russ squadron (must have a professional crew), 0-2 Dragonfly, 1 Fellblade tank, 1-3 Chaos Shredding Sphere Squadron<br /> <br /> Benefits: Warlord automatically have the Mind of steel trait (should it be Kelbor-Hal, he rolls d3 traits one of which must be Mind of Steel), Secrets of the Vault, Cybernetic Enhancement, Spoils of War<br /> <br /> Cybernetic Enhancement: All members of the Renegade Soldier Company gain the Special Feel No Pain (6+)<br /> <br /> Secrets of the Vault: The Heretek Advance Neural Interface range is doubled. The targeting Array range is also doubled.
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</div><br /> <br /> Plague Apocalypse<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Very few events can strike more the imagination of the common citizen of the Imperium then the dead rising from their grave to kill and devour the livings. The worshiper of Nurgle can create and spread a terrible plague that can reanimate the dead. The first psyker to ever receive that gift and the foremost master of that discipline is Typhus, the herald of Nurgle, but he is not alone. Numerous other psykers, all fervent devotees of Nurgle, can summon the various strands of that deadly plague. When those warlocks unleash the plague on a world, they can transform it in a vision of nightmare. Armies of Zombies arise everywhere and start to destroy all in their path. The disease help hinder the defense mechanism and ultimately bring the apocalypse on the world affected.</i><br /> <br /> Composition: 1 Warlock (must be your army warlord and have the Devotion of Death) OR Foulspawn, 0-2 Witch coven, 0-3 Sorcerers, 3-12 units of Plague Zombies,<br /> <br /> Benefits: They Rise From Everywhere! Spoils of War, Zombie Apocalypse.<br /> <br /> They Rise From Everywhere!: All units in the formation can infiltrate.<br /> <br /> Zombie Apocalypse: The reserve roll of all enemy units is reduce by 1 due to the problem communication and logistic caused by the plague.
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</div><br /> <br /> Bloodhound Force<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Just like the Imperial Guard, the vast hordes of the Lost and Damned can be ponderous and slow to move. They have little discipline and are composed of dozens of different bands with their own leadership and their own rivalry. To keep a conquering horde going in a semi disciplined fashion, it needs a hated foe to fight. It requires blood. When it requires enemies, a Bloodhound Force can be assembled. It's composed of the fastest elements of any army, fast vehicle and relentless beasts all vicious and ferocious. They are fast and horrifying. Attracted by the scent of blood and fear, they can cover ground quickly and engage the foe all the while leading in the rest of the horde. Those Bloodhound Force are sometimes more than enough to break armies apart which leads it very satisfied, but the rest of the lost and damned restless.</i><br /> <br /> Composition: 1-2 Dragonfly, 1-3 Chaos Shredding Sphere Squadron, 1-3 Unit of Chaos Warhound, 0-2 unit of Chaos Spawn, 0-2 unit of Vanguard Scouts, 0-2 units of Dark Corsairs, 0-1 Hellrider<br /> <br /> Benefits: Line Breaker, Madness and Horror Incarnate<br /> <br /> Line Breaker: All unit in the formation gain a free scout move before the first turn and score an extra <span class="glossaryitem" onmouseover='gp(140);'>VP</span> when they achieve the Line Breaker objective.<br /> <br /> Madness and Horror Incarnate: All unit within 6'' of any unit in the formation loose 1 point of Leadership for all their test. Units who are Fearless or who have the And They Shall Know no Fear are immune to this effect.
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</div><br /> <br /> Iron Wall Brigade<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Lost and Damned armies can field an impressive amount of armored vehicle of all sorts from the light and strange Chaos Shredding Spheres to the mighty Fellblade. Only the armored regiments of the Astra Millitarum can match the numbers and diversity of their tanks. Those armored vehicles can be fielded in one large brigade to crush enemy defensive position or transform themselves in a mobile iron wall that even the most dedicated attacker will struggle to pierce. The sheer firepower of an Iron Wall Brigade is enough to fell titans and entire hives. Terrible are the stories of those who faced it without enough resources. Stories of tanks capable of withstanding direct artillery shells, monsters who can devour an entire squad in a single bite and cannons thundering so loudly that sleep become impossible even years after the battle ended are common and give a good idea of what it is to face the hordes of Chaos when they align they most powerful asset. The only good news is that such a show of force weakens their other fronts which can be used by the clever and the bold.</i><br /> <br /> Composition: 1-3 Leman Russ Squadron, 1-2 Hippogriff Light Battle Tank, 1-3 Chaos Shredding Sphere, 0-3 Fellblade Heavy Tank, 0-2 Chaos Monstrosity, 0-2 Lost and Damned Field Artillery, 0-1 Fenryr the Hunter<br /> <br /> Benefits: Iron Wall, Bastion Breaker, Weak Flank<br /> <br /> Iron Wall: All vehicle units in the formation can transform a single penetrating hit into a glancing hit. This can stack with a Heavy Armor Plating.<br /> <br /> Bastion Breaker: All units can reroll failed armor penetration test against fortification.<br /> <br /> Weak Flank: Enemy units who can outflank can choose from which side of the board they will be coming from. Furthermore, the enemy army gain a bonus of +1 to its reserve roll.
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</div><br /> <br /> Assassination Squad<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The forces of the Ruinous Powers prefer to operate from the shadows in most circumstances. If they can achieve victory through corruption and assassination, they will prefer to use these methods than calling to war their agents. Arch-Apostates have the reputation to be the most underhand and scheming leaders of the Lost and Damned, but every single Dark Castellan, Heretek and Warlock can and will use the same tricks should the chance arises. The assassins of the Ruinous Powers might not have all the skills, training and equipment of the dreaded agents of the Officio Assassinorum, but almost no target in the Imperium is out of reach of their blades. Saint Sylvana, Saint Mina, Warmaster Gregorius the Irascible, Arch-Bishop Anthony IV, to name a few are all prominent leaders of the Imperium who were eliminated by an Assassination Squad. Each one of them is different, but regroup the very best operatives and killers that can be found in the Realm of Chaos. Operating in a few independent groups, it allows them to create multiple opportunities and saturate the very best defense system. The greatest strength of the Assassination Squad, much like in an Executor Force, is the diversity of talents involved for the termination of a single target.</i><br /> <br /> Composition: 1-3 Deathcult Assassin Squad, 0-1 Chaos Marauder Squad, 0-1 Witch Coven (must take the witchcraft psychic discipline), 0-2 Techmonculus, 0-2 Sorcerer (must take the malefic Daemonology psychic discipline), 0-1 Cultists Church, 0-1 Kariss the Shadowblade<br /> <br /> Benefits: Blood of the Leaders, Like Shadows<br /> <br /> Like Shadows: Only the best and most discrete warriors can be part of an Assassination Squad. All units in the formation gain the special rule stealth. If they already have it, they gain the special rule shrouded.<br /> <br /> Blood of Leaders: The Lost and Damned army will gain an extra <span class="glossaryitem" onmouseover='gp(140);'>VP</span> for Slaying the Enemy Warlord, but will lose one should they fail to do so. All units also gain the ability to reroll failed to hit rolls against the enemy Warlord and any enemy unit that he might have joined.
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</div><br /> <br /> Daemonic Legion<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The forces of the Lost and Damned are servants of the Ruinous Powers and as such have patronage from daemons and warp entities. Monsters from beyond the veil are a relatively common sight amongst their forces. There are bound creatures, possessed warriors, monsters of all shapes and size and it's amongst their numbers that one can found some of the most terrifying combatants of the Lost and Damned. Their hellish powers make them more than a match for even the strongest foes. Space Marines and Sisters of Battle have fallen in great numbers to these creatures. For lesser foes, they are a sign of impending doom. The Daemonic Legions of the Lost and Damned are sight that belongs to the Age of Strife, a vision of the End Time, when humanity was a defenseless victim of sanguinary gods and monsters.</i><br /> <br /> Composition: 2-5 Possessed Warrior Bands, 1-3 Chaos Spawn Packs, 1-3 Daemonhost, 0-2 Witch Coven, 0-1 Immortal Squad, 0-1 Possessed Knight Valery Vyskary<br /> <br /> Benefit: Terrors from the Age of Strife, Daemon Pacts<br /> <br /> Terrors from the Age of Strife: A Daemonic Legion is a strong reminder of the horrors of the past for all civilised creatures. All units gain the Special Rule Fear. Should they already have the Special Rule Fear, those passing the test suffer a malus of 1 to their leadership score.<br /> <br /> Daemon Pacts: Chaos Spawn and Possessed Warrior Bands can reroll the dice for the Mutated Beyond Reason and Daemonic Possession Special Rules. Furthermore, all units in the formation gain the Special Rule Adamantium Will
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</div><br /> <br /> Warmonger Force<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The forces of the Lost and Damned are far from being over the usage of mercenaries amongst their ranks. In fact, they are amongst they use a vast quantity of mercenaries amongst their armies be they xenos or human. The divided nature of their forces, usually a conglomerate of various warbands, cults and factions, makes the usage of mercenaries natural as all sizeable army of the Lost of Damned will require negotiation about the spoils of war or exchanges of services. The mercenaries employed by the Lost and Damned all bring their own expertise and generally higher quality troops than the rabbles of Chaos. The fact that most of them aren't consumed by mutation or insanity also help provide saner and more disciplined troops. An army using a large number of mercenaries is called a Warmonger Force and is usually led by a very pragmatic leader with great wealth. Thanks to this great wealth they can count on much more loyalty from the mercenaries than usual.</i><br /> <br /> Composition: 0-1 Heretek, 1-3 Techmonculus, 1-3 Combat Servitor, 1-3 Loxatl Raider Clutch, 1-3 Dark Corsair Squad, 1-3 Raq'Gol Murder, 0-1 Chaos Marauder Squad<br /> <br /> Benefits: Very well Paid, Sane and Ruthless<br /> <br /> Very Well Paid: All unit affected by the Mercenary Special Rule loses it and gain a bonus of +1 to their Leadership score.<br /> <br /> Sane and Ruthless: No unit in this formation can receive bonus from Chaos Devotions, neither can they have mutations or receive Chaos Boons. All characters lose the Champion of Chaos Special Rule and their Aura of Dark Glory Special Rule. Yet, all units gain the Preferred Enemy (all) Special Rule.
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</div><br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/677021/8391439.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/677021/8391439.page</link>
				<pubDate><![CDATA[Tue, 19 Jan 2016 20:54:14]]> GMT</pubDate>
				<author><![CDATA[ epronovost]]></author>
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				<title>Codex Lost and Damned (final version)</title>
				<description><![CDATA[ <b><u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices</u></b><br /> <br /> Dark Castellan<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The dark castellan of the Lost and Damned are great tactician, warrior and leader with years if not century of military experience on many level of operation. Some specialised in mass battles with hundreds of thousand troops at their command, other prefer raid and special operation. All of them have risen through the ranks of the armies of Chaos because of their intelligence, strength of will and martial prowess. Many of the most successful ones started their lives inside the armies of the Astra Millitarum has young dashing and maverick officers and quickly grew disillusioned by the imperial war machine with its politics, its bureaucracy, its chauvinism and inflexible tradition. They made the crime to contest, then to revolt, sometimes with the best of intention, but the Ruinous Powers are waiting for such opportunity to turn someone qualities against him and make them fall to the tempting lures of Chaos. Once it's done, the talent underexploited by the Imperium start to serve its enemy and dark castellans are known to be cunning, dangerous and unpredictable foes to face. It's also a hard position to keep for no army will follow a leader if he doesn't win consistently and if he can't retain the loyalty of his underlings. Spoils of wars need to be carefully managed and from time to time, dark castellans need to prove their bravery and prowess in duel against rivals and foes sometime much more dangerous than them. Has long they win battles and wars, the gods of Chaos will grant them, power, youth and hope of true immortality.</i><br /> <br /> <b>I would have envisioned a model of a rather young women (maybe early 30 late 20) with a carapace armor of rather gothic design with star of Chaos sigil, a cloak little bit tattered with maybe some slain beast fur on her shoulder and optional helmet head. A large power weapon (two-handed power sword or power glaive) planted on the soil close to her while she types on a wrist computer her latest battle orders or tactical datas.</b> <br /> <br /> Dark Castellan: <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: 50<br /> <br /> equipment: hot-shot laspistol with preysight, close combat weapon, carapace armor, eye of Horus, frag, krak and defensive grenades<br /> <br /> Special rules: Hatred (imperium), outflank, commanders of armies, Champion of Chaos, Aura of Dark Glory, independent character, Volley of Fire<br /> <br /> Unit composition: 1<br /> <br /> Commanders of armies: Though it's hard for a Dark Castellans to maintain a standing army, it's not unusual for them to maintain a close knit group of loyal and disciplined fighters with them at all time. This special rule gives to the Dark Castellans and any unit he joins the special rule Preferred Enemy (all). Should the Dark Castellan join a unit with the Special Rule Volley of Fire, it can use it even if they moved during the movement phase. In addition, the Dark Castellan allow a single unit of Chaos Marauders to be selected as a troop choice.<br /> <br /> Upgrades:<br /> <br /> Can take a Chaos Devotion for (20 pts)<br /> <br /> can replace it's hot-shot laspistol with preysight for one of the following: plasma pistol (10 pts), inferno pistol (10 pts), hot-shot lasgun with preysight (2 pts), boltgun (2 pts), power shield (10 pts)<br /> <br /> Can replace it's close combat weapon for one of the following: power weapon (10 pts), two-handed power weapon (15 pts), power fist (15 pts), power shield (10 pts), a Venom Blade (5 pts) each of these weapons can become daemonic for a further (20 pts)<br /> <br /> can take a Vanguard Bike or a Nightmare Steed for (20 pts)<br /> <br /> can take a single melta charge (5 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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<i>It's common knowledge that even the most faithful fall. Despite it's best attempt to conceal it, the Ecclesiarchy has lost many of its members to the Ruinous Power at all its level form the smallest monk to the highest Bishop. When their faith in the Emperor is shattered, those priest frequently don't lose their search for godly power, they search elsewhere and they inevitably fall upon One of the Four. In exchange of loyalty, devotion and services, the gods of Chaos grant these man all they ever wanted, clarity, power, knowledge, pleasure and a chance at divinity itself. Some are simply born on worlds controlled by the force of Chaos, but their desire to know the gods and their devotion to their ideals is much greater than that of even the faithful. Those who fell like so are known has Apostate or Dark Priest and will stop at nothing to spread their monstrous gospel and defend the unholy power of Chaos. The most charismatic, depraved and powerful of them all are the Arch-Apostate, the messiah of Chaos. They are the ones who keep in check the throng of people revering the Four on daemon worlds or in the various planet controlled by the Chaos. It's a position of great prestige and almost limitless power, but to achieve it one must be has clever in politics or assassination than devout. Conflict between rival Arch-Apostate of the same god or worst against other worshipers are a deadly joust of insults, threats, assassination attempts and even full blown war.  Arch-Apostate are known to be perverted in so many ways that to face one is a real danger. You never know what you will face. Will it be an endless horde of fanatics or a dagger in the night?</i>    <br /> <br /> <b>I would have envisioned a model of a men rather old and fat, but still strong in long robe with some armor plate of rich and exquisite design. I would have given him a papal hat with symbols of Chaos, a large mace or barbed whip for a weapon and a brandish rod of office in the other hand. I would have posed him in such a fashion that he looks like he is giving a speech to a crowd of adorers. I would have included an option for a helmeted head and the creepiest cherubim you can conjure in your imagination.</b><br /> <br /> Arch-Apostate: <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>: 4+, pts: 60<br /> <br /> equipment: slug pistol, close combat weapon, carapace armor, Sigil of corruption<br /> <br /> Special rule: Zealot, Champion of Chaos, Aura of fanatism, Chants of the Ruinous Powers, independent 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 friendly units around 9" of the Arch-Apostate gain the zealot special rule. In addition the Arch-Apostate allows a single unit of Deathcult assassins to be selected has troops.<br /> <br /> Unit composition: 1<br /> <br /> Upgrades:<br /> <br /> Can take a Chaos Devotion for (20 pts)<br /> <br /> can replace its slug pistol for one of the following: plasma pistol (10 pts), inferno pistol (10 pts), Needle pistol (5 pts), bolt pistol (2 pts)<br /> <br /> can replace its close combat weapon for one of the following: power sword (10 pts), eviscerator chainsword (15 pts), power fist (15 pts), two-handed power weapon (15 pts), a venom blade for (5 pts), each of these weapons can become daemonic for a further (20 pts)<br /> <br /> can take a single mutation for (5 pts)<br /> <br /> can gain a single level of psychic mastery for (15 pts) Select the psychic powers from the same list than the Sorcerer.<br /> <br /> can take a Nightmare Steed for (20 pts)<br /> <br /> can take up to two sacrificial slaves each for (3 pts) if he hasn't taken a Nightmare Steed<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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<i>Warlocks are amongst the most powerful if unstable psykers in the galaxy. The Imperium refers to them as Alpha Psykers and their powers seems almost limitless to most creatures. They seem like a direct conduit for the Warp to manifest itself in the material universe. They can destroy armies with their thoughts, level bunkers in a whim and kill themselves in a terrible explosion even more easily. Very few of the Alpha Psykers living in the Imperium survive past infancy or the mind destroying tests of the Inquisition and Adeptus Telepathica. In the Realms of Chaos, it's another thing. Without those two institutions, they can develop into powerful and commanding beings if they survive complete madness, death and the terrible toll their powers can have on a human body. Those who achieve it become warlocks, the greatest psykers in service to the gods of Chaos. Their power is a source of prestige and command in the realm of Chaos for they can provide protection, power and carry no small amount of influence. The prediction of a warlock or a threat must always be considered seriously. Naturally, lesser psykers, witches and sorcerers naturally gravitated close to them for advices, training or alliance and it's rare to found a warlock without a little army of servants and disciples. Conflict between them are nearly are ether cataclysmic or benign. There is no middle ground, for they possess to power unleash the worst atrocities imaginable. Warlocks are forever searching a way to reach daemonhood for it's their only chance to stay alive. in the long run, their gift always consume them, but sometimes the gods will make the pleasure last a little bit longer.</i><br /> <br /> <b>I would have envisioned a model of dubious sex extremely gaunt and malnourished with most of it's body bare and the rest in some sort of cloak that used to be regal, but now in tatter. I would have seen him with a bald (or almost bald) head with studs and tiny spikes protruding from its skull. Is body would be scarred with symbols of chaos of all sorts. He would be armed with a overly long and curved dagger. I would have posed him in a mid-casting stance with arms spread and slightly above ground.</b><br /> <br /> Warlock: <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>: 5+, pts: 80 <br /> <br /> equipment: slug pistol, force weapon, armored cloak<br /> <br /> Special rules: Hatred (imperium), Aura of Dark Glory, Stubborn, Psyker Mastery 3, Master of the Covens, Feel no Pain (5+), independent character,<br /> <br /> Mater of the Covens: No psykers hold more influence than the Warlock and all practitioner of those arts try to impress him to become one of its disciples. The Warlock allows one Witch Coven to be taken as a troop choice. He also ignores the negative effects of peril of the warp on a 3+.<br /> <br /> Unit composition: 1<br /> <br /> Upgrades:<br /> <br /> Can take a Chaos Devotion for (20 pts)<br /> <br /> can replace the slug pistol for a bolt pistol with sorcerous bolts (12 pts) and his force weapon for a Daemonforge Blade for (5 pts) or a Venom Blade for (free)<br /> <br /> can take up to two mutations (5 pts) each<br /> <br /> can be granted Psyker Mastery 4 ( 20 pts)<br /> <br /> can take a Nightmare Steed for (20 pts)<br /> <br /> can take up to three sacrificial slaves each for (3 pts) if he hasn't taken a Nightmare Steed<br /> <br /> can add the daemonic quality to his force weapon for (20 pts)<br /> <br /> can select psychic powers from the following discipline: Biomancy, Pyromancy, Telekinesis, Telepathy, Witchcraft and Malefic Daemonology<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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<i>Members of the Adeptus Mechanicus were central during the Horus Heresy. Their armies and factory vital for both side and wreaked havoc on all battlefields. Their knowledge of machines is matched by none in the Imperium. But like all institution in the Imperium, the Adeptus Mechanicus is crippled by rules and dogma and each time rules are put forth someone will try to break them these are the hereteks, the magos of the Dark Mechanicus. For them there is no dogma or rules only twisted logic, efficiency and a desire to know more and build always more powerful engines of destructions. They do not fear to harness the power of the Warp or even that of alien races. All the fruit of their efforts goes immediately to their new sponsors, the servants of the Ruinous Powers. Many have even realised that revering the gods of Chaos had massive advantages for their researches. In appearance and organisation, they look much like their brothers of the Church of Mars, but there end the similarity. Their minds are much more twisted, greedy and warped. Their inventions even more brutal and sorcerous in nature. They even have more disdain for organic life than their former brethren and for those who know the Magos of Mars, this is a feat. Hereteks are as likely to be trained by the Dark Mechanicus as they are to be traitors and if, they despise working in groups, their rivalry is usually the less intense and much least violent compared to those of the other leaders of the Lost and Damned. They also hold significant powers for no war can be fought without the patronage of at least one heretek. They hate the idea of being at the mercy of someone else so they maintain a quite generous personal guard of cyborgs and well equipped mercenaries around them at all time. In difficult situation, or for certain enterprises, these personal guards can swell in entire armies. It's always risky to confront a heretek's forces for he can muster weapons of spectacular violence and speed against you.</i><br /> <br /> <b>I would have envisioned a model of dubious sex (of course, it's a half machine, half human) with a classical magos cloak and a power armor. It would have a more arcane look with extra-power sources and an extensive servo harness à la Doctor Octopus. He would be armed with the symbolic power axe or xenos special weapon and is other arm would be fitted with some plasma or melta weapon. I would have posed him on a larger base so that is multiple mechatendrites could look about to strike.</b><br /> <br /> Heretek: <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>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+, pts: 85<br /> <br /> equipment: power armor, servo harness (already included in the profile), power axe, 2 plasma pistols (servo harness mounted), frag and krak and haywire grenade<br /> <br /> Special rules: hatred (imperium), Stubborn, Master of Machines, Aura of Dark Glory, Advanced Neural interface, Targeting Array <br /> <br /> Master of Machines: if the Heretek is in base contact with a vehicle at the end or beginning of the movement he can attempt once per round to restore one lost hull point, one weapon damage or immobilised result. To do so, he must pass a test of 5+. If he is with an escort of combat servitors or with a Techmonculus, this test can be passed on a 4+. If there is both a Techmonculus and a squad of Combat Servitor, the test can be pass on a 3+. In addition, any weapon fired by the Heretek don't overheat and the heretek can take one squad of combat servitor has troop choice.<br /> <br /> Advance Neural interface: If the Heretek is within 18'' of a combat servitor squad, they lose their mindless trait. Furthermore, if the heretek is in base contact or in a vehicle, the vehicle can use the character's ballistic skills, but the Heretek himself cannot fire and suffer a malus of 1 to his Master of Machines roll.<br /> <br /> Targeting Array: All units within 6 inches of the Heretek and the Heretek himself can fire overwatch with a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 2 thanks to this sophisticated targeting system implanted in their skulls.<br /> <br /> Unit composition: 1<br /> <br /> Upgrades:<br /> <br /> Can take a Chaos Devotion for (20 pts)<br /> <br /> can replace is power axe for one of the following: xeno arcane blade (15 pts), two-handed power weapon (15 pts), Eviscerator chainsword (15 pts)<br /> <br /> can give any weapon above the daemonic quality for (20 pts)<br /> <br /> can take a deamonforge armor for (20 pts)<br /> <br /> can replace one or both of the plasma pistol fitted in is servo harness for inferno pistols for free<br /> <br /> can take a Vanguard Bike for (20 pts)<br /> <br /> can take a single Relic of the Damned
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</div>   <br /> <br /> <br /> Kirrin the Chainbreaker<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Kirrin used to be happy. She was a young devout chorus sister on the Cardinal World of Gnossos IV. She dreamed of peace, grace and finding her one true love. She even thought she did in the person of a young Frateris Militia commander. They were going to get married soon and would live happily ever after raising a family of devout worshipers of the Imperial Creed. Things changed in a instant when the World Eaters Legion and their allies descended on her world with the firm intention of setting its cathedral on fire, slaughtering the faithful and spreading the cult of Khorne. 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 Khorne. The Frateris Militia barely slowed them down, the Sister of the Argent Shroud commandery failed to kill their leader and the Black Templars who came in after were also defeated shortly after they landed. Kirrin miraculously survived the massacre by hiding in the catacombs of a small church, but was forever changed. Her idle happiness turned into ash in her mind, burnt out, just like her home and her dreams. She could have simply stay to die of hunger on her world, but she had new ambitions. If the Emperor was so weak he could protect no one, if his greatest warriors were only good has sacrifice then only one thing was true. There is only one Truth to the universe: only the strong survive. She armed herself with a discarded chainsword of a dead champion of the Black Templars and set out to find Chaos worshipers in the ruins of the planet capital. She founded some of them murdering prisoners and decided on a impulse to kill them. Kirrin had never fought before and was a really small and slightly chubby woman, but violence came to her more naturally then prayer. The first few kills were easy. The rest of the band 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. Khorne took a liking to her and placed his mark on the once innocent young woman. He guided her through her dreams to a transport ship that would help her leave the planet. Once inside, Kirrin dueled and murdered the captain and took control of his Lost and Damned. She followed the World Eaters in their next few raids before splitting of with her own follower seeking to bring Truth to all those who crossed their path. Kirrin now known as 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 Khorne in the galaxy. Her god patronage and her sharpened natural talent for combat allowed her to add to her long list of defeated champions several imperial guard commanders, 2 Tempestor Prime, 3 Canoness or Palatine, 4 Space Marine Captains and even a Grey Knight champion. She must be the smallest, almost cute, champion of Khorne in existence, but for some strange and twisted reason, Khorne saw fit to grant her an hilarious amount of supernatural strength and speed. Kirrin nihilistic behavior is only matched by her passion for her way of life, her belief, her surprising charisma and intelligence. Some inquisitor have mentioned that behind all this there still is remnants of the person she once was, but having pity or compassion for her would be a terrible idea and the best way to end up killed.</i><br /> <br /> <b>I would have imagined a model rather similar to that of the Dark Castellan, but with obvious heraldry of Khorne and despoiled symbols of the Sisterhood on her stolen power armor. On her neck would be a collar of Khorne and her chainswords would still bear the mark of the Black Templars. Should also have a small trophy rack on which several heads and skulls would still be rotting.</b><br /> <br /> Kirrin The Chainbreaker: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <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: 175<br /> <br /> equipment: power armour, The Chainbreaker, frag and krak grenade<br /> <br /> Special Rule: Devotion to Bloodshed, crusader, rampage, aura of fanatism, chants to the ruinous power, aura of Dark Glory, Champion of Chaos, Independent Character<br /> <br /> unit composition: unique independent character (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> The Chainbreaker:<i> A massive chainsword that used to belong to a Black Templar champion before it was plunged in the blood of its brethren and blessed by Khorne</i> 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 /> <br /> Mepheretron the Deceiver<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Mepheretron is probably the most dangerous Chaos Lord in the galaxy for barely a few person knows he exist and even fewer know the extend of his deeds. No one knows the origin of this incredibly powerful Warlock, but he would have been born from the slaves and servants Prospero shortly before it's fall which would make him incredibly ancient especially for a Warlock who struggle to survive several decades. Beside his sanity and normal health, Mepheretron's powers are unique in the sense that he can change his appearance at will and almost nothing can pierce through the illusion. He used this power in conjunction with a clever and manipulative mind to plant the seeds of destruction in the Imperium for ages. His greatest success is certainly his plot to kill Saint Katherine. Using his powers, he managed to disguise himself into one a faithful imperial commander. He gained her trust by acting has one of her officer for decades, studying her weakness and her tactics and started to developed a plan. After two failed attempts, he finally founded the perfect tool, the crippling jealousy of two other imperial commander discontent of living in her shadow and those of her sisters. He convinced them to launch an assault against the witch cult of Mnesteus. During that battle, Mepheretron convinced the two commanders to desert Katherine side leaving her and her sister alone to face the enemy forces. He then used his powers to puppet a group of imperial soldiers to come to her rescue and once reaching her shot her dead. Mepheretron delivered the final blow himself by piercing the wounded saint with a ray of flames. Since then, Mepheretron has used similar strategies to kill or corrupt several imperial commanders, champions and preachers. Many see his hand in the Macharian Heresy and other wars of that sort. The few Inquisitors that know about his existence attribute him the existence of several cults and their uprising. Mepheretron always keeps a close eye on the Inquisition and their closest allies. He will always work to undermine them and have their greatest champion killed. He recognise that it's amongst their numbers that those who can save the Imperium dwell.</i><br /> <br /> <b>I would have imagined a man in long robs with a golden from fitting breastplate and a mortuary mask to hide his features. the mask would have no expression and seem serene. He would be armed with a long crystalline staff and a curved sword looking much like an Egyptian kopesh. He would be posed in a relaxed stance probably pondering on something.</b><br /> <br /> Mepheretron the Deceiver: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, 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: 260<br /> <br /> equipment: force sword, Staff of the changeling, carapace armor, sigil of corruption<br /> <br /> Special rule: Devotion to Fate, Psyker Mastery 4, master warlock, stubborn, hatred (Imperium), Champion of Chaos, Doppelganger, eternal warrior<br /> <br /> master warlock: Mepheretron knows all he powers of the following discipline: Divination, Pyromancy, Telepathy and Malefic Daemonology. He can ignore the effect of peril of the warp on a 4+ once per psychic phase.<br /> <br /> Doppelganger: If Mepheretron is removed as a casualty, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. On a 5+ redeploy him with 2 wounds, one being used to create the puppet in the first place, in one of your squad. The body that was destroyed was that of a puppet and not the real one!<br /> <br /> Unit composition: unique independent character (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> Staff of the Changeling:<i> An ancient artefact of glass and gold built by Kairos the Fateweaver and given to Mepheretron after he won an enigma contest against the greater daemon</i> 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 appearance of almost any humanoid creature for extended period of time. The illusion is almost perfect, but require concentration to maintain, Mepheretron can choose to change his appearance before deployment if he elect to do so, don't deploy him with your force, but nominate a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice of your opponent. This is the mark of the warlock, the individual that must be thwarted at all cost. Then deploy Mepheretron alongside a enemy unit of your choice just like an independent character would. He will be considered by your opponent just like a friendly unit and can even be targeted by your own men should they fire at his unit, yet can be protected by a «Look out Sir!». Your enemy are convinced he is a valuable friend. The character nominated by Mepheretron will lose permanently 3 point of <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> due to its toxic influence. Furthermore, as long as Mepheretron is in the enemy army, he forces his mark to reroll all successful roll of 6 to fire, attack in close combat wound and armor save. The unit he joins suffer the same disadvantage. When hidden like so, Mepheretron cannot use any psychic powers, but generate warp charges normally. He cannot attack any enemy unit during close combat phase or shooting phase. If he is still undercover during the assault phase, he is ignored of the combat (consider he hides himself very carefully). At any point during its turn, Mepheretron can reveal himself. He is moved 1 inch away from his parent unit and his treated normally for the rest of the game, but if he does so, his parent unit and his mark don't need to reroll their successful roll of 6 to fire, attack in close combat and armor save. The <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit still lose 3 point of leadership.<br /> <br /> Warlord trait: 5th column commander
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</div>  <br /> <br /> <br /> Miriael Sabathiel the Dark Saint<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Miriael was, according to Imperial records, a Sister Superior of the Order of Our Martyred Lady. She was at the head of a small strike force of Seraphim hunting down, with numerous other kill-team, the mythical arch-heretic and Chaos Lord Erebus of the Word Bearer who had most recently stole pages of Unholy text. The Sisterhood and the Word Bearers were mortal enemies since their first encounter and Sabathiel was determined to kill this specific Chaos Lord herself to avenge the multiple raids and sacrifice of her less warlike sisters he committed in the precedent century. Unknown to her, she was actually the prey of the cunning dark apostle. For millennia, the Ruinous Powers attempted to corrupt the Sisterhood like they did with the Astartes Legion, but the former proved to be a much greater challenge. Great benefit and prestige would fall on the one that would be able to turn some of them to the worship of Chaos. So Erebus set an ambush to capture members of the strike force and Miriael fell for it. After a short and deadly battle against Erebus servants and allies. She was captured and sent to his ship with a few of her sisters. There, they were tortured and humiliated for month or years much like Saint Lucia was millennia ago, but unlike her with all of her companion dead and incapable of finding death herself because of some twist of faith and the skills of her captors, she turned to the only thing that could bring a shard of relief. She fell for the lure of Slaanesh and the Dark Prince turned all her pain, anguish and fears into nothing but calm and serenity. Now Miriael can only find peace and calm by destroying and corrupting what she likes the most. Damned to suffer forever to have the reward of feeling at peace for an instant. This broke her mind in an alien fashion. She seeks the death or conversion of all that is holy with passion yet is disgusted, horrified and shamed by the consequences. It transformed her into a mockery of the Martyred Saints that founded her Order and the Sisterhood hitself. Slaanesh was greatly pleased with his work, torturing his champion at the same time she relished the death of her former companions. Her incredible rhetoric, honest humility and unnatural grace makes her an incredible tool for conversion. Her blood and saliva is now a powerful poison that strip people of the capacity to concentrate and fight, preventing faith and willpower to effectively protect from the warping powers of Chaos. With this, she raised a small army of corrupted Sisters of Battle and work to train new recruits. Miriael will is far from being completely surrendered to Slaanesh. Recently, many of her Daughter of Chaos have taken on the worship of other Chaos Gods and Miriael herself has become strong enough to seek new ways to get rid of her curse and other gods were pleased to offer her some clues. Soon, the champion of Slaanesh may change allegiance or even worst, become an ascending champion.</i><br /> <br /> <b>I would have imagined a model very close to the artwork used to represent her. So baroque armor with symbol of chaos, daemonic sword and boltgun. Mark of Slaanesh on her breastplate. I would have posed her in a aggressive fashion like if she was duelling an enemy.</b> <br /> <br /> Miriael Sabathiel: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 7, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 7, S: 3, T: 3, W: 3, I: 7, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 2+, pts: 240<br /> <br /> equipment: Armor of Ecstasy, the Agoniser, The Venomous, frag and krak grenade, Aura of Dark Glory<br /> <br /> Special rule: Eternal Hatred, Devotion to Perfection, Champion of Chaos, Stubborn, Dark Saint of Chaos, Poisonous Tongue, Eternal Warrior<br /> <br /> Poisonous 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 instant death has the venom enters the victim body in great enough quantity to work.<br /> <br /> Dark Saint of Chaos: Miriael Sabathiel always succeed her roll of Eternal Hatred and Daughters of Chaos can be selected as troops in any detachment she leads. All Daughters of Chaos within 12'' of Miriael automatically pass their Eternal hatred tests and gain a bonus of +1 to their Weapon skills.<br /> <br /> unit composition: unique independent character (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> Armor of Ecstasy: power armor that provide a 2+ armor save and a bonus of 1 in initiative (already included in the profile)<br /> <br /> The Agoniser:<i> This wicked looking longsword was forged eons ago and offered by cultist to Miriael following her conversion.</i> S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, daemonic<br /> <br /> The Venomous:<i> This boltgun used to be a relic of the Adeptus Sororitas, but was warped by the powers of Chaos in a powerful sorcerous weapon.</i> 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 /> <br /> Foulspawn, Nurgle Special Son<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Everybody has a black sheep in his family even the gods of Chaos. Of all the Champion of Chaos Diedrich the Foul was probably one of the least important. He was a Imperial commander of great size and martial prowess, but of very little intelligence when it came to battlefield and even worse when it came to politics. He was a big brute of a men in a world where a single Space Marine could turn all his feats of endurance and strength into something barely worth mentioning and his skills were not great enough to match those of the best Warlords. He could never reach with brawn alone a level of power capable of granting him the attention of his patron god. His devotion to Nurgle wasn't something very precious to Grandfather of plague. So it's without much surprise that this, champion, failing to rise high or fast enough and incapable of resisting the urge to try, devolved into a spawn. His body mutated horribly from the waist down, it transformed in some sort of enormous frog with claws, teeth and a giant grasping tongue. His upper body fused with his carapace armor to serve like eyes to his lower body and maybe has a little trophy and reminder for all those who wound emulate him. Diedrich became Foulspawn, a mad and monstrous spawn of Chaos of enormous size, stench and appetite. The irony struck when Foulspawn ate its first victim. He regained a portion of self-control, intelligence and stability. The more he ate, the more he regains in ability and even, after gorging himself, became even smarter and willful then he ever was before. Of course the effect of his meals would dissipate overtime, but Foulspawn enormous strength allowed him to eat entire squads and even tanks with relative ease. He was the longest living spawn of Chaos in existence and with his still remarkably intact upper body, still capable of communicating with others. The most degenerate of all Nurgle worshipers started to see in the monstrous creature a sign of their god's favor. Foulspawn grew to have his own cult of armed followers who were more than disposed to feed him regularly and spread corruption and death at his side. He quickly became a much more successful Warlord than he ever was before. This made Grandfather Nurgle smile in his beard. For all should know that Nurgle is the most loving and generous of all Chaos Gods. He lavishes his worshipers with the most attention and care (wanted or not) and consider himself the greatest artist and teacher there is. Many suspect that Nurgle knew Diedrich the Foul was a failure that only needed a little push to become a great tool of destruction. He just needed a little bit of love to embrace his destiny has one of his beloved Grandfather's greatest champion and so he did. Foulspawn will always love his dear Grandfather Nurgle and show it to him by consuming all his enemies.</i><br /> <br /> <b>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.</b><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: 265<br /> <br /> equipment: grasping tongue, massive claws and teeth, Reaper's scythe, armor plates<br /> <br /> Special rule: Monstrous creature, Devotion to Death, It will not die, Aura of dark glory, foul stench, poisonous (3+), leaping, psychic mastery 1, Nurgle's special son<br /> <br /> Foul Stench: Foulspawn horrible smell acts like defensive grenades and offensive grenade, but also send all Plague Zombies (off all types) with 6 of him into a frenzy. They all gain an extra attack on their profile.<br /> <br /> Nurgle's special son: Foulspawn generates his psychic powers from the Malefic Daemonology discipline, but can only summon Nurgle Demons.<br /> <br /> Leaping: Foulspawn has the bad habit of being very fast. He has the rule fleet but runs can add +3'' to his run test and charge distance.<br /> <br /> Unit composition: unique monstrous creature<br /> <br /> Grasping tongue: range: 12, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, precision shot<br /> <br /> Reaper's scythe:<i> A sacred weapon blessed by Nurgle that Foulspawn managed to wrestled from another Nurgle champion after his ascension</i> Foulspawn can make a single extra attack with his ancient weapon per combat round. It has the following profile S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, armorbane, fleshbane<br /> <br /> Warlord traits: blessed by the gods
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</div><br /> <br /> <br /> The Witch King of Moriam<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The Witch King of Moriam is the leader of the mysterious Realm of Chaos standing close to the Ghoul Stars, distant stars on the galactic north east. It's composed of about half a dozen world and moons all which are bitterly cold and dark due to the weak sun they orbit. They are silent worlds doted with large black stoned fortress under which a multitude toils to produce arms and ammunitions for its armies. Moriam is one of the eldest of the Realms of Chaos in Real Space if not its most ancient. Its first incarnation predates the Horus Heresy, but it was resurrected during the Civil War, according to the scant record left from that era, by rebellious members of the Solar Auxilia who were attracted there by ghostly visions of unknown nature. The leader of Moriam is only ever referred to as the Witch King. Nobody knows for sure if its always the same person kept alive for 10 000 years by his sorcerous knowledge or if the title and armor is passed down from one person to another. His armor is ancient piece of equipment from another age. It's even dubious if the Witch King is indeed a man or a woman. His voice barely raised above a whisper. Even amongst his own troop, the Witch King is a mysterious figure held in reverence and fear. He is a formidable warrior, easily the match of any Dark Castellan of renown amongst the Lost and Damned. His Marauders, the elite of his armies are well known for their discipline, high training, excellent equipment and for their night raids and boarding actions. His armies are known to be filled with savage, furry, murderous and well organised mutant militia. They are more heavily armed and motivated than the casual mutant militia. In defense, the Witch King is just as dangerous for he has repelled all invasion attempt of his dominion by the Imperium or by rival powers. In addition to his military prowess, the Witch King, as his name might imply, is also a powerful psyker known for his practice of Witchcraft and Pyromancy. He can easily match the strength of the strongest of all sorcerers, but falls a bit short to that of the Warlock. Unlike them though, the Witch King seems to have retained his sanity and health. Perhaps the secret of his longevity, the Witch King can be seen accompanied by four children chained to his armor and in poor health. Wounds he might suffer are mysteriously transferred to those hostages. Currently, the Witch King is targeting at great rhythm Schola Progenium and Tempestor academies to seize prisoners amongst them and their equipment if possible. this seems to indicate that he is preparing a larger scale assault that might menace the numerous Imperial Worlds close to his domain and live in fear of such invasions. The ever weakening of the Imperium might prevent any form of efficient defense against such a monster.</i><br /> <br /> <b>I would have envisioned a model rather similar to that of the Dark Castellan, but with a heavier cloak and an impressive helmet with a crown of spikes. The armor itself would have barbs and spikes at various point. He would be armed with a broadsword of antique design. As mentioned above, four children looking starved and afraid would be chained to his armor. He would be posed as if calmly watching his troops from afar, wind catching in his cloak.</b><br /> <br /> The Witch King of Moriam: <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: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+, pts: 170<br /> <br /> equipment: The Armor of Arganath, Mastercrafted Power Great Sword, Plasma Pistol, eye of Horus, frag, krak and defensive grenades<br /> <br /> Special Rule: Hatred (Imperium), outflank, commanders of armies, Champion of Chaos, Aura of Dark Glory, independent character, Volley of Fire, Psychic Mastery 2 (can only take Witchcraft or Pyromancy powers). <br /> <br /> Unit Composition 1 (unique independent character)<br /> <br /> The Armor of Moriam:<i> An ancient full plate armor who seems much older than the imperium itself and hold great powers</i>. It provides to its bearer a 3+ armor save, a 4+ invulnerable save and four sacrificial slaves.<br /> <br /> Warlord Trait: a mind of steel
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</div><br /> <br /> <br /> Captain Norek-Doriach the Reiver<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Lost and Damned are frequently feared as pirates and raiders preying on the weak and defenceless. Many of those pirates are renown throughout the galaxy as a scourge for honest traders, pilgrims and frontier worlds. They are a constant source of pressure on the Imperium military might. More than one Chapter of Space Marines exist only for protection against such dangers. None of them are more feared and renown than Captain Norek the Reiver and his ship the frigate known as the Vengeance. Norek started his service within the Imperium as a brilliant security officer of the Battlefleet of the Gothic Sector. During a warp jump, the Geller field had a malfunction and daemons slipped onboard his ship. The crew went insane trying to fight them and quickly only he and a few of his men remain alive and sane onboard. They executed the captain and were even forced to kill the navigator who was about to summon more daemons inside, trapping themselves in the Warp. Slowly all of his men fell to the daemons or madness and only he remained. He was then offered a bargain to the forces of Chaos. If he surrenders his will to daemon and accept possession, he and a number of his crew would be allowed to escape the Warp and become soldiers of the Lost and Damned instead of simple playthings. Norek, always more interested in survival than faith or loyalty to a distant Emperor, accepted. Thus, the elite soldier was bound to an entity named Doriach. At first, Norek was nothing more than flesh cloak for the daemon who was quick to assault the frontier worlds of the Imperium. Yet, over time, Norek started to befriend the creatures, both sharing a thirst for combat and a love for untethered freedom. Thus, he began to re-emerge and became a cooperative relationship with the daemon, each providing their own expertise making them deadlier than separate. Quickly their marauder band became an army with a core of daemon possessed marauders enjoying the same kind of relationship. The Reivers now represent one of the most active and dangerous band of pirate in the galaxy.</i><br /> <br /> <b>I would have imagined a model of an imposing Marauder Champion in a Warp infused armor with bone spikes out of the shoulder plates, brassards and helmet, a few trophies on his belt. The helmet itself would be decorated to look like a daemonic visage. He would wear a daemonic looking cape made of scales and one of his hand, clutching a threatening and arcane assault shotgun would look inhuman. The model would be posed in a threatening, but triumphant pose.</b><br /> <br /> Captain Norek-Doriach: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5. <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 6, S: 4, T: 3, W: 4, I: 5, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+, pts: 145<br /> <br /> Equipment: Carapace Armor, Warp Claw, Hellblaster, bolt pistol, Frag, Krak and Defensive Grenades<br /> <br /> Special rules: Hatred (imperium), outflank, Legendary Marauder, Champion of Chaos, Aura of Dark Glory, independent character, Volley of Fire, Fleet, Daemon Possessed Close Guard, Fearless<br /> <br /> Legendary Marauder: Norek is probably the most famous Marauder Lord and Dark Castellan. Chaos Marauders naturally flock to his call and he entertain excellent relationship with many bands who are loyal to him. His skills as a commander rubs on these soldiers and makes them even more dangerous and savvy. This special rule gives Norek and all units of Chaos Marauders the special rule Preferred Enemy (all) for the rest of the game. In addition, Chaos Marauders squads can be selected as a troop choice.<br /> <br /> Daemon Possessed Close Guard: Norek and is close crew are known to be daemon possessed making them much more powerful than any normal human being. One unit of Chaos Marauders can be upgraded to close guard and receive the gift of daemonic possession. All models will gain an extra wound, an extra attack, an extra initiative point, the Special Rules Fearless, Aura of Dark Glory, Fleet and all their close combat weapon attacks gain the rending Special Rule for (18 pts) each.<br /> <br /> Unit Composition: 1 (unique independent Character)<br /> <br /> Warp Claw:<i>Norek's right hand has mutated in a daemonic claw that can cut through nearly everything and set people ablaze.</i>range: -, S: -, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, Soul Blaze, Rending, Shredding<br /> <br /> The Hellblaster:<i>Norek's assault shotgun has been infused with powerful daemonic energy allowing it to spew a blaze of brimstone shots at its target</i>range: 18, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, Assault <span class="glossaryitem" onmouseover='gp(24);'>d6</span>, Daemonic, Shredding, Soul Blaze<br /> <br /> Warlord Trait: Master of Ambush
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</div><br /> <br /> <br /> <b><u>Extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices</u></b><br /> <br /> These choices don't cost a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot, but are limited to a number in parenthesis.<br /> <br /> Daughters of Chaos (0-1)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>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 Adeptus Sororitas and amongst their ranks the Sisters of Battle certainly hold the fist place of the podium. Their dedication to fight Chaos and the clarity of their faith in the God Emperor has made them the worst enemy of the Lost and Damned. Countless million of them fell to the blades, bolters and flame of these elite warriors. In their history, only a few hundred of their numbers ever fell to Chaos and many of them were already considered failures and misfit about to be purged of their sacred orders. But a few were indeed true Sisters of Battles, pure of faith and stalwart in their defence of mankind. Many of them were like Miriael Sabathiel, the very first Daughter of Chaos. Her fall to Chaos is a legendary story amongst the ranks of the Daughter of Chaos and she represent their leader and «Saint» for lack of better term. Daughters of Chaos are all former member of the Adeptus Sororitas, most of them from the Militant Orders, but not necessarily. They all crossed path with Miriael who swayed them from the light of the Emperor for the darkness of Chaos by using her unholy charisma and mind altering poisoned tongue. The Daughters of Chaos are very different from most other Chaos worshipers. They kept their ascetic lifestyle and iron discipline, but turned it to the study and worship of the Ruinous Powers. They are still incredibly powerful warriors and their faith has been greatly rewarded by the Four who granted them marks of powers. If Miriael herself is a champion of Slaanesh a good number of her Sisters have turned to worship other gods yet still pledge allegiance to her only. While this might appear strange, it's not so much the case considering that such a valuable and powerful champion could be envied by other gods and they certainly attempt to have her change side. The Daughters of Chaos are relatively few in numbers, only a little bit over a 100 of them exist. They frequently serves has bodyguard and advisers for other champions of Chaos, but when Miriael launches an attack herself, her Daughters of Chaos are sure to come in numbers.</i><br /> <br /> <br /> <b>I would have envisioned a group of models very similar in esthetic to Sisters of Battle so gothic armors, sacred Icons, cloaks and few helmets. I would have made them look very human, rather young and disturbingly calm because it's creepier (so no snarling face sorry <span class="glossaryitem" onmouseover='gp(50);'>GW</span>!). They are equipped base with a boltgun, but I would have given several options to match and maybe swords in their scabbard.</b><br /> <br /> Daughter of Chaos: <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: 16<br /> <br /> equipment: power armor, boltgun, bolt pistol, close-combat weapon, frag and krak grenade<br /> <br /> Special rules: Eternal Hatred, Stubborn, Aura of Dark Glory, Champion of Chaos, Bodyguard<br /> <br /> Eternal Hatred: At the beginning of each psychic round, roll a leadership test. If it's successful, Daughters of Chaos can choose to reroll all failed rolls to touch OR to wound in their next shooting OR Assault phase. If they fail one test, they lose this ability for the rest of the game.<br /> <br /> Bodyguard: If an independent character joins a squad of Daughter of Chaos, they automatically pass their Watch Out Sir! test and can declare or accept challenge for him. In challenge, the Daughters of Chaos reroll all fail test to hit and to wound.<br /> <br /> unit composition: 5 to 10<br /> <br /> Upgrades:<br /> <br /> all Daughter of Chaos can replace their boltgun for one of the following: boltgun with sorcerous bolt (5pts), meltagun (10 pts), flamer (5pts) each<br /> <br /> all Daughter of Chaos can replace their bolt pistol for one of the following: bolt pistol with sorcerous bolt (5 pts), inferno pistol (10 pts), hand flamer (5pts), power shield (10 pts) each<br /> <br /> all Daughter of Chaos can replace their close combat weapon for one of the following: power weapon (5 pts), power shield (10 pts), two-handed power weapon (15 pts) each<br /> <br /> can take one melta charge each for (5pts each)<br /> <br /> the squad can take a Marauder Rhino as dedicated transport
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</div><br /> <br /> <br /> Sorcerers (0-4)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>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 their ambition and cruelty makes them fearsome by any standard despite their average combat aptitude. Many of them sell their services has mercenary instead of competing inside a Warlock coven where things can be even more dangerous. On the battlefield, they follow important units to lend them their precious powers. Some prefer to lurk alone around to unleash their powers. Sorcerers have the well-deserved reputation of being treacherous and power hungry. Since many of them strive to survive outside covens they keep an impressive number of slaves to sacrifice to their daemonic patrons and thus stave of their own death or simply catch shots and blades on the battle field. Their cruelty towards them is legendary.</i><br /> <br /> <b>I would have seen a model of a man or a woman with long black and ample robes accompanied by four mistreated children chained to him. They should look strong but unhealthy themselves like if they were eaten from the inside. They would carry a force sword or mace and in the other hand a pistol. I would have posed them in a relaxed but focus stance like if they were about to flex their psychic muscles or about to execute a slave.</b><br /> <br /> Sorcerer: <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>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+, pts: 30<br /> <br /> equipment: force weapon, slug pistol, armored cloak, 4 sacrificial slaves<br /> <br /> Special rules: Hatred (Imperium), Psyker Mastery 1, Stubborn, aura of dark glory, feel no pain (5+), independent character<br /> <br /> Unit composition: 1<br /> <br /> Upgrades:<br /> <br /> can replace it's slug pistol for a bolt pistol with sorcerous bolt (5 pts) and exchange his force weapon for a Venom Blade for (free)<br /> <br /> can be granted Psyker Mastery 2 for (10 pts)<br /> <br /> can take a single mutation (5 pts)<br /> <br /> can take a flak armor for (2 pts)<br /> <br /> can select psychic powers from the following discipline: Biomancy, Pyromancy, Telekinesis, Telepathy, Witchcraft and Malefic Daemonology
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</div>  <br /> <br /> <br /> Dark Priest (0-4)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Dark Priest are amongst the leader of the myriad of Chaos Cult that live in the realms of chaos and on daemon worlds. They are the main lieutenant of the Arch-Apostate, it's most loyal retainers, bodyguards and agents. They make a living out of preaching and leading throng of fanatics and behind any revolt or deviant cult in the Imperium you are bound to found the work of a Dark Priest and is agents. Like their cults, they come in a variety of styles. Some are like mirror of their former selves and other Ecclesiarchical priests, other looks more like grizzled warrior and other are so inconspicuous that you could mistake them for a regular citizen of the Imperium or a slave of the realms of Chaos. The only thing they share in common is an immense faith in the powers of the Four, a hatred of the Imperium and a burning desire to one day live in the fast and glory of an Arch-Apostate. Few are the armies of Chaos that don't seek the support of some Dark Priest.</i><br /> <br /> <b>I would have envisioned a man and a woman (like the sorcerers I would have sold them in packs of two) of rather large and powerful build and still young (early 30 or late 20) to reflect a bit a young version of the Arch-Apostate with much simpler togas with some a baroque plastron and maybe an option for a helmet head. They would be armed just like Arch Apostate, but their weapon would look less ornamented. I would have posed them eater while charging the enemy or a hand outstretch calling for the adoration of the mass.</b><br /> <br /> Dark Priest: <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>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+, pts: 35<br /> <br /> equipment: close combat weapon, slug pistol, flak armor, frag and krak grenade<br /> <br /> Special rules: Zealot, independent character, Chants of the Ruinous Powers, Champion of Chaos<br /> <br /> Unit Composition: 1<br /> <br /> Upgrades:<br /> <br /> can replace its slug pistol for one of the following: bolt pistol (2 pts), plasma pistol (10 pts), inferno pistol (10 pts), needle pistol (5 pts)<br /> <br /> can replace the close combat weapon for one of the following: power weapon (10 pts), eviscerator chainsword (15 pts), power fist (15 pts) or a Venom Blade (5 pts)<br /> <br /> Can take a carapace armor for (5 pts) or a Sigil of Corruption (15 pts)
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</div><br /> <br /> <br /> Chaos Space Marine Champion (0-3)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Chaos Space Marines are without doubt, the greatest champions of the forces of Chaos. They are the ones that carried the Horus Heresy and led so many Black Crusade in the millennia that followed. Almost all the greatest leaders of the Ruinous Power are found amongst their ranks. To the Lost and Damned, they are like daemons from darkest corner of the Warp. They are the paragon of Chaos and many dream of fighting close to one of these peerless warriors. This doesn't happen often for Chaos Space Marines fight in warbands of their own and rarely concern themselves with the rabbles of the Lost and Damned, but some of them, individual champion seeking glory will join the rank of some Lost and Damned forces. There they seek a challenge and a experience of command that they would not necessarily have inside a Space Marine Warbands. Some of them also fulfill ancient alliances concluded with human leaders. Only the greatest warlords can gain the loyalty of warriors of this stature and power, but if the reward is there, they will settle for all kinds of leader. They only seek a chance to take their revenge against a hated imperium.</i><br /> <br /> <b>I think the chosen models of Dark Vengeance would be pretty representative of how they should look like.</b><br /> <br /> Chaos Space Marine Champion: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, S: 4, T: 4, W: 2, I: 5, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+, pts: 55<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, independent characters<br /> <br /> Unit composition: 1<br /> <br /> Upgrades:<br /> <br /> Can take a Chaos Devotion for (20 pts)<br /> <br /> can replace boltgun with one of the following: plasma gun (10 pts), flamer (5 pts), meltagun (10 pts)<br /> <br /> can replace bolt pistol with one of the following: plasma pistol (10 pts), inferno pistol (10 pts)<br /> <br /> can replace close combat weapon with one of the following: power weapon (10 pts), a single lightning claw (12 pts), a pair of lightning claws (15 pts), a power fist (15 pts), a two-handed power weapon for (15 pts)<br /> <br /> Any of these weapons can gain the daemonic Special Rule for (20 pts)<br /> <br /> can take an daemonforge armor for (15 pts) or a Nightmare Steed for (20 pts)<br /> <br /> can take up to two mutations for (5 pts) each<br /> <br /> can take a meltacharge for (5 pts)
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</div><br /> <br /> <br /> Techmonculus (0-3)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Not all servants of the Dark Mechanicus have the intellect and the skills to become Hereteks. Those who cannot reach this august positon, but still hold enough skills to not be wasted on servitors, becomes assistant to Hereteks. These passionate individuals live to serve their master in hope to become one of them, a feat they rarely if ever, achieve. They conduct all sorts of experiments on themselves and others in an effort to discover new process and acquire new powers. They also try them on whoever is unfortunate enough to be under their authority. These wretched creatures are known as Techmonculus for they look like an insane collection of bionics and genetic experiments transforming them in gaunt, spindly faceless sadistic killers and scavengers. They frequently escort Hereteks and their forces where they serve has lieutenants for the Heretek, helping them control combat servitors, repair machine and assassinate enemy leaders with their arcane weaponry. Their ability to thread quickly thanks to their bionic enhancement and the strength of their weapons makes them terrible foes to face for those who aren't prepared.</i><br /> <br /> <b>I would have imagined a model similar to that of a Sicarian Ruststalkers but with a hunchback pose and asymmetrical body features. He would be armed with assortment of vicious blades, a compact needle carabine and a small servo arm harness. The creature would be of extremely dubious sex and would stand about as tall as normal human despite being hunchback. It would carry on him  a few symbols of Chaos and would be posable in a shooting or stalking motion.</b><br /> <br /> Techmonculus: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 4, T: 3, W: 2, I: 4, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+, pts: 45<br /> equipment: carapace armor, needle carabin, plasma pistol (mounted on servo-harness), a lightning claw, frag, krak and haywire grenade, servo-harness (included in profile)<br /> <br /> Special Rules: Hatred (Imperium), Stubborn, Agile, Relentless, Urgent Repair, feel no pain (5+), Independent Character, Champion of Chaos<br /> <br /> Agile: Techmonculus mechanical legs are long and powerful, giving them awesome agility. The Techmonculus can add 3'' to all his movement be they in the movement phase, running or charging.<br /> <br /> Urgent Repair: a Techmonculus can forgo his shooting phase to repair a single damage vehicle that he is in contact with or riding in. On a 5+ he can restore a single weapon destroyed, immobilised result or a lost hull point. But, since he doesn't possess the skill of the Heretek on a roll of 1, he caused more damaged. The vehicle loses a hull point.<br /> <br /> Unit composition: 1<br /> <br /> Upgrades:<br /> <br /> Can take a Targeting Array for (15 pts)<br /> <br /> can replace his plasma pistol for a fusion pistol for free<br /> <br /> can replace his needle carabine for a plasma gun or a melta gun for (10 pts)
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/677021/8391446.page</link>
				<pubDate><![CDATA[Tue, 19 Jan 2016 20:56:19]]> GMT</pubDate>
				<author><![CDATA[ epronovost]]></author>
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				<title>Codex Lost and Damned (final version)</title>
				<description><![CDATA[ <b><u>Elite Choices</u></b><br /> <br /> Chaos Marauders squad<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Chaos Marauders are the worst nightmare of many Rogue Traders and worlds neighboring the various realms of Chaos. They are the most elite human soldiers in the Lost and Damned and most of them were former elite guardsmen like the fearsome kasrkins or Krieg grenadiers or even Scions. They are equipped with powerful and light weapons and are expert in boarding assault, raids, sabotage and assassination missions. These soldiers are always at war behind the enemy line, searching soft or vital target to attack and leave only the smoking remains of their enemies. They are harder to catch then ghost because of their great stealth doctrine, chameleonic cloak and armor which jam radio signals and disguise heat signature. These soldiers are also a close knits brotherhood and sisterhood. Dispute are rare amongst them and are usually settled in duels. Many armies of the Imperium have been broken by just a few squads of them who target their chain of command, their communication arrays and their logistical personnel. All of them have more than mastered the art of terror warfare knowing when to show themselves and when to vanish. Almost all Dark Castellan have made their classes amongst their ranks and can still count on the support of these dangerous soldiers to spearhead their army. Even Space Marines know its better not to underestimate such foes.</i><br /> <br /> <b>I would have envisioned a squad of men and women in baroc yet rather close fitting carapace armor with helmets reminiscent of medieval full helm with maybe the addition of some horns. I would have draped their shoulder in a camo cloak and would have equipped them with compact lascarabine or sophisticated hot-shot lasgun. They would have the options for some special weapon and power weapons and would be easily posable in a firing or sneaking motion.</b><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>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+, pts: 10<br /> Marauder Champion: <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>: 4+<br /> <br /> equipment: carapace armor, camo-cloak, lascarabine, laspistol, close combat weapon, eye of Horus, frag, krak and defensive grenade<br /> <br /> Special rules: Hatred (Imperium), Move Through Cover, Deep Strike, Volley of Fire, Champion of Chaos (Marauder champion only)<br /> <br /> <br /> Unit composition: 5 to 10<br /> <br /> Upgrades:<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 (3 pts) or a boltgun and a bolt pistol for (1 pt) each<br /> <br /> all the squad members can replace their close combat weapon for a two-handed close combat weapon for (3 pts)<br /> <br /> One Chaos Marauder can be upgraded to a Marauder champion for (4 pts)<br /> <br /> The Marauder Champion can exchange is close combat weapon and/or laspistol for the following: flamer pistol (5 pts) plasma pistol (10 pts), inferno pistol (10 pts), power weapon (10 pts), two handed power weapon (15 pts), power first (15 pts)<br /> <br /> The marauder champion can take a meltacharge for the following cost (5 pts)<br /> <br /> Up to to four Marauders can exchange their lascarabine for one of the following: plasma gun (10 pts), meltagun (10 pts), hot-shot volley gun (8 pts), grenade launcher (5 pts), sniper (5 pts) flamer (5 pts) or heavy flamer (10 pts), power weapon (10 pts), two handed power weapon (15 pts), power first (15 pts) each<br /> <br /> The squad can take a Marauder Rhino or a Technical Vehicle Squadron (must have a marauder crew) as dedicated transport.<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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<i>There is a myriad of different cults revering one or more god of Chaos in the realms of Chaos. The most powerful of them all are vast tentacular organisation with immense wealth and power. To keep that power, they rely on a large militia forces of fanatics ready to die at the call of their Dark Priests or Arch-Apostate and more importantly to expertly trained assassins. These killers are not your traditional cultists. They are religious zealots indoctrinated from childhood in their respective cults with a significantly greater emphasis on violence, death and loyalty (a strange thing for adorators of Chaos). These sects are usually called Deathcults by members of the larger cult and only the most fervent and insane share their vision. Assassins can be recruited from all areas under a cult control has long they are young. Their training is ruthless and uselessly cruel and violent, but it does produce impressive results. If they survive their trials those young men and women will undergo important surgeries to enhance their combat capacities beyond that of even the most highly trained human. Even if Deathcults assassins never reach the exceptional skills of Imperial assassins, very few targets are out of reach for one of them let alone an entire squad for they rarely, if ever, operate alone. Their swordsmanship is incredible and most are capable of defeating several dozen foes by themselves and their accuracy more than sufficient to find a weak spot in even a terminator armor. Deathcults Assassins also form frequently the personal guards of Arch Apostates and other lords of Chaos and many also use them as concubines.</i><br /> <br /> <b>I would have envisioned a squad of men and women in very close fitting mesh armor with some symbols of chaos engraved with their face masked with some form of morbid imagery (skull face, weeping visage, etc.), some could be wearing only cloth masks. They would be armed with power swords with a design reminiscent of light scimitars or ninja-to and in the other arm they would be wearing needle pistols. They would of course have the options to carry needle rifles.</b><br /> <br /> Deathcult Assassin: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, 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: 20<br /> Master Assassin: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 6, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, S: 4, T: 3, W: 2, 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, haywire grenade<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 /> Dodge: the reflex of the Deathcult assassins are so sharp they can dodge any attack with ease. They always have a 5+ invulnerable save.<br /> <br /> Unite composition: 3 to 15<br /> <br /> Upgrades:<br /> <br /> one member of the squad can be upgraded to a master Assassin (15 pts)<br /> <br /> the master assassin can take a meltacharge for (5 pts)<br /> <br /> any member of the squad can exchange its power sword for one of the following: power mace (free), power axe (free), power spear (free), power whip (free), Venom Blades (free), needle rifle (free) or needle carabin (free)<br /> <br /> any member of the squad can exchange its needle pistol for a needle rifle or a needle carabin (5 pts) or Throwing Knives for (10 pts) each
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</div><br /> <br /> <br /> Ironclad Ogres Band<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Mutants compose the vast majority of the population of any daemon world and a surprisingly large portion of many planets in the Imperium despite their laws against genetic deviation far too often linked to the Ruinous Powers to be considered without risks. Most mutants are fairly similar to human in size, strength speed and even basic appearance and then there are those we call the Ogres. Many magos theorised that Ogres are an heavily mutated strand of Ogryns because of their similar size and strength, but like with all things chaos, the truth is more complicated than that and many Ogres were in fact very normal human once. The Four have simply been more generous when it came to their gifts. While there are vast differences from one Ogre to another, all of them share these common characteristics. All of them are at least twice larger than an adult men and ten times heavier. Their bones are so strong they can be compared to steel and they can relatively easily rip a man in armor apart with their bare hands. They possess very large guts over powerful muscles and can shrug wounds that would incapacitate even the sternest human. They eat a incredible amount of food and are known to gorge themselves after battles, most of the time on the fallen flesh. They tend to be significantly dumber than normal human, but they still have more smarts than Ogryns. When armies go to war, Ogres are always amongst the first to join for they thirst violence more than water. Their strength, size and violent lifestyle makes them natural warriors with very little need for extra trainings and are smart enough to follow orders. Ogres are equipped with the largest gun and close combat weapon available and they weir heavy armored plates sometimes grafted directly in their flesh by a heretek which provides them with a level of protection comparable to a power armor and gives them their name of Ironclads. To face a full squad of them is to face with a surprisingly fast brute who looks more like some sort of juggernaut capable of crushing a Space Marine. Very few things are more terrifying.</i>  <br /> <br /> <b>I would have envisioned a model the size of an Ogryn with a large baroc armor with a little animalistic look to the helmet (like a rhino, an eagle or a bear). The armor would be decorated with trophies of war, chaos symbols and be damaged in some places. They would be armed with their signature twin-linked heavy stubbers or their massive two-handed chainswords. The sex of these monsters would be let has dubious then their humanity, but still rather male in their body shape.</b><br /> <br /> Ironclad Ogre: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, 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: 55<br /> Ironclad Champion: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, 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 Champion only)<br /> <br /> Unit composition: 3 to 15<br /> <br /> Upgrades:<br /> <br /> Any band member can exchange his Massive two handed chainsword for a pair of Massive Chain axe for free<br /> <br /> One member of the band can be upgraded to an Ironclad Champion for (8 pts)<br /> <br /> The Ironclad Champion can replace it's massive two-handed chainsword for an eviscerator chain sword for (10pts)<br /> <br /> For every three Ironclad Ogres including the Ironclad Champion, one member can exchange his twin-linked heavy stubber for one of the following: reaper autocannon (15 pts), twin-linked lascannon (25 pts), twin-linked heavy flamer (15 pts) each<br /> <br /> The squad can take a Wyrm, a Chimera armored transport as dedicated transport
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</div><br /> <br /> <br /> Witch Coven<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The most infamous name given to psykers and other people well learned in the ways of the Warp is certainly witch. The title has been passed from ancient human history and refers to recluse mystics living in the wilderness capable of mastering strange and dark powers as well as producing elixirs and poisons. For the Lost and Damned, witches refer to something akin, yet different. It refers to those psykers who, while weak individually in terms of <span class="glossaryitem" onmouseover='gp(111);'>raw</span> psychic might are very knowledgeable in the dark secrets of the Warp and have found strength in cooperative invocations. As such, they serve as scholars for many warlock and sorcerers. Their habit of living in the wilderness or at the edge of civilisation allows them to protect their secrets for they have to protect themselves against numerous enemies. As such, witches are extremely well trained warriors and its has such they are hired by other psykers to serve as bodyguards, assassins and elite warriors. Their training focus on the usage of cooperative psychic invocations and swordsmanship with blades attuned to their mind. Training is rigorous and requires intense practice and a surprising amount of discipline for psychic powers are dangerous and difficult to master, especially those that allows them to teleport on the battlefield. Outside the battlefield, witches keep to themselves, but some covens do send some of their number within the Imperium to raise trouble.</i><br /> <br /> <b>I would have envisioned a squad of mostly of women wearing a cape with hoods of relatively simple design with armored bracers and masks and a short breastplate protecting their upper torso, but leaving their midriff unprotected. They would be armed with Force Staff or swords that they would wield with both hands or a pair of blades. Some of them could carry a sacrificial dagger for decorative purpose.</b><br /> <br /> Witch: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <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>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+, pts: 13<br /> Dark Witch: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <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>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> <br /> equipment: force staff or sword, armored cloaks, Ectoplasmic grenades<br /> <br /> Special rules: Hated (Imperium), Aura of Dark Glory, Psyker Mastery 1, Brotherhood of Psykers, A Coven Strength, Deep Strike<br /> <br /> A Coven Strength: for each character with a psychic rating joining the Coven, it gains a bonus of 1 to it's psyker mastery. Furthermore, if the coven has more than 5 models still alive, it gains 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 /> Upgrades:<br /> <br /> One member of the squad can become a Dark Witch and raise the level of Psyker Mastery by 1 for (10 pts)<br /> <br /> all squad members can be equipped with an autopistol for (1 pt) and/or a Force Bow for (4 pt) each<br /> <br /> all squad members can exchange their force staff or sword for two venom blades for (free)<br /> <br /> can select psychic powers from the following discipline: Witchcraft<br /> 
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</div><br /> <br /> <br /> Combat Servitors squad<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The Dark Mechanicus just like the Adeptus Mechanicus maintain a steady force of combat servitors and skitarii warriors to protect themselves and their installations. If the Adeptus Mechanicus has the resources to field vast armies of skitarii, the hereteks can't and must instead rely on simpler servitors, but still very efficient when it comes to war. Combat servitors are created from vat-grown clones of tall and strong humans. Much of their skeleton is then replaced with a more solid armature of plasteel and armor plates cover large portion of the body. Most of the organs outside of the digestive tracks are replaced by cybernetics and muscles are enhanced by the addition of various types of cybernetics implants or vat-grown muscles. They are inevitably lobotomised to fulfill a single role and are equipped in such a fashion that all of them are connected via a virtual neural interface. This allow any heretek knowing the pathways of the neural interface to control like an extension of is body all combat servitors around him. In combat, these machines are dangerous foes. Their powerful weapon system can cripple a squad with ease and endure an impressive amount of firepower before being put out of combat. Their capacity to move relentlessly on the battlefield compensate largely for their slower reaction time compared to that of a trained human. Murder Servitor themselves are much more dangerous creations easily capable of killing even the best trained warriors thanks to their enhance bionics and incredible precision. Their perfect obedience would make the perfect bodyguard if only you could trust the heretek who sold them to you.</i><br /> <br /> <b>I would have envisioned a model a bit different than the traditional servitor with a light gun arm on the right an obvious cybernetic arm with a powerfist in the other, an extensive carapace armor that would look grafted to its skin at some places and a mask covering the visage of the servitor. The Murder Servitor would look rather similar, but with the addition of a blade at the end of his powerfist, slightly decorated face plate and a cloak over is body.</b><br /> <br /> Combat Servitor: <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: 2, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 5, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+, pts: 12<br /> Murder Servitor: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <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, twin-linked hellgun, powerfist, Neural interface<br /> <br /> Neural Interface: this cranial implant allows the combat servitors squad to ignore the mindless trait if they are within 18" of an heretek or within 12'' of a Techmonculus.<br /> <br /> Special rule: Mindless, Slow and Purposeful, Split Fire, Stubborn<br /> <br /> unit composition: 3 to 12<br /> <br /> Upgrades:<br /> <br /> can upgrade one combat servitor to a Murder Servitor for (8 pts)<br /> <br /> the Murder Servitor leader can replace is twin-linked hellgun for one of the following: plasma gun (10 pts), meltagun (10 pts), hot-shot volley gun (10 pts)<br /> <br /> All Combat Servitor can exchange their Twin-Linked Hellgun for a Twin-Linked Heavy Autogun for (free)<br /> <br /> for every three combat servitors or Murder Servitor, one member can replace it's twin-linked hellgun for one of the following: plasma cannon (25 pts), heavy bolter (20 pts), Multi-laser (15 pts), lascannon (25 pts) each<br /> <br /> The squad can take a Wyrm, a Chimera armored transport as a dedicated transport<br /> 
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</div><br /> <br /> Loxatl Raider Clutch<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Many xenos civilisation sell some of their numbers as mercenaries for unscrupulous Rogue Traders, corrupted frontier world governors or pirates. Very few of them are willing to sell their services to being as depraved, unpredictable and dangerous as the servant of the Ruinous Power. Amongst those who do, the most numerous are certainly the Loxatls. These xenos are vaguely humanoid and reptilian in appearance. They are formerly evolved from amphibious creatures, but are now fully functional on land, yet remain very powerful swimmers, but also incredibly swift moving. These savage creatures are especially known for their laser reflective scales that makes them nearly immune to this type of weapons. Thanks to their size and nature, those scales also provide a measure of protection against other types of weapons. For this reason, Loxatl seldom wear armors. While Loxatls aren't amongst the most advanced xenos in the galaxy, their technical sciences being comparable to that of the Kroots, their weapons are known to be extremely efficient. They favor flechette blasters, weapons shooting dozens of needle like projectile at great speed. These flechette are sometime poisoned for extra efficiency. The servo-harnesses they wear in conjunction of these weapons leave their hands free to tear their enemies apart with their claws. Loxatl operate in squads named clutches as most of them are indeed brothers and sisters with a crested Loxatl at their head, one of greater strength, speed and intelligence and frequently the brood mother of the clutch itself. Unlike most xenos, Loxatl openly venerate the Ruinous powers, but usually not with much fervor. Their almost total lack of psychic potential doesn't make them capable of receiving much in terms of gifts. Loxatl clutches usually serve as shock troopers amongst Lost and Damned thanks to their speed and all around good capacity both in close combat and at range. They are known to be capable of putting out a massive amount of anti-infantry firepower and prevent any charges against their lines.</i><br /> <br /> <b>I would have imagined a group of xenos looking much like Lizardman with a slight aquatic theme. They would be moving mostly on all four while some would be rearing up to fight and shoot. Their scales would be rather large and some of them would have a proto crest of small spines. Only their leader would have an impressive crest of thin spines. their hands would end in solid claws. their weapons would look much like cycling machine guns. They would be posed either stalking or firing.</b><br /> <br /> Loxatl Raider: <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: 5, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5, pts: 16<br /> Crested Leader: <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: 5, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> <br /> Equipment: Reflective scales, claws, Flechette Blaster, Servo Harness, Frag grenade<br /> <br /> Special Rule: Fleet, Hit and Run, Move Through Cover, Furious Charge, Beast<br /> <br /> Unit Composition: 5-15<br /> <br /> Upgrades:<br /> <br /> One Loxatl Raider can be upgraded to a Crested Leader for (12 pts)<br /> <br /> The Crested Leader can exchange his claws for Bladed Claws for (8 pts) and/or its Flechette Blaster for a Harpoon Blaster for (10 pts) or a Laser Lance for (18 pts)<br /> <br /> Up to three Loxatl Raiders can exchange their Flechette Blaster for a Harpoon Blaster for (8 pts) or a Laser Lance for (15 pts) each<br /> <br /> All Flechette Blasters can gain the Poison (4+) Special Rule for (4 pts) each
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</div><br /> <br /> Kariss the Shadowblade<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Kariss was born in the depth of the Eye of Terror amongst the rank and file of the Cult of the Garden of Blood, a cult devoted to the worship of Khorne, on the war torn world of Sarakosar. Born from the lowly ranks of the Cult, one would have expected from her a short and brutal at the service of the blood soaked altar of her cult, yet she was marked by the Gods of Chaos for inscrutable reasons. From Khorne, she received a powerful body and a lust for combat; from Slaanesh, she received a beauty and grace like no other; from Nurgle, she received a mastery of poison and immunity from the ravages of diseases; from, Tzeentch, the architect of her fate who tricked all the other gods in blessing her, she received protective wards and a malicious mind. With blessings worthy of the greatest champion of Chaos, Kariss would no stay in the shadow for long and soon the gods would quibble over the proper ownership of such a champion. Her rise through the rank of her cult was meteoric. Trained to become a deathcult assassin, she surpassed all her masters fairly quickly and, obeying an impulse she knew not the origin, she murdered the brutal Arch-Apostate known as Rose of Blood, one of Khorne's favorite handmaiden. Slaanesh cultists, the Death Kiss, laid waste to the Garden of Blood fortress and welcomed Kariss amongst their ranks where she became adored for her duelist skills and incredible beauty. Yet once again, this would prove to be the undoing of yet another cult. Obeying to mysterious instructions, she murdered the master of the Death Kiss in the arena of the cult new fortress. This pattern would keep repeating itself as Tzeentch plan unravelled in the face of the other gods. They had helped him create an assassin whose skills and quality would make her too tempting for any cult no to attempt to control. Yet, Tzeentch would be beaten at is own game when his assassin started to kill some of his champions at the other gods’ delight. Soon Kariss was the executioner of the Four, their Shadowblade. An assassin employed by all four of them to dispose of key rivals and, sometime, enemies. When she is amongst an army of the Lost and Damned, her incredible prowess makes victory much more attainable, but warlord must tread carefully as they now know the fate of many before them.</i><br /> <br /> <b>I would have imagined a model fairly similar to that of Succubus, but of course of human design. her mesh armor would look like scales with a few spikes on her shoulders, legs and arms. Her head would be bare. She would have long hair tied in a bun thanks to a few bladed spikes. She would be armed with a long saber rather similar to a katana and across her back would be a precision rifle. An assortment of throwing knives would also be at her disposal. She would be posed striding across a battlefield.</b><br /> <br /> Kariss Shadowblade: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 8, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 8, S: 4, T: 4, W: 3, I: 8, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+, pts: 230<br /> <br /> Equipment: Mesh armor, Throwing Knives, Two-Handed Power Sword, Needle carabin, Frag and Haywire Grenade<br /> <br /> Special Rule: Hatred (Imperium), Rage, Counterattack, Furious Charge, Infiltrate, Move Through Cover, Shrouded, Fleet, Hit and Run, Dodge (3+), Mistress of Poison, Independent Character, Assassin of the Gods, Champion of Chaos<br /> <br /> Mistress of Poison: All the attacks of Kariss have the Poison (4+) Special Rule. Should a weapon already have the Poison Special Rule, it improves it by one step to a maximum of 2+. Kariss herself is immune to weapons with the poison Special Rule unless they also have a strength value in which case she can be wounded according to the strength value.<br /> <br /> Assassin of the Gods: Kariss is probably the greatest assassin in service to the Ruinous Powers. She can charge on her first round even if she used infiltration or came out of reserve, but her reputation as a killer of former allies prevents her from joining the same unit than the warlord of the army and reduce his <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> by d3 point. She cannot be the warlord of an army.<br /> <br /> Unit Composition: 1 (unique independent character)
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</div>  <br /> <br /> <br /> <b><u>Troop Choices</u></b><br /> <br /> Renegade Soldiers Company (1-4 Renegade Soldier Squad, 0-2 Assault Sections, 0-1 Brokered Swords Squad, 0-1 Technical Vehicle Squadron with professional soldier crew)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The armies of the Lost and Damned are vastly composed of traitor’s guardsmen from various regiment and all ranks. They all have suffered the cruelties of war, the madness of its prosecution and they lived in its hopeless and eternal embrace. To them, revolt and conversion to Chaos is as much an act of faith as it is an act of humanity, at least at first. Then, with time, reason inevitably falls into madness. The gods of Chaos offered them temporal rewards, meaningful glory and a more hedonistic lifestyle. Those renegade soldiers are correctly trained and disciplined and they aren't affected in a debilitating manner by the ideology and the powers of Chaos. Thus, they can form a dangerous core of professional soldiers if they are well commanded. Despite its early promises, wars in the name of Chaos are just has violent and horrible than wars in the name of the Emperor if not more, but quickly, no one notice it anymore. Some renegade’s soldiers are trained directly on daemon worlds or other fortress of Chaos in a fashion very similar to guards like the famous Blood Pack or the Conquerors. All these soldiers can be seen on the frontline of most warzone carrying the banner of the Ruinous Power high and they prosecute war in a still efficient and disciplined fashion compared to the rabble of the army of chaos, coordinating their attacks, using a wide array of strategies and demonstrating a solid expertise in combat.<br /> <br /> Assault Sections are the elite of the Renegade Soldiers. They are armed and armored with the best equipment available and have the difficult and dangerous job of assaulting enemy fortifications. The Imperium has built massive fortresses to garrison its troops and protect its key worlds. The Lost and Damned, if they are to be successful in their ambitions of toppling the Imperium needed to assault those positions and wrestle them away from whoever was guarding them. As such Assault Sections soldiers are experts at manipulating powerful explosives and short range combat in trenches or within the walls of fortresses. They are easily the rivals of the very best guardsmen in terms of combat capacity. Their relatively small numbers is compensated by their powerful weapons.  <br /> <br /> The commanders of Renegade Soldiers are dangerous officers with an iron grip on their troops. They are in fact almost champions in their own rights and many have received some minor gifts from the Ruinous Powers. They are talented officers who very rapidly rise in ranks thanks to their clever minds, iron willpower and martial prowess. Many aspire to become Dark Castellan and all Dark castellan not pulled from the ranks of the Marauders certainly were Renegade Commanders. On the battlefield, they surround themselves with their most trusted, well equipped and well trained soldiers, most of which are hired Marauders, known as Brokered Swords. These soldiers are known to be exceptional combatant, even in close quarters, and rightly feared by any human soldier and respected by Astartes themselves. </i><br /> <br /> <b>I would have envisioned a squad of men and women wearing long coats of chainmail and rigid plates covering their body with a classical helmet reminiscent of the Schtalem (German WWI and II helmet) or medieval full helms. I would also have given them cloth masks to hide their traits and spiked boots. They would be armed with rifle like guns of various design and would carry a long bayonet or sword and a holster for a sidearm. They should be easily posable in running or shooting motions. The Assault Section would be similar in posing to the Renegade soldiers, but more heavily armored and all wear full helmets. Brokered Swords and the Commanders would be similar to the Assault Section but be primarily armed with their close combat weapons with their rifles across their backs. Chaos imagery and symbols would appear on their breastplates too.</b><br /> <br /> Renegade Soldier Squad<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: 6<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 /> Officer: <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 /> equipment: lasgun, close combat weapon, frag grenade, laspistol and close combat weapon (officer only)<br /> <br /> Special rule: Hatred (Imperium), Volley of Fire<br /> <br /> Unit composition: 5 to 20<br /> <br /> Upgrades:<br /> <br /> All renegade soldiers can replace their lasgun for one of the following: lascarabine (1 pt), shotgun (free), Laspistol and close combat weapon (free) each<br /> <br /> For every ten renegade soldiers including officer, two renegade soldier may form a heavy weapon team with one of the following: heavy stubber (5 pts), multi-laser (10 pts), autocannon (15 pts), Lascannon (25 pts), rocket launcher (15 pts), Mortar for (8 pts)<br /> <br /> For every five models a renegade soldier may replace is lasgun for one of the following: flamer (5 pts), grenade launcher (5 pts), sniper (5 pts) meltagun (10 pts), plasma gun (10 pts)<br /> <br /> For every ten model, a renegade soldier may be promoted to officer for (5 pts)<br /> <br /> Officer can replace their laspistol and/or close combat weapon with one of the following: bolt pistol (5 pts), power weapon (10 pts), power fist (15 pts)<br /> <br /> The squad can take a Wyrm, a Chimera armored transport as dedicated transport<br /> <br /> Assault Section<br /> <br /> Assault Section Soldier: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, 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: 11<br /> Assault Section Officer: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, 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>: 4+<br /> Equipment: Carapace Armor, Lascarabin, Laspistol, Close Combat Weapon, Frag and Krak Grenade, Meltacharge<br /> <br /> Special Rule: Hatred (Imperium), Volley of Fire, Move Through Cover, Stealth (Ruin)<br /> <br /> Unit Composition: 5 to 10<br /> <br /> Upgrades:<br /> <br /> One for every two Assault Section Soldier can exchange his Lascarabin for a flamer for (5 pts), a grenade launcher for (5 pts), a meltagun for (10 pts), a demo-charge for (10 pts) or a heavy flamer for (15 pts)<br /> <br /> One Assault Section Soldier can be promoted to Assault Section Officer for (5 pts)<br /> <br /> The Assault Section Officer can exchange their laspistol and/or close combat weapon with one of the following: bolt pistol (5 pts), power weapon (10 pts), power fist (15 pts)<br /> <br /> The squad can take a Wyrm, a Chimera armored transport as dedicated transport <br /> <br /> Brokered Swords Squad<br /> <br /> Brokered Sword: <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>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+, Pts: 12<br /> Commander: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, W: 2, A: 4, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+<br /> Equipment: Carapace Armor, Lasgun, two-handed close combat weapon, laspistol, Frag and Krak grenades<br /> <br /> Special Rule: Hatred (Imperium), Volley of Fire, Counterattack, Character, Aura of Dark Glory, Champion of Chaos, Iron Leadership (Commander only)  <br /> <br /> Iron leadership: A commander's leadership is so ingrained in his troopers that even when he is not around, he remains certain that his orders will be executed just like if he was breathing behind the neck of his soldiers. The leadership of the commander can be used on all units in the same Renegade Soldier Company. Only the character's death can remove his leadership bonus. <br /> <br /> Unit Composition: 5-10<br /> <br /> Upgrades:<br /> <br /> Any Brokered Swords can exchange their Lasgun and Laspistol for Hot-Shot Lasgun with Preysight for (3 pts) each or Boltguns and bolt pistol for (1 pt) each<br /> <br /> Up to three Brokered Swords can exchange their Two-Handed Close Combat Weapon for a power weapon for (8 pts) or a two-handed power weapon for (12 pts) each<br /> <br /> Up to three Brokered Swords can exchange their Lasgun for a Hot-Shot Volley gun for (10 pts), a Grenade Launcher for (5 pts), a Meltagun for (10 pts) or a Plasma Gun for (15 pts) <br /> <br /> One Brokered Sword can be promoted to Commander for (25 pts)<br /> <br /> The Commander can replace his laspistol/close combat weapon with one of the following: bolt pistol (5 pts), inferno pistol (10 pts), plasma pistol (10 pts), power weapon (10 pts), power fist (15 pts), two handed power weapon (15 pts), power shield (10 pts)<br /> <br /> The Commander can replace his Lasgun with a Boltgun for (5 pts) or a Hot-Shot Lasgun with Preysight for (8 pts)<br /> <br /> The Commander can take a meltacharge for (5 pts)<br /> <br /> The squad can take a Wyrm, a Chimera armored transport as dedicated transport 
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</div><br /> <br /> Mutants Militia Gang (1-4 Mutant Militia Squad, 0-2 Mutant Wretch Squad, 0-1 Mutant Warmonger Squad, 0-1 Technical Vehicle Squadron without professional crew)  <br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Mutants is a very broad term. It describes any human that strait from its original gene pool, but in the mind of most imperial citizen it's a synonymous for human warped by the powers of Chaos and in great many cases it's indeed the case. Most inhabitants of daemon worlds and a significant portion of other worlds of the realms of Chaos are indeed mutants corrupted by the forces of the Warp. They can take on a variety of shape some of them very close to human other so monstrous that it's hard to tell their origin. Mutants are all shunned creature in the Imperium and are quick to learn hatred. When the forces of Chaos strike, they can be almost certain to find local allies in the slums of hive cities and under industrial forges. On daemon worlds, mutants are so numerous that the most belligerent will form in gangs of militia and compete for a place in any army. They form the back bone and the vast majority of the soldiers of the Lost and Damned. What they lack in discipline, training and sometime even in good physical condition, they compensate with hate. On the battlefield, they operate in large squads of relatively poorly armed soldiers whose most common strategy is to charge the enemy in the hope of tearing them apart in close combat were many of them have a significant advantage. Most armies can handle these forces relatively easily, but sometimes their mass alone can break careful and elaborate defence system. Well used, those mutants can wreak terrible havoc. This is especially true when mutants get so numerous and violent that a Warmonger is born amongst them. These leaders stand a feet taller than the common mutant warrior and possess a frightening strength and resilience. Their rise to power is almost always meteoric as war is in their nature. Each one of them has a fine mind and is more than a match for a full squad of trained soldiers, even with rudimentary weapons. The violence and hatred and they generate in their kind makes them very dangerous. In the mind of their enemies, mutant militias are the symbol of the Lost and Damned.<br /> <br /> Some mutants haven’t been blessed with strength, horns, muscles and sinews. These poor wretches live painful and usually short lives in the war torn worlds of the Realms of Chaos. Yet, those who survive have some qualities to compensate for their diminutive stature. Many of them are vicious and cunning creature who compensate their lack of physical strength by becoming more vicious and cruel than all other mutants. Their small size sometimes betrays an impressive speed allowing them to run up a battlefield much faster than their larger comrades. Mutant Wretches who fight in the Lost and Damned armies are the epitome of cannon fodder. They are poorly armed and trained and sent ahead to waste the enemy’s ammunition. Their smaller size does make them capable at infiltration and will sometime be used as saboteur or reconnaissance unit, scouting ahead the main mutant horde before reporting back to their masters. They take a gleeful pleasure in torturing and killing injured imperial combatants and desecrating their bodies.<br /> <br /> On the other end of the spectrum lies the strongest, most powerful and vicious of all mutants: the warmongers. These are all standing at least 7-foot-tall and are surpassed in strength only by the Ironclad Ogres themselves. They are naturally built for war and all of them sport impressive and viciously sharp horns, claws and coarse and thick fur. To them war is a natural state of being. If mutants and mutant wretches can be found on many Imperial underhives, warmongers are much rarer and usually arise amongst the mutant population of daemon worlds. These savage warriors lead they lesser kin in battle. Using their strength, size and power to drive others forward to massacre the enemy. At their head is the most powerful of these warmongers. A mutant whose strength and ferocity is more than a match of a Space Marine. While not particularly brilliant strategists and tacticians they are capable of mounting competent battle plans and have them executed.</i><br /> <br /> <b>I would have envisioned a squad of mutant (male, female and a couple of hermaphrodites) looking for simplicity sake much like beastmen ungors with the option for a few heads with more insectoid features like extra eyes, antennas or mandibles. I would also have given a few the option for tentacles, pincers or scales in the arm region but nothing to fancy. They should be dressed in armored rags like old military uniforms with a bit of chainmail here and there and they are all armed with various close combat weapon (some more improvised than others) and pistols. They would have options for special weapons. Mutant wretches would look like smaller more hunched version of the normal mutants with potbellies and powerful goat-like legs. They would be armed with pistols and not much else. Warmongers would be more akin to Bestigores with better flak armor made of chainmail and wearing much more powerful weapons both for close combat and for shooting. Their leader would even have a carapace armor and several trophies.</b><br /> <br /> Mutant Militia Squad<br /> <br /> Mutant Militiaman: <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: 4<br /> Mutant 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>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+<br /> equipment: armored rags, slug pistol, close combat weapon<br /> <br /> Special rules: Hatred (imperium), Gifts of Chaos<br /> <br /> <br /> Gifts of Chaos: any member of the Mutant Militia Squad can take one or more of the following bonuses to represent their specific mutation (only one of each type): +1 strength (2 pts), +1 toughness (3 pts), +1 attack (1 pts), fleet (1 pts), feel no pain (5+) (4 pts), hammer of wrath (1 pts), fear (1 pts), armor save 5+ (1 pts) each. The entire unit must have the same mutation.<br /> <br /> Unit composition: 5 to 30<br /> <br /> Upgrades:<br /> <br /> One mutant militiaman can be promoted to mutant leader for (5 pts)<br /> <br /> The mutant leader can replace his slug pistol and or close combat weapon for a bolt pistol for (2 pts), a hand flamer for (5 pts), a two-handed close combat weapon for (8 pts)<br /> <br /> All mutants can replace their slug pistol and close combat weapon with a lasgun or a shotgun for (free) <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: a two-handed close combat weapon for (3 pts), a bolter (1 pt), a heavy stubber (5 pts), a mortar (8 pts), flamers (5 pts), grenade launcher (5pts), missile launcher (15 pts), Heavy Flamer for (15 pts)<br /> <br /> Every member of the band can take frag grenades for (1 pt) each. <br /> <br /> The squad can take a Wyrm, a Chimera Armored Transport as dedicated transport<br /> <br /> Mutant Wretches Squad<br /> <br /> Mutant Wretch: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 2, T: 2, 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: 3<br /> Mutant Wretch Leader: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 2, T: 2, 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 /> Equipment: Armored Rags, Slug Pistol<br /> <br /> Special Rule: Hatred (Imperium), Gifts of Chaos, Fleet, Move Through Cover, Infiltration, Stealth<br /> <br /> Gifts of Chaos: any member of the Mutant Wretch Squad can take one or more of the following bonuses to represent their specific mutation (only one of each type): +1 strength (1 pts), +1 toughness (1 pts), +1 attack (1 pts), fear (1 pts). The entire unit must have the same mutation.<br /> <br /> Unit Composition: 5 to 30<br /> <br /> Upgrades:<br /> <br /> One Mutant Wretch can be promoted to Mutant Wretch Leader for (3 pts)<br /> <br /> Any Mutant Wretch can exchange their Slug Pistol for a Shotgun for (1 pt) each<br /> <br /> Any Mutant Wretch can take a Camocloak for (2 pts) each<br /> <br /> One for every 5 Mutant Wretch can exchange its Slug Pistol for a Hand Flamer for (5 pts)<br /> <br /> Mutant Warmongers Squad  <br /> <br /> Mutant Warmonger: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 4, T: 4, W: 2, I: 3, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+, Pts: 16<br /> Great Warmonger: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 4, T: 4, W: 3, I: 3, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+<br /> Equipment: Armored Rags, Carapace Armor (Great Warmonger only), Close Combat Weapon, Slug Pistol, Heavy Shotgun, Frag Grenades<br /> <br /> Special Rule: Hatred (Imperium), Gifts of Chaos, Hammer of Wrath, Character, Aura of Dark Glory, Champion of Chaos, Warmonger (Great Warmonger only)<br /> <br /> Gifts of Chaos: any member of the Mutant Warmongers Squad can take one or more of the following bonuses to represent their specific mutation (only one of each type): +1 strength (4 pts), +1 toughness (4 pts), +1 attack (3 pts), fleet (1 pts), feel no pain (5+) (4 pts), fear (1 pts). The entire unit must have the same mutation.<br /> <br /> Warmonger: Great Warmongers are fearsome and savage warriors who inspire bloodlust in all of their followers. As long as the Great Warmonger lives, all units in the same Mutant militia gang can reroll failed to wound rolls in close combat if they succeed a charge. <br /> <br /> Unit Composition: 5 to 10<br /> <br /> Upgrades:<br /> <br /> One Mutant Warmonger can be promoted to a Great Warmonger for (25 pts)<br /> <br /> The Great Warmonger can exchange his close combat weapon for a Two-handed close combat weapon for (3 pts), a power weapon for (10 pts), a two-handed power weapon for (15 pts) or an eviscerator chainsword for (15 pts)<br /> <br /> All Mutant Warmongers can exchange their close combat weapon for a two-handed close combat weapon for (3 pts) each<br /> <br /> Up to three Mutant Warmongers can exchange their close combat weapon for a Power Weapon for (10 pts) or a two-handed Power Weapon for (15 pts) each<br /> <br /> Up to three Mutant Warmongers can exchange their heavy shotgun for a heavy stubber for (5 pts) or a heavy flamer for (10 pts)<br /> <br /> All Mutant Warmongers can exchange their Armored Rags for Carapace armors for (4 pts) each<br /> <br /> The squad can take a Wyrm, a Chimera Armored Transport as dedicated transport 
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</div>       <br /> <br /> Cultists Church (1-4 Cultist Mob, 0-2 Exalted Cultist Mob, 0-1 Cult Prophets, 0-1 Technical Vehicle Squadron without professional crew)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The forces of Chaos are numerous and vast. The promises of power, riches and immortality, even if largely never answered, attract a lot of human and other minor races in the galaxy. The first step in the fall to Chaos is almost always the same, joining a cult that worship One of the Four. Cults are numerous and can represent a few dozen individuals up to millions of them for the largest. All of them are responsible for the propagation of the Ruinous Powers in the galaxy from the simple devote to the Arch Apostate at its head. During revolts and wars, cultists are both the instigators and the main group of fighters. Thought they very rarely have any kind of training, most cultists being simple worker with minimal training in normal circumstances, they are ready to throw away their lives for a chance to further their gods and leaders’ agenda. Their little concern for their lives makes them terrible foes to fight. One that will almost never flee and that will not hesitate to launch deadly suicide assault to bring down their enemies. More than one Space Marines or Sisters of Battle, elite warriors whose skills and equipment is more than a match for an entire mob of cultists, has been killed by a suicide bomber in an insane charge. Cult Masters are dangerously charismatic individuals with great intellect and a strong willpower. They are the mastermind behind many nefarious plots and many amongst them are psyker capable of terrible feats. They are the sworn and most common enemy of Inquisitors in the Imperium. When the Lost and Damned go to war, cultists are usually already in action, attacking all form of enemy troops or assets, driving their allies to them with their chanting and praying. They represent a beacon to their allies that allows them to see and guides them to where the fight is the thickest. Their poor discipline seems to have no effect on the battle raging around them like if in their delirious state, they were indeed connected to the will of their gods (a thing more than highly doubtful).<br /> <br /> Large cults always have at their core a group of particularly devoted members, so much so that their sanity seems to be completely lost, replaced by a fervent devotion to the Ruinous Powers. Those at the lead actively encourage such devotion and called those cultists the Exalted as they are filled with visions of Chaos. In a daily cult life, they serve as enforcer and vicars during the ceremonies. They encourage more extreme practices amongst the flock and will kill all those that threaten the cults. In Imperial society, these exalted cultists must live in secret as their devotion is so extreme it’s impossible for them to mimic a normal life. In the Realms of Chaos they are privileged people living much better than the plebeians. Most of these Exalted have a certain psychic potential, perhaps not enough to manifest powers by themselves, but certainly enough to use some form of sorcery and daemon binding rituals. On the battlefield, the Exalted Cultists make full use of this ability. With the help of the Cult Leaders, they carve in their flesh glyphs of Chaos they then cover in molten gold, bronze or other metals with sorcerous properties. Thanks to their insanely fervent faith and latent psychic potential, those glyphs radiate of Warp energy that weakens the mind and body of those who oppose the will of their patron, helping them smite down their foes with their brazier flails. Exalted Cultists are a nightmarish vision of the Ruinous Powers for most imperial soldiers.<br /> <br /> The local leaders of the cults of Chaos are known as prophets, people whose faith gives them a glimpse of the plans of the Gods of Chaos. Many of these so called prophets are low level psykers which would explain their disposition to receive visions and messages from the Empyrean. In Imperial territory, they are the founders of the various secret cults dedicated to Chaos. Rarely are cults founded and maintained by a lone person, more often then not, it’s a group of special individual marked by Dark Priests and Arch-Apostate that will fulfil the roll of leader and organiser. With time, they might rise in ranks and power enough to become themselves Dark Priests or Arch-Apostate. Within the Realms of Chaos, they are important planetary leaders ranking amongst the elite of the population. On the battlefield, they form very well trained and fanatically devoted units. As they are congregation leaders, other cultists almost revere them as demi-gods and are ready to all sorts of excess when they are fighting beside them including suicide attacks. Prophet themselves have been known to use such tactics to avoid capture by the enemy. Those capable of using psychic powers can easily from small squads of extremely dangerous minor sorcerers.</i><br /> <br /> <b>I would have envisioned a group of combatants of both sex dressed in a mix of rags, working clothes and uniforms. They would wear extensive symbols of chaos and crude weapons and some of them could have the option for extensive explosives or special weapons. The cultists would have to look dirty and crazed and would be easy to pose running or chanting and praying their gods. The Exalted Cultists would be half naked and covered in strange scriptures and scars. They would have no hairs and be armed with flaming flails tied to their forearms. They would be posed in the same fashion as regular Cultists. Prophets would look like well armored individuals with cloaks covering some of their armors and hood on their heads to show a more refined and high standing. They would be armed with heavier professional weapons instead of light arms all the while still wearing belts of explosives. </b><br /> <br /> Cultist Mob<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: 4<br /> Cult 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>: 6+<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, Suicide Bomber<br /> <br /> Suicide Bomber: Any model with this special rule and armed with grenades or a demo charge can decide to commit a suicide bombing instead of attacking normally in close combat. If a model elects to do so, center the appropriate blast marker under the model and all units, friends or foe, under or touching the area of effect suffer a wound with the appropriate Strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span>. If the model was suicide bombing with krak grenades, only the models in base contact with it are affected by a Strength 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4 wound. The same goes for melta charges except they are affected by a Strength 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, Armorbane wound. In both cases the suiciding model is removed as a casualty automatically. The death of a suicide bomber and his victims are treated normally to determine who won the combat.  <br /> <br /> Unit Composition: 5 to 40<br /> <br /> Upgrades:<br /> <br /> all cultists can take frag grenade for (1 pts) and/or krak grenade for (1 pts) and/or melta charges for (4 pts) each<br /> <br /> all cultists can replace their laspistol for a lasgun for (1 pt) each<br /> <br /> One cultist may be promoted to Cult Leader for (8 pts)<br /> <br /> The Cult Leader may exchange his close combat weapon for a power weapon for (10 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 (10 pts), heavy stubber (5 pts), flamer (5pts), grenade launcher (5 pts), missile launcher (15 pts) or Mortar for (8 pts) <br /> <br /> The squad can take a Wyrm, a Chimera armored transport as dedicated transport<br /> <br /> Exalted Cultist Mob<br /> <br /> Exalted Cultist: <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: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+, Pts: 18<br /> Exalted Leader: <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>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+<br /> Equipment: Armored Clothe, Brazier, Chaos Symbols, Glyphs of Chaos<br /> <br /> Glyphs of Chaos: The Exalted Cultists are covered in arcane glyphs of power through which the Exalted Cultists can channel their untrained psychic abilities. Their baleful light can harm and demoralised all their enemies. All non daemon enemy units within 12 inches of the Exalted Cultist Mob suffer one of the following effect. An Exalted Cultist Mob select the effect it will produce at the beginning of each psychic phase. The effect can be canceled by a successful Deny The Witch test. The effect is considered as having a value of 1 Warp Charge. Exalted Cultists can be affected and targeted ny weapons and abilities affecting psykers.<br /> Glyph of Terror: one none-daemonic enemy units within 12 inches of the Exalted Cultist Mob lose a point of <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. Units with the Special Rule Fearless, Adamantium Will or And They Shall Know No Fear are immune to this glyph. <br /> Glyph of Insanity: one none-daemonic enemy units within 12 inches of the Exalted Cultist Mob loses 2 points of <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. Units with the Special Rule Fearless, Adamantium Will or And They Shall Know No Fear are immune to this glyph.<br /> Glyph of Enfeeblement: one non-daemonic enemy units within 12 inches of Exalted Cultist Mob loses a point of Strength. Units with the Special Rule Rage, Rampage or Furious Charge are immune to this glyph<br /> Glyph of Pain: one non-daemonic enemy units within 12 inches of Exalted Cultist Mob loses a point of Toughness. Units with the Special Rule Feel no Pain or It Will Not Die are immune to this glyph<br /> <br /> Special Rule: Hatred (Imperium), Stubborn, Adamantium Will, Feel No Pain (5+), Aura of Dark Glory, Character, Champion of Chaos (Exalted Leader Only)<br /> <br /> Unit Composition: 5 to 15<br /> <br /> Upgrades:<br /> <br /> One Exalted Cultist can be promoted to Exalted Leader for (3 pts)<br /> <br /> The Exalted Leader can exchange his Brazier for a Power Weapon for (5 pts)<br /> <br /> All Exalted Cultist can exchange their Brazier for a flamer for (2 pts) or a meltagun for (8 pts)<br /> <br /> The squad can take a Wyrm, a Chimera armored transport as dedicated transport<br /> <br /> Cult Prophets<br /> <br /> Cult Prophet: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, 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>: 5+, Pts: 12<br /> Cult Master: <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>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> Equipment: Flak Armor, Autogun, Slug Pistol, Close Combat Weapon, Symbol of Chaos, Frag, Krak grenades, meltacharge <br /> <br /> Special Rule: Zealot, Suicide Bomber, Character, Aura of Dark Glory, Champion of Chaos (Cult Master Only) <br /> <br /> Unit Composition: 5 to 10<br /> <br /> Upgrades:<br /> <br /> The Cult Prophets can gain a Psychic Mastery of 1, the Special Rule Brotherhood of Psyker and replace their close combat weapon for a force weapon for (15 pts) each <br /> <br /> The Cult Prophets can select their Psychic Powers from the Following Discipline: Pyromancy, Biomancy, Malefic Daemonology<br /> <br /> One Cult Prophet can be promoted to Cult Master for (5 pts)<br /> <br /> The Cult Master can exchange his close combat weapon for a Power Weapon for (10 pts) or an Eviscerator Chainsword for (15 pts)<br /> <br /> The Cult Master can exchange his Slug Pistol and Autogun for a Bolt Pistol and a Bolter for (2 pts)<br /> <br /> All Cult Prophets can exchange their Autogun for a Heavy Autogun for (1 pt) or sniper for (5 pts) each<br /> <br /> The squad can take a Wyrm, a Chimera armored transport as dedicated transport<br />  
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</div><br /> <br /> Plague Zombies hordes<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i> All the gods of Chaos bring with them a special brand of horror. Tzeentch brings arcane powers, psykers and shapeshifting monsters, Khorne savage killers chanting and roaring for blood, Slaanesh brings euphoric cultists and euphoric poison and Nurgle disease. None of them is more feared than a specific disease that brings with it undeath. Magos biologists, inquisitors and savants in the entire Imperium have tried to understand how could dead rise from the ground and spread like so, but for now no explanation has been founded and there seems to be no remedy for it. Even powerful psykers have failed to dispel its effect. The victims of this terrible disease are referred to as zombies after an ancient Terran myth. Zombies are slow witted, putrid creatures with extreme aggressive behavior, immense strength and endurance if little coordination and agility. Zombies are terrible foes to face for their physic reeks of supernatural power and their relentless advance can only be broken if they are all killed and dismembered. What they lack in skills they make up by being relentless and by pure savagery. Plague zombies are known to consume the dead and sow despair wherever they go. Despite all their horror, they are but the most basic form of this terrible curse. Legions of Lost and Damned following a cult of Nurgle are sure to count amongst their numbers legion of these monsters, but other cults have learned how to exploit breakouts of the various form of Zombie Plague to launch attacks side by side if these already uncontrollable undeads. For reasons unknown, zombies seem to be capable of telling the difference between allies and enemies and will always attack servants of the Emperor before anything else and have never been seen killing devotes of Nurgle.<br /> <br /> Some zombies take different appearance and powers than the putrid mob of the plague zombies. Blessed by Nurgle, they fulfil a different niche. Amongst the most common are the Vitalus Zombies. Amongst all of the zombies, the Vitalus are recently raised from particularly healthy and strong victims like guardsmen, Scions, Arbites and others. They retain much of their coordination and some of their skills. They also look very much alive and only their glassy eyes and pallid flesh betrays their nature. They handle weapons with a certain skills and some even possess elite equipment. Another rather common one and much more feared than the Vitalus is the Lord of Flies, large zombies dressed in rags, their skull hollowed and surrounded in a thick coat of flesh eating flies that are nothing more than an extension of their body to serve as a weapon or as a cloud of protection to hide from the foes sight. Those known as the Blight Knights are easy to recognise thanks to their tall skeletal appearance clad in ancient carapace armors and full helms. In their supernaturally strong hands are swords or maces and sometime razor sharp shields. These retain a large portion of the martial skills they had in their lives or acquire some from beyond the Veil. Despite death, their movements are swift and well coordinated making them extremely dangerous enemies in close quarter. Those known as the Venom Carrier are tall to the extreme with long arms and fingers which ends in talons incrusted with acidic venom. Their forked tongue is dripping with the same acid which can burn down plasteel and be spit dozens of meters away with great precision. They to move with fluidity if in an awkward manner due to the size of their limbs and their strange gait. The Renders are probably the most savage and swift of them all. Small in stature, they look overly muscular with powerful claws that look almost like scythes and fangs capable of tearing up flesh. Their angry, reddish flesh betrays their savage nature and so does their blood freezing screams. In combat they are a whirlwind of destruction that moves faster than the untrained human eye. The Cyclopean Brute is the least human of them all, standing as tall as an Ogryn and even harder to kill and stronger. They are able to shrug tank shells and tear apart soldiers with ease. Their desire for destruction is only surpassed by the Renders. They are known to throw with great strength any heavy material they can lay their hands upon from torn pieces of armor to chunk of masonry. The White Damsels are those looking the most human. They look like young maiden whose beauty was only transfixed by death. Many of them still wear elegant dresses and possess an unearthly grace. Such is their strange and unnatural beauty that many simply fail to move to protect against their blades which they wield with great skills, speed and strength. Hungry Souls are skeletal zombies with long overly sharp claws bathing in strange deathly energy. A simple cut from those claws can kill the strongest creature as they are infused with warp born poison. They also gain strength as they kill, transforming themselves from strong zombie to implacable death machine bathing in a baleful aura of power. Finally, probably the most feared of them all, is the skeletal, hooded and miasma covered Necromancer for he has the power to turn the dead into zombies and sap the endurance of the living. Furthermore, those zombies fighting side by side with the Necromancer fight with greater vigor and speed. Only by targeting them first can people expect to survive a Zombie Plague infestation.</i><br /> <br /> <b>I think the descriptions are pretty self explanatory when it comes on how they should look.</b><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: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -, Pts: 5<br /> Vitalus Zombie: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, 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>: 6+<br /> Lord of Flies: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 3, T: 4, W: 2, I: 2, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -<br /> Blight Knight: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 1, S: 4, T: 4, W: 2, I: 3, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> Venom Carrier: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 3, T: 4, W: 1, I: 3, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -<br /> Renders: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 1, S: 4, T: 4, W: 1, I: 4, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 6+<br /> Cyclopean Brute: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 5, T: 6, W: 5, I: 2, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> White Damsel: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 1, S: 4, T: 3, W: 2, I: 4, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -<br /> Hungry Soul: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 1, S: 3, T: 4, W: 3, I: 2, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: - <br /> Necromancer: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 1, S: 3, T: 4, W: 3, I: 2, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: -<br /> <br /> Plague Zombie equipment: One close combat weapon, rags<br /> Vitalus Zombie equipment: Armored Rags, Shotgun, close combat weapon<br /> Lord of Flies equipment: One close combat weapon, Clouds of Flesh Eating Flies, rags<br /> Blight Knight equipment: Rusted Carapace Armor, Two-handed mace or sword<br /> Venom Carrier equipment: Acid Spit, Poisoned Vicious Claws, rags<br /> Renders: Murderous Talons, Hungry Fangs, Armored Rags<br /> Cyclopean Brute: Heavy Talons, Piece of Masonry, Rusted Carapace Armor<br /> White Damsel: Sword and Dagger, rags<br /> Hungry Soul: Death Infused Claws, rags <br /> Necromancer: One close combat weapon, rags  <br /> <br /> Plague Zombie Special Rules: Fearless, Primal, Feel No Pain (5+), Children of Grandfather Nurgle, No Coordination<br /> Vitalus Zombie Special Rules:  Fearless, Primal, Feel No Pain (5+), Children of Grandfather Nurgle<br /> Lord of Flies Special Rules: Fearless, Primal, Feel No Pain (5+), Children of Grandfather Nurgle, Shroud of Flies<br /> Blight Knight Special Rules: Fearless, Primal, Feel No Pain (5+), Children of Grandfather Nurgle, Fear<br /> Venom Carrier Special Rule: Fearless, Primal, Feel No Pain (5+), Children of Grandfather Nurgle, Fleet, Hit and Run<br /> Renders Special Rules: Fearless, Primal, Feel no Pain (5+), Children of Grandfather Nurgle, Crusader, Rage, Furious Charge, Rampage<br /> Cyclopean Brute: Fearless, Primal, Feel No Pain (5+), Children of Grandfather Nurgle, Furious Charge, Fear<br /> White Damsel: Fearless, Primal, Feel No Pain (5+), Children of Grandfather Nurgle, Hypnotic Beauty, Precision Strike<br /> Hungry Soul: Fearless, Primal, Feel No Pain (5+), Children of Grandfather Nurgle, No Coordination, Fear, Rampage, Vampiric Strength <br /> Necromancer: Fearless, Primal, Feel No Pain (4+), Children of Grandfather Nurgle, Dead Rising, Vampiric Touch<br /> <br /> Children of Grandfather Nurgle: At the beginning of the assault phase, if there is no enemy in their line of sight, but friendly unit not aligned to Nurgle (no mark of that specific god or daemon of that specific deity) or affected by a Devotion to Death within 6 inches or closer to them, they must make a leadership test or attempt to charge that unit and treat it has an enemy 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 or charge.<br /> <br /> Shroud of Flies: All Lord of Flies are surrounded by a thick cloud of flies. They provide the Special Rule Shrouded to the Lord of Flies and to the entire unit he is part of. This ability doesn't stack with that of other Shroud of Flies provided by Lord of Flies in the same unit.<br /> <br /> Hypnotic Beauty: Any unit in close combat against one or more White Damsel must roll and opposed leadership test (<span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+<span class="glossaryitem" onmouseover='gp(82);'>Ld</span>) before any other roll can be made. If the score of the White Damsel is equal or higher than that or the enemy unit, the enemy unit looses 1 point of <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, I and A to a minimum of 1 for the rest of the round. The White Damsel will also be able to ignore the armor save of her target. Units with the Special Rule Adamantium Will can add 1 to their score. If a unit is in close combat against more than one White Damsel, add one to their leadership test score for Hypnotic Beauty for each White Damsel after the first one to a maximum of +2.<br /> <br /> Vampiric Strength: A Hungry Soul grows in strength by the numbers of people it kills. If a model is removed as a casualty by a Hungry Soul, it permanently gains a bonus of +1 in <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, S, T, I and A and loses the Special Rule No Coordination. It gains an identical bonus on each round it kills at least one model. No single characteristic can reach a bonus higher than 6.<br /> <br /> Dead Rising: All Necromancer have the special rule feel no pain (4+) and can confer it to their unit of zombie as their unnatural aura and the busing flies around them lend vigor to their brethren. Furthermore, at the beginning of each round following the first one they arrive on board, the Necromancer can create 3 new Plague Zombies to add to his horde. These Plague Zombies cannot have any special equipment or options and can move, shoot and attack normally. The horde can exceed a total of 60 thanks to this ability. <br /> <br /> Vampiric Touch: All enemy unit without a Mark of Nurgle (or daemons of Nurgle or Plague Zombies themselves) in close combat against a Necromancer loose a point of Toughness This ability doesn't stack if there is multiple Necromancers in a single horde.   <br /> <br /> Independent deployment: The zombie horde can be split in as many group as desired during the deployment, but each group must be at least 5 strong. Only Independent Character with the Mark of Nurgle can join a Zombie Horde.<br /> <br /> Unit composition: 5 to 60<br /> <br /> Option:<br /> <br /> All Plague Zombies may take a laspistol (1 pts) or a Lasgun (1 pts) and exchange their rags for armored rags for (1 pts) <br /> <br /> One Plague Zombie for every five can take a flamethrower for (5 pts) or a heavy stubber for (5 pts)<br /> <br /> Any Plague Zombie may be upgrade to a Vitalus Zombie for (2 pts), a Lord of Flies for (12 pts), a Blight Knight for (10 pts), a Poison Carrier for (8 pts), a Render for (15 pts), a Cyclopean Brute for (25 pts), a White Damsel for (15 pts), a Hungry Soul for (30 pts) or a Necromancer for (30 pts)<br /> <br /> Any Lord of Flies may take a laspistol (1 pts) or a Lasgun (2 pts) and exchange their rags for armored rags for (1 pts) <br /> <br /> Any Vitalus Zombie may exchange their shotgun for a Lasgun for free, a hot-shot lasgun with preysight for (4 pts) or a heavy stubber for (8 pts), take an additional laspistol for (1 pt), exchange their armored rags for a Rusted Carapace Armor for (2 pts) or replace their close combat weapon for a two-handed close combat weapon for (4 pts) <br /> <br /> Any Blight Knight can exchange it's two handed sword or mace for a close combat weapon and a razor sharp shield for free.<br /> <br /> Any Venom Carrier can take a lasgun for (2 pts), a flamethrower for (5 pts) or a heavy stubber for (10 pts) and exchange their rags for armored rags for (1 pt) each<br /> <br /> Any Hungry Soul can take an extra close combat weapon for (2 pts) and exchange rags for armored rags for ( 1 pt) or a Rusted Carapace Armor for (4 pts) each<br /> <br /> Any Necromancer can exchange his close combat weapon for a two handed close combat weapon (for 8 pts) and exchange his rags for armored rags for (1 pt) or a Rusted Carapace Armor for (4 pts) each
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</div> <br /> <br /> Possessed Chaos Warrior Band<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Like for the Imperium, many worlds of the Realm of Chaos have only a primitive level of technology. In fact, these are perhaps even more common as the Ruinous Powers are frequently inimical to complex civilisation which requires law and order to arise. Those living on daemonic feral or feudal worlds are much more close to the wills of daemons and the Four themselves as they have no technology or science to explain and provide for them. These are savage worlds where violence is constant and where all adults learn how to kill and how to invoke daemonic spirits from a young age. This reliance on daemon patron for power, weapon or simply aid and knowledge as lead to a far larger number of the human population to be possessed by daemons or devolve into Chaos Spawns. Some have even learned how to invite daemons to possess them, sometime temporarily. This transform a ferocious feral warrior in an even more dangerous champion. Possessed warriors from feral and feudal worlds are a relatively common sight within the Realm of Chaos and makes for terribly dangerous foes despite their primitive weapons and armors. Some get more or less used to advanced technology and learn to fight beside and against it. Their daemonic powers are usually more than enough to make them formidable foes even in M41.</i><br /> <br /> <b>I would have imagined a band of men and women looking like barbarians or knights with light plate armors, full helms sometime with horns, torn capes and furs on their shoulder, trophies on their belts and shoulder. Their gauntlets are clawed and looking very much daemonic talons and they wield a sword, battleaxe or mace in the other hand. A few might even have bat wings or barbed tails gain from their daemonic possession. They would be posed charging down foes and ready to strike.</b><br /> <br /> Possessed Chaos Warrior: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 4, T: 3, W: 1, I: 4, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+, pts: 12<br /> Possessed Chaos Knight: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 4, T: 3, W: 1, I: 4, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 7, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+<br /> <br /> equipment: feudal plate, close combat weapon<br /> <br /> Special Rule: Hatred (Imperium), Fleet, Aura of Dark Glory, Daemonic Possession, Fearless, Champion of Chaos (Possessed Knight Only)<br /> <br /> Daemonic Possession: All Possessed warriors are joined with a daemon from which they can gain great powers albeit at some risk for the biding process can be permanent and in the cases its not can prove to kill those who practice it. At the beginning of each game, before deployment, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> on table bellow to see what powers the possessed warriors gain for the rest of the game.<br /> 1) Soul Burning: the possessed warriors were not strong enough to handle that much daemonic energy. They gain no bonus and each one of them suffer a S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1 wound.<br /> 2) Daemonic Claws: the possessed warriors close combat weapon gain the Shredding and Rending Special rule<br /> 3) Warp Speed: the possessed warriors can now run, shoot and charge in the same round without penalty and gain the Move Through Cover Special Rule<br /> 4) Daemonic Wards: the possessed warriors can now reroll their failed armor saves<br /> 5) Malign Fury: the possessed warriors gain the Rampage Special Rule<br /> 6) Daemonic Apotheosis: the possessed warriors are infused with massive energy. They gain all the previous bonuses, but each one of them suffer a S:4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1 wound.<br /> <br /> Unit composition: 10 to 20<br /> <br /> Upgrades:<br /> <br /> One Possessed Chaos Warrior can be upgraded to Possessed Knight for (5 pts)<br /> <br /> The Possessed Knight can exchange its close combat weapon for a Daemonforge Blade for (20 pts)<br /> <br /> Any Possessed Warrior or Knight can take an extra close combat weapon for (2 pts) each and/or the ability to project a Warp Javelin for (2 pts) each
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</div><br /> <br /> Possessed Chaos Knight Valery Vyskary<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Born in a savage world torn by constant feudal warfare outside of boundaries of the Imperium, Valery Vyskary was born into a life of violence. Her mother gave birth to her on the battlefield surrounded by a close guard while an enemy clan was launching a charge with their best possessed warriors. She took her first breath of air covered in the blood of those who would become quickly her enemies. From that point on, Valery was destined to become a great warrior and leader amongst her people. Cimmera, her homeworld, was a barbarous feudal world under thrall of the Ruinous Powers even if it wasn't really close to an important Warp anomaly. Noble born, she was quick to earn her place and master combat, but also the magic rituals destined to bind and commune with daemons. Vyskary was an agile and fierce fighter with a strong mind and a natural resistance to the harmful side effects of witchcraft and communion with daemons. Her body supports extremely well the process of daemonic possession and binding. Her destiny truly unravelled to her during her rite of passage to adulthood when her and dozens of youth of her clan participated in a [i]bataille royale</i> in the forest close to her home. There, she seized from the rock that imprisoned it a daemonforge blade that used to belong to an Immortal. Thanks to that quasi mystical artefact, she managed to rally a coalition of clans and houses against her enemy on the planet and established a rather successful kingdom. From communion with daemons, she learned how to create a portal to connect her isolated planet to larger Realms of Chaos. Since then, the possessed warriors of Cimmera can be found in various forces of Lost and Damned. Valery Vyskary herself sometimes lead them into battle to defend her title of greatest Possessed Knight of her planet. On the battlefield she is a savage and clever warlord whose as fearsome as she is beautiful.[/i]<br /> <br /> <b>I would have imagined her model as that of a young woman with flowing hairs dressed in a medieval plate that looks almost like a second skin. In her clawed hands, she would hold a bastard sword of robust and simple design, but with a series of runes running along its length. She would have only the tattered remains of a cloak on her shoulder and would be posed charging down a foe.</b><br /> <br /> Valery Vyskary: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 4, T: 3, W: 2, I: 5, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 5+, pts: +40<br /> <br /> Equipment: Feudal Plate, Daemonforged Blade, Warp Javelin<br /> <br /> Special Rule: Hatred (Imperium), Fleet, Aura of Dark Glory, Daemonic Possession, Fearless, Knight of Cimmera, Psychic Mastery 1, Champion of Chaos<br /> <br /> Knight of Cimmera: The Band of Possessed Warrior led by Valery Vyskary is heavily inspired by her talent and leadership. As long as she is alive, the squad gains a bonus of +1 to it's <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. Furthermore, they can reroll the dice for their Daemonic Possession Special Rule. If they could already do it, they can choose their score instead of rolling.<br /> <br /> Upgrades:<br /> <br /> Valery Vyskarys is a character upgrade for a Possessed Warrior band. She takes the place of a normal Possessed Knight and costs the number of point mentioned above. She cannot take any other option.<br /> <br /> Valery Vyskary can select her psychic powers from the Witchcraft Discipline<br /> <br /> Warlord Trait: Knight of Chaos
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</div><br /> <br /> Grand Master Basil of House Karadus, Lord of Greed and his Cohort<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Most Chaos cults within the Imperium are surviving thanks to a mix of discretion and corruption. Cultists themselves can come from a multitude of sources. Most are poor and oppressed people easy to sway from the Imperium with promises of retribution and of riches. Amongst the throng of cultists there is one who stand out: Basil of House Karadus. Unlike most cult leaders, he isn't a local leader of a larger cult under the orders of an Arch-Apostate. He is a facilitator. He belongs to no specific cult, but sell his services to others to set up their own agents amongst the throng of the Imperium. To do so, Basil uses the vast wealth he acquired from selling his services, but also that he inherited from his Rogue Trader ancestors. Thanks to his ship, his contact and his phenomenal wealth, Basil is extremely successful, yet lives in constant movement, fleeing a cohort of inquisitors who seek to put an end to his spreading of the Chaos taint at all cost. Basil is responsible for more than half a dozen insurrections and help many more gain in importance. Thanks to his great wealth, Basil is more than a master at corruption and it's said that the Gods gave him the power to sense those who are weak to the lure of gold and riches. He and his fellow servants are known to go into battle in princely armors and armed with the most powerful weapons available, making them very different in appearance than the regular cultist mob. Basil has had several children from various relations. These children are privileged within his Cult and serve as leaders. The four most well known and important ones would be Joshua, his first son, an incredible, nearly superhuman, athlete and natural combatant; Minerva, his third daughter, known for her clever mind and psychic gifts; Amelia, his fourth daughter, who happens to be a very sharp shot and of great beauty and, finally, Arturus, his third son, known for brutality and deviousness. What they lack in training and competence, they can make up with sophisticated weapons. Who knows with such success how long it will take for the Lord of Greed to rise to a higher position, but so far, he seems rather content with his position and the freedom and power it gives him. One would be fool to assume that such a greedy man would settle with it forever.</i><br /> <br /> <b>I would have imagined Basil as a tall man in a golden form fitting power armor armed with a rapier-like sword and a sophisticated plasma pistol in the other. His head would be proud with long flowing, technically blond, hairs. He would also have silky cloak. Everything on him should scream wealth, but not in a very elegant way, more in a garish and crass fashion. Joshua would look taller than the others, have the same kind of hairs than his father, but would look more knightly and savage and the same time. Minerva would look like her namesake goddess. Amelia would have a stupendously long pony tail, a form fitting armor and a precision rifle. Arturus would be rather small and hunched, armed with a pair of long knives and a cruel smile on his lips. His cohort of cultists would be equipped in similarly impressive armors with sophisticated weapons. They would be posed walking like if they were on fashion show.</b><br /> <br /> Lord of Greed Cultist: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 2, <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>: 3+, pts: 9<br /> Master Joshua the Olympian: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, S: 4, T: 3, W: 2, I: 4, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+ <br /> Mistress Minerva the Wise: <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: 4, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+<br /> Mistress Amelia Hawkeye: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, S: 3, T: 3, W: 2, I: 4, A: 1, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+<br /> Master Arturus the Slayer: <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: 5, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+ <br /> Grand Master Basil, the Lord of Greed: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, T: 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>: 3+<br /> <br /> Lord of Greed Cultists equipment: Power Armor, Hellgun, two laspistols, Chaos Symbols, frag and krak grenades<br /> Master Joshua the Olympian equipment: Power Armor, Thunder Hammer, Power Shield, Chaos Symbols, frag and krak grenades<br /> Mistress Minerva the Wise equipment: Power Armor, Force Sword, Power Shield, Chaos Symbols, frag and krak grenades<br /> Mistress Amelia Hawkeye equipment: Power Armor, Needle Rifle, Two-Handed Power Sword, Chaos Symbols, frag and krak grenades<br /> Master Arturus the Slayer equipment: Power Armor, Needle Carabin, Inferno Pistol, Venom Blade, Throwing Knives, Chaos Symbols, frag and krak grenades<br /> Grand Master Basil, the Lord of Greed equipment: Power Armor, two Mastercrafted Plasma Pistol, Quicksilver, Chaos Symbols, frag and krak grenades<br /> <br /> Lord of Greed Cultists Special Rule: Hatred (Imperium), Stubborn<br /> Master Joshua the Olympian Special Rule: Hatred (Imperium), Stubborn, Furious Charge, Aura of Dark Glory, Champion of Chaos<br /> Mistress Minerva the Wise Special Rule: Hatred (Imperium), Stubborn, Psychic Mastery 1, Aura of Dark Glory, Champion of Chaos<br /> Mistress Amelia Hawkeye Special Rule: Hatred (Imperium), Stubborn, Weapon Master, Aura of Dark Glory, Champion of Chaos<br /> Master Arturus the Slayer Special Rule: Hatred (Imperium), Stubborn, Killing Strike, Aura of Dark Glory, Champion of Chaos<br /> Grand Master Basil, the Lord of Greed Special Rule: Hatred (Imperium), Stubborn, The Heart of Man, Psychic Mastery 2, Aura of Dark Glory, Champion of Chaos<br /> <br /> Weapon Master: Amelia Hawkeye has all the fighting skills of the best Tempestor Prime. She was, after all, trained as one before rejoining with her father as part of a plan to destroy a Scholam. She can fire her Needle Rifle twice per round without any penalty. All her attacks are precision strikes and shots.<br /> <br /> Killing Strike: Arturus the Slayer got his fame by becoming a serial killer and Gang Lord in Necromunda Hive before joining back his father. All his attacks, be they at range or in close combat, have the Special Rule Rending. <br /> <br /> The Heart of Man: Basil possess the extraordinary ability to corrupt even the most loyal of men thanks to a mix of fabulous riches, great charisma and psychic powers. After deployment, select one of the enemy unit of your choice on the board. This unit has been subjected to Basil's corruption attempt. Roll an opposed leadership test (<span class="glossaryitem" onmouseover='gp(1);'>2d6</span>+<span class="glossaryitem" onmouseover='gp(82);'>Ld</span>). If Basil scores a draw or higher than its target, the enemy unit erupts in infighting at the beginning of the first round. All models in the unit suffer a single wound using their close combat weapon. Furthermore, it also looses 2 points of leadership. Should the unit fail a leadership test, all models in the units suffer a single wound using their close combat weapon as infighting starts over again. Units with the following rules can gain of cumulative +1 bonus on their leadership test: Adamantium Will, Stubborn, And They Shall Know, No Fear, Hatred (Chaos). The Warlord of the enemy army as well as any units with the Fearless Special Rule cannot be affected by this rule.<br /> <br /> Unit Composition: 10 to 50 (unique squad)<br /> <br /> Upgrades:<br /> <br /> One Lord of Greed Cultist must be upgraded to Basil, the Lord of Greed himself for (131 pts)<br /> <br /> Basil, the Lord of Greed can select his psychic power from the Telepathy, Malefic Daemonology, Biomancy and Pyromancy Discipline.<br /> <br /> For each ten extra Lord of Greed Cultists in the squad, one of them can be upgraded to Joshua for (61 pts), Minerva for (51 pts), Amelia (51 pts) OR Arturus for (41 pts)<br /> <br /> Minerva can select her psychic power from the Divination and Biomancy Discipline<br /> <br /> For every three Lord of Greed Cultists, one of them can exchange its Hellgun for one of the following: Plasma gun for (15 pts), Meltagun for (10 pts), Storm Bolter for (5 pts), Needle Carabin for (5 pts), Needle Rifle for (2 pts)<br /> <br /> The squad can take a Wyrm, a Chimera armored transport or a technical vehicle squadron as dedicated transport and supports<br /> <br /> Quicksilver:<i>Basil wields an ancient xeno blade that has been blessed by the Gods of Chaos. It strikes at the speed of light and does most of the fighting for him</i>: range: -, S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, X2 Initiative, Reroll to hit.<br /> <br /> Warlord Trait: 5th column commander
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</div><br /> <br /> <br /> <b><u>Dedicated transports</u></b><br /> <br /> Chimera armored transport<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>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 worlds from massive Forge World to much less advance Industrial Worlds. It's rugged design and easy to maintain makes it a very efficient vehicle and despite its low level of tech. Many worlds in the shadow of the Ruinous Power have the capacity to produce Chimera pattern armored transports. Many regiments who betrayed the Imperium also brought with them their motor pool filled with Chimeras. Lost and Damned use those vehicles in the same kind of way then the forces of the Imperium. Renegade soldiers are those seen using those vehicle has close support vehicle most often but mutants have been known to pilot those vehicle has transport and many of them learned how to crew them. The simple control system of this vehicle makes it very easy to pilot even for the most stupid human or in that case mutant. Cultists have been known to transform theirs in moving chapel capable of spreading destruction to their enemies.</i><br /> <br /> <b>I would have envisioned a good old chimera with decorated cannons (a bit like chaos predator) and chaos symbols and spikes (else, nothing would be very different)</b><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: 45<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 /> Access point: 1 (rear)<br /> <br /> Fire point: 3 per side<br /> <br /> Upgrades:<br /> <br /> Can take a professional soldiers crew (+1BS) for (10 pts)<br /> <br /> Can exchange the turret mounted multi-laser for one of the following heavy bolter for (free),  heavy flamer for (free) or an autocannon for (10 pts)<br /> <br /> Can exchange hull mounted heavy bolter for a heavy flamer for (free)<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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<i>Marauder's are known for their habits if stealing the best vehicles, they can lay their hands on. When it comes to transport vehicles, few are as efficient than the Space Marine Rhino. These tanks of ancient design benefit from better speed and far greater autonomy than the Chimera they sometime use. Its self-repair system also makes very easy to maintain in combat situation if not a bit temperamental during peace time. Many of these vehicle have been stolen to Sisters of Battle, Arbites and Space Marines and heavily modified to fit their needs and the taste of their new masters. Most Marauders hate the smell and sight of the Imperial Eagle just as much than any other Lost and Damned and will quickly adorn their new transports with symbols of chaos and trophy racks when they choose not to make them camo. Marauder's Rhino are seen as a great trophy for a warband. It proves they either had the capacity to negotiate with Chaos Space Marines on an even ground or manage to steal it from illustrious Imperial institution.</i><br /> <br /> <b>It's basically just a chaos rhino with maybe the option for a Marauder manning a weapon on top of the tank.</b><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: 35<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 /> Upgrades:<br /> <br /> Can take a Hades Missile pod for (10 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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<i>Wyrm armored transports aren't in service in most regiment of the Imperial Guard. They are a ancient variant of the Taurox armored transport mostly used on Imperial world to transport cattle on Agri World. When modified for battlefield by local PDF, it's a large vehicle capable of transporting much more soldiers than a Chimera even if it possesses lighter armor and lower fire power. Guards don't use them outside of transports for logistical purpose (uniforms, ammunition, food, etc.) for they tend to be too easy targets for enemy anti-armor and don't provide enough supporting firepower. Lost and Damned uses these on a almost systematic basis for they are large, cheap and very easy to build in their domains. Throngs of troops can be transporter by these impressive vehicles to any battle field and their open-top nature makes it even easier to use them in an aggressive fashion. Its rugged engines design mostly for heavy duty work on farms and rural area makes its use simple even by the dimmest witted mutant. The size and brutish form of these transport can also intimidate unexperienced soldiers and militia and bolster the bravery of those fighting beside it.</i><br /> <br /> <b>I would have envisioned a model similar in term of design to the Taurox but with half-tracks instead of snow-tracks, an open-top truck similar to ork trukks and longer than a regular Taurox. A small turret would be placed above the cockpit of the vehicle with a pair of twin-linked heavy stubbers on it for only weapon system. Sigil of chaos and spikes could be added to the vehicle who would otherwise have a pretty militaristic appearance.</b><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           pts: 50<br /> <br /> equipment: twin-linked turret mounted heavy-stubber<br /> <br /> Special Rule: open-top, transport<br /> <br /> Transport capacity: 20 models<br /> <br /> Upgrades:<br /> <br /> Can take a professional soldiers crew (+1BS) for (5 pts)<br /> <br /> can take options from the armory of the damned (see down)
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</div><br /> <br /> Technical Vehicles Squadron<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Simple, widely available and easily built, these vehicles are probably the most common vehicles in a Lost and Damned army. They are rugged utility four-wheel vehicles designed for difficult terrain mostly use by civilians working on construction or by their local law enforcement within the Imperium. These vehicles are also used by the Imperial Guard to transport important merchandise or officers in occupied zones. Lost and Damned thus have easy access to them. The rugged nature of these widely available and easy built vehicles makes them very easy to modify for combat. Their tail compartment can become an excellent machine gun emplacement or even house a small rocket pod. These fast and powerful vehicles might not be able to sustain heavy fire, but they are very fast and easy to drive. The Lost and Damned use them as close support for their squads, providing them with extra firepower thanks to those ubiquitous vehicles.</i><br /> <br /> <b>The technical vehicles would pretty much look like those we can find on various battlefields right now. Those of the Lost and Damned would be imposing and decorated like most of their other vehicles with spikes and trophies. There would be option for a mutant, soldier or cultist pilot and gunner.</b><br /> <br /> Technical Vehicle: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, Armor: F: 10, S: 10, R: 10, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 2, pts: 30<br /> <br /> Equipment: Turret Mounted Twin-Linked Heavy Stubber<br /> <br /> Special Rule: Fast, Open-Top, Move Through Cover<br /> <br /> Unit Composition: 1-3 <br /> <br /> Upgrade:<br /> <br /> Can take a professional soldiers crew (+1BS) for (5 pts) or a Chaos Marauder Crew (+2BS) for (10 pts)<br /> <br /> Can exchange its Twin-Linked Heavy Stubber for an autocannon for (10 pts), a Lascannon for (15 pts) or a Hades missile pod for (5 pts) or a Twin-Linked Mortar for (free)<br /> <br /> Can Take an extra Hull Mounted Twin-Linked Heavy Stubber for (10 pts) <br /> <br /> Can take options from the armory of the damned (see down)
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				<pubDate><![CDATA[Tue, 19 Jan 2016 20:58:16]]> GMT</pubDate>
				<author><![CDATA[ epronovost]]></author>
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				<title>Codex Lost and Damned (final version)</title>
				<description><![CDATA[ <b><u>Fast Attack Choices</u></b><br /> <br /> Dark Corsairs Squad<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Some Lost and Damned aren't completely taken over by the Ruinous Powers. Some are simply rebellious people who refuse to worship the God-Emperor and obey his law. Most of them must live their lives in the margin of space, constantly tracked by the Inquisition for some blasphemy or by the Adeptus Arbites for breaking the Lex Imperialis. Their only allies are the dangerous Lost and Damned and their Marauders. These rebels and bandits are known as the Dark Corsairs as they spend their lives selling themselves as mercenaries for some frontier worlds or the Realm of Chaos and pillaging the the richer worlds of the Imperium. They are ruthless murderers and thieves used to a life of violence and loyal only to themselves. Dark Corsairs can be a pretty varied group of people, only the dangerously mutated, the psykers, the God-Emperor and Chaos Worshipers are barred from becoming one of them. It's not rare to see amongst them particularly large and powerful, if human looking, mutants that serve as enforcers for the captain. Knowing how to fight and be willing to kill to survive is a necessity. As such they are extremely gifted soldiers with a strong internal discipline. Those born amongst Dark Corsairs are even more fearsome as they were raise to fight. Dark Corsairs are most often allied with the forces of the Lost and Damned and opposed to the Imperium and each band will follow its own rules and leadership. In the host of the Realm of Chaos, they act as scouts or rapid intervention units. They frequently fight side by side with Chaos Marauders as both groups share a lot in common both in terms of training, equipment and discipline. It's rare to see the two apart.</i><br /> <br /> <b>I would have imagined a squad of men and women very similar to the Chaos Marauders, but with their armors lacking the traditional signs of Chaos like horns and symbols of the Ruinous Power symbol and slightly more modern too with flak instead of chainmail for example. Their weapons would be more bulky and heavy and their posing more aggressive like if they were charging or standing in disciplined ranks. Of course, there would be options for extra weapons and for their leaders who would have a Chaos Warhound pup as a pet.</b><br /> <br /> Dark Corsair: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <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+, pts: 7<br /> Dark Enforcer: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, 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 /> Dark Captain: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 3, W: 2, 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: Flak Armor, Carapace Armor (Dark Enforcer and Dark Captain Only), close combat weapon, Slug Pistol, Shotgun, Heavy Shotgun (Dark Enforcer Only), Two-handed close combat weapon (Dark Enforcer Only), frag grenades<br /> <br /> Special Rule: Hit and Run, Mercenary, Volley of Fire, Scout, Infiltration, Corsair's Chimera, Relentless (Dark Enforcer Only)<br /> <br /> Corsair's Chimera: The Dark Corsairs are known to extensively modify their vehicles. If the squad takes a Chimera as a dedicated transport, it automatically gets a professional soldier crew update and becomes a fast vehicle for free. Furthermore, on any turn they disembark, all weapons in the squad are considered twin-linked. Finally, the Corsair's Chimera is considered an assault vehicle, but only for units of Dark Corsairs. Options for the Chimera can be taken normally, but they cannot take the Daemonic Possession or the Chaos Clarion upgrade.<br /> <br /> Unit Composition: 5 to 15 (Infantry)<br /> <br /> Upgrades:<br /> <br /> One Dark Corsair can be upgraded to a Dark Captain for (20 pts)<br /> <br /> The Dark Captain can exchange his Slug Pistol for a bolt pistol for (2 pts), a hand flamer for (5 pts) or a plasma pistol for (10 pts), a power shield for (15 pts)<br /> <br /> The Dark Captain can exchange his close combat weapon for a power weapon for (10 pts), a power fist for (15 pts), a power shield for (15 pts)<br /> <br /> The Dark Captain can take an Auspex for (20 pts)<br /> <br /> One in five Dark Corsairs can be upgraded to Dark Enforcers for (15 pts) each<br /> <br /> Any Dark Enforcer can replace their Heavy Shotgun for a Heavy Stubber for (10 pts), a Scatter Cannon for (10 pts) or a Reaper Autocannon for (20 pts) OR replace their two-handed close combat weapon for a two-handed power weapon for (10 pts)<br /> <br /> Any Dark Corsair can exchange their shotgun for a heavy shotgun for (2 pts), a Heavy Rifle for (2 pts) and/or their flak armor for a Carapace Armor for (2 pts) each<br /> <br /> Up to three Dark Corsairs can take a demolition charge for (10 pts) each<br /> <br /> Up to three Dark Corsairs can exchange their shotgun for a meltagun for (15 pts), a plasma gun for (15 pts) or a flamer for (5 pts) <br /> <br /> All members of the squad can take krak grenades for (1 pt) each<br /> <br /> The entire squad can take a Corsair's Chimera armored transport as a dedicated transport<br /> 
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</div><br /> <br /> Vanguard Scout squad<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The Imperial Guard uses extensively Sentinel walker for their scouting and recon duties. Their solid design, capacity to navigate all kind of terrain and still impressive firepower for such little engines makes them a natural choice. Lost and Damned forces don't have the luxury to employ them in such great numbers. In fact, they are very scarce for they require impressive technology and regular maintenance to keep them operational. Instead, they use the next best thing: Vanguard Bikes. Rarely seen in the Imperial Guard, but often encountered in PDF or used by Arbites, these bikes are fast, have a good autonomy and are simple to maintain in good working order. Vanguard bikes are solid vehicle and very well armed for their size. Their design is reminiscent of Space Marine bikes but lighter. Scout troopers using them need to be courageous and clever for their task is dangerous and those bikes offer nothing near like the protection of an armored Sentinel. Despite these drawback, Vanguard scout have a dreaded reputation for lightning quick assault and murderous temper. Some bands will prefer them Nightmare steeds, powerful warhorses who have been tainted by the Warp, making them stronger and faster then regular warhorses. Vanguard scouts are a common sight in most armies led by warlords of high stature. They are perhaps the only forward element of a Lost and Damned legion that is certainly composed of professional soldiers with the equipment to relay tactical information in a professional manner the other ones being cultists and mutant who are frankly not the most reliable source of information. Some vanguard scout who have fought for years ro drawn from elite unit will be known as Hell Knights. These are particularly well trained soldiers in close combat and fully capable breaking through the lines of the enemy in one swift charge. Fortunately, these warriors are very rare.They also are invaluable for harassment operation behind the enemy line. The only problem they face is their need to find fuel for their engines and that poor quality fuel have a bad tendency of damaging engines or leaving smoke behind which can make them easy to locate.</i><br /> <br /> <b>I would have imagined a renegade soldiers like those described above (except with goggles) on a smaller, slightly lighter version of Chaos Space Marines bikes. Their weapons would be on the side of the vehicle a bit like ork bikes.</b><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>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+                      pts: 16<br /> Veteran 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>: 7, <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 /> Upgrades:<br /> <br /> For every three Vanguard scout including the veteran, one Vanguard Scout can replace his close combat weapon and laspistol for one of the following: meltagun (10 pts), plasma gun (10 pts), grenade launcher (5 pts) or flamer (5 pts), Needle Rifle (5 pts)<br /> <br /> Any Vanguard can take a Hunting Lance for (3 pts) each<br /> <br /> Any Vanguard can replace its Vanguard Bike for a Nightmare Steed for (free)<br /> <br /> One unit of Vanguard Scout per detachment can be promoted to Hell Knight and gain +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, +1 A, +1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> and the Special Rule Rage for (5) pts each<br /> <br /> One Vanguard scout can be promoted to veteran for (5 pts)<br /> <br /> The veteran can replace his laspistol for one of the following: bolt pistol (3pts), plasma pistol (10 pts), inferno pistol (10 pts)<br /> <br /> The veteran can replace his close combat weapon for one of the following: power weapon (10 pts), power fist (15 pts)<br /> 
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</div>  <br /> <br /> Chaos Warhounds pack<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>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 it does to animals. Touched by the Warp, wolfs and hounds transform themselves in giant beast still recognisable as what they were, but of massive size, unnatural ferocity and with a glimmer of intelligence. Those beasts are the most favored of the Lost and Damned, their almost human intelligence, strength and ferocious nature makes them desirable guards and fighting pets. The largest, smartest and most cruel of them are then breed together to create warhounds. These beasts are fast and dangerous creature capable of devouring a man in a few seconds and even tear apart small armored vehicles. Warhounds usually operate in packs like scouts or support to mobs of cultists or gangs of mutants. They relentlessly hunt down any enemy close to them and have been known to be capable of bringing down Space Marines and Ogryns if numerous enough. Despite their feral appearance, they do possess impressive cunning and aren't easily fooled and lured like many Imperial guardsmen tried yet failed. The safest way to engage them remain application of massive firepower in a single area and killing their Alpha.</i><br /> <br /> <b>I would have imagined something very similar to the feral warg of the Hobbit.</b><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+       pts: 8<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 /> Upgrades:<br /> <br /> One Chaos Warhound can be promoted to Alpha Warhound for (12 pts)
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</div><br /> <br /> Chaos Spawns pack<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Life has a Lost and Damned can end in four manners: natural death, death in combat or murder, Daemonhood and Spawnhood. All servants of Chaos dream of daemonhood, the path to true immortality and almost unlimited power. Its the greatest reward and the selling argument of many cults yet the number of Lost and Damned who were indeed rewarded with it can be counted on the hands of a few persons. For every daemon prince, billions died with nothing more than pain and humiliation for reward. Yet some are rewarded with a fate that is even more terrible than death: spawnhood. Every Lost and Damned will start to accumulate mutation over time has either a reward, a punishment or a random effect of living on worlds awash with the power of chaos. Some are benign and almost invisible, other monstrous or useful and some even crippling the Four could not care less. Some mutation are so extreme that the body of these mutants cannot handle it they transform in mass of flesh, bones and muscles without shape or sense, racked by the power of the Warp. Other simply appeared during summoning ceremonies or during possession ritual that went wrong. These are Chaos spawns. These monsters are rather common in area where the Warp is more active or were certain cults are more active. Most spawns die in a disgusting manner a few minutes after their birth, but some can maintain a semblance of stability and keep living in a state of permanent anguish of some sort. Because of this most of them are incapable of reasoning. On the battlefield, these monsters are used has shock troops for cultist their strength more than enough to brake barricades and absorb a surprising amount of firepower.</i><br /> <br /> <b>Just a good old Chaos Spawn.</b><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>: -        pts: 30<br /> <br /> equipment: dangerous pseudopods<br /> <br /> Special rule: primal, fearless, fear, rage, mutated beyond reason, very bulky<br /> <br /> Mutated Beyond Reason: At the beginning of each Fight phase, 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 tentacles: roll two <span class="glossaryitem" onmouseover='gp(24);'>d6</span> for attacks and pick the highest number<br /> 3) Poisonous claws: all attacks have the poisoned (4+) special rules<br /> <br /> Unit composition: 1 to 8
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</div><br /> <br /> <br /> Dragonfly<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The Imperial Guard air support usually comes from the Navy who gives them access to some of their flyers most notorious amongst them the Valkyrie and the Vendetta. Both of them are powerful and well armored aircrafts capable of transporting troops and covering them. Many PDF don't have the luxury of using those engines and resort to use flyers of a different type capable of stationary flight to transport troops but without the impressive speed of more advance engines. The most produced flier of that type is the Dragonfly. It's a relatively advance vehicle using a series beating bladed wings to maintain flight much like an insect. It’s because it possesses four of these and a elongated tail for steering that this vehicle received its designation, A small reactor procure more speed and thrust for combat making it a capable flier in dogfight yet far from being able to match the capacity of specialised craft in that domain. Lost and Damned, frequently unable to maintain a descent number of Valkyries in their armory, use Dragonfly in their place. The fact that these crafts are produce in mass in the Darevon Ring, the Hell Pit and in some of fortress of Chaos remaining around the Sabbat Worlds makes the maintenance of these vehicle easy. For the Lost and Damned, the Dragonfly are always a good sight. Their powerful weapons and speed makes them an invaluable asset to have and their design was specifically altered from the original one to make their appearance more threatening and supernatural. Many soldiers have lost their nerves simply because of the roar of its engines and the «supernatural» trail of smoke it leaves behind.</i><br /> <br /> <b>I would have imagined a vehicle with four helicopter like blades folded on its back like a damselfly, a small cockpit with two seats one behind each other like in assault helicopters, a small transport compartment behind the cockpit, a rather long tail with a rotor on it and all <span class="glossaryitem" onmouseover='gp(415);'>ot</span> it's weapons on the nose and flanks of the cockpit of the vehicle. The blades would be filled with short spikes, so would the tail. The cockpit would have been disguised to look like the roaring maw of a Helldrake or dragon and trophies could be seen on top of it.</b><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: 100<br /> <br /> Equipment: three hull mounted twin-linked hot-shot volley gun, Screaming engines, heavy armor plating<br /> <br /> Screaming engines: Each enemy unit that the Dragonfly flies over in any given round must pass a leadership test or be considered pinned because of fright. Unit with the rule And They Shall Know no Fear are immune to it. Sigils of Chaos don't affect this ability (it passes to fast for you to see it really).<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 /> Upgrades:<br /> <br /> Can replace the three twin-linked hot-shot volley gun for the following: three reaper autocannon (15 pts), three twin linked multilaser (10 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 /> Chaos Shredding Spheres<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Clearly the invention of a mad man, the vehicle dubbed the Chaos Shredding Sphere became a staple of Lost and Damned armored assault during the days of the Sabbath Crusade. These spherical vehicles move around thanks to a powerful engine allowing the rotation of the entire hull save for the driver placed in a giro-stabilised seat. This allow the vehicle to move fast on almost any surface thanks to its solid grip, spikes and nervous command system. The spherical structure of the hull makes it surprisingly resistant to impact, but tend to make them bounce of trajectory in case of powerful impact. It's unpredictable mouvement, speed, dangerous nature and powerful weapon system made it a fearsome weapon. The design was repeated and perfected, by protecting a bit more the driver by increasing the speed of the engine, narrowing the vision slits (thanks to speed increase this did not deteriorate the driver vision at high speed) and adding camera projectors. The Chaos Shredding Spheres are easy to use. They can blast the opposition with their plasma cannon while attempting to crush everything under their bladed hull.</i><br /> <br /> <b>This is a relatively simple vehicle. I would have imagined a metal sphere with blades and spikes that serves has weapons and traction tool with small vision slit for the driver at regular interval. On the side of the vehicle would be a pair of plasma cannon or multimelta. There would be very few decorations on the vehicles and they should not be that big.</b><br /> <br /> Chaos Shredding Sphere: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, Armor: 12 F, 12 S, 12 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3                          pts: 90<br /> <br /> equipment: heavy armor plating, twin-linked plasma cannon, razor sharp blades and spikes.<br /> <br /> Razor sharp blades and spikes: any time the vehicle makes a tank shock, the targeted unit must make a successful Initiative test or it suffers 1d6 strength 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2 hits. Should the unit elect to make a Death or Glory action, it will inflict <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> hits with the same strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> should it not be destroyed or immobilised. When a Chaos Shredding Sphere rams a vehicle, it also suffers those hits in addition to normal damage.<br /> <br /> Special rule: Tank, Fast, Unstable and Terrifying, move through cover<br /> <br /> Unstable and Terrifying: Each time a Chaos Shredding suffers a penetrating hit, roll a scatter dice and a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. Move the vehicle in that direction. If it hits a unit friend or foe, it suffers 1d6 strength 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2 hits and the models are moved the minimum amount to allow space. Furthermore, each time a Chaos Shredding Sphere makes a tank shock, the targeted unit suffer a malus of 1 to its leadership.<br /> <br /> Unit Composition: squadron of 1 to 3 vehicle<br /> <br /> Upgrades:<br /> <br /> Any Chaos Shredding Sphere can exchange its twin-linked plasma cannon for one of the following: twin-linked lascannon (free), twin-linked multimelta (free) or twin linked heavy flamers (free)<br /> <br /> Any Chaos Shredding Sphere can take a professional crew for +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for (10 pts)
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</div><br /> <br /> The Hellrider<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>There are many legends amongst the Lost and Damned, infamous heroes and monsters who stained worlds red with the blood of their foes and, frequently, found a horrible death at the hands of the Imperium. Amongst them there is one that stands out for all renegade soldiers. It's told around campfires with great reverence: the legend of the Hellrider. It tells the story of a band of Vanguard Scouts who got betrayed by their own after finding a fabulous plunder; massacred unceremoniously and left to rot in the badlands. From the charnel house, the vanguard bike of their leader became animated with a desire for revenge. During one night, it rose from its resting place, filled with daemonic energy and a lust for blood. It brought back its rider from the dead and together, fused into one hellish machine rode out seeking their enemies. When morning came, their camp was destroyed and all of them gunned down, crushed or cut down by the vengeful ghost. Since then, the Vanguard Bike has reappeared to find a new rider, seeking vengeance against those who kill brave renegade soldiers and those who would place personal gain above that of the Ruinous Powers. On other occasion, the Hellrider will appear when the Lost and Damned look in a dire situation and need a hero to unite under. All know that the true legend is the bike as the rider can change over time. When one gets killed, another will be chosen. Some have driven the fated vehicles for decades, others only once. Those who have piloted the Hellrider tell the story of being merged with consciousness of all their predecessor up to the squad that first was massacred so long ago. Their mind one with the machine and infused with powers form beyond the veil. To be selected to become the pilot of Hellrider, one must be a fearsome and clever soldier, loyal to its brethren and mortal enemy of the Imperium. One must also have a spirit for vengeance and a great wanderlust. The current pilot is known as Slade and he has been piloting it for a decade. He is a fearsome warrior known to be a former Dark Corsair. Of all the pilots, he is probably the most famous. He rarely if ever leaves the saddle, but can sometime be seen listening to the troops. In combat, the Hellrider is surrounded in flames and moves at break neck speed. The troops fighting beside the ghostly motorcycle have the reputation for being particularly vicious, motivated and protected by mysterious sorcery.</i><br /> <br /> <b>I would have imagined a custom made Vanguard Bike completely over gunned and with more spikes and chains attached to it. The rider would look like a pretty regular Vanguard Scout Leader with a skull shaped mask, spiked shoulder pads and a solid breastplate. He would be armed with a daemonic looking spiked chain and an inferno pistol. The entire model should be reminiscent of the Ghost Rider and of Doomrider</b><br /> <br /> The Hellrider: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 3, T: 4, W: 3, I: 4, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+, pts: 160<br /> <br /> Equipment: The Hellrider, Carapace Armor, Inferno Pistol, Hell Chain, Frag and Krak grenade, Melta Charge<br /> <br /> Special Rule: Hatred (Imperium), Ignore Difficult Terrain, Scout, Flame Shield, Devotion to Fate, Fearless, It Will Not Die, Eternal Warrior, Champion of Chaos, Independent Character<br /> <br /> Flame Shield: The Hellrider is surrounded in magical flames. They provide a 4+ invulnerable save and all enemy unit in base contact with it suffer a S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5 hit on a 4+. The Hellrider is immune to all flame, melta and Soul Blaze weapons or powers. <br /> <br /> Unit Composition: 1 (unique independent character)<br /> <br /> The Hellrider:<i>A powerful Vanguard Bike of legend who is actually the most important piece of it</i> It changes the type of the model to bike, provides an extra point of toughness and improves its armor save by one step. Furthermore, it's armed with three Heavy Stubber with the Soul Blaze quality.<br /> <br /> The Hell Chain:<i>A long daemonic spiked chain surrounded by flames and warp energy. They are attached to the rider and the Hellrider itself.</i>range: -, S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, +3 Initiative, Soul Blaze<br /> <br /> Warlord Trait: Blessed by the Gods<br /> 
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</div><br /> <br /> <br /> <b><u>Heavy Support Choices</u></b><br /> <br /> <br /> Rak'Gol Murder<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Very few xenos can invoke more dread and terror than the Rak'Gols. These creatures are amongst the most violent species in a galaxy full of monsters and they possess the strength and speed to match it. These eight limbed lizard-like monsters are known to be utterly bloodthirsty, obsessed with war and destruction and thralls to the Gods of Chaos despite the fact that their lack of psychic potential and their extensive cyber-enhancements prevents them from gaining their marks. Rak'Gols are mighty creatures that stand almost three meters tall and weight a few hundred kilos should one remove their numerous implants. Their technology is rather simple, but extremely efficient. Its most easily recognisable element would be the bionic implants of their warriors which include impressive dermal implants that transform their skin in a literal power armor. Rak'Gol are an errant specie that is constantly in a state of war. They frequently send a good number of warriors to fight as mercenaries amongst the Lost and Damned. The fact that they themselves are Chaos worshipers can ease the process. On the battlefield, Rak'Gols are terrifying foes more powerful than any other servant of darkness bar the elite of the Chaos Space Marines. Their enhanced bodies and powerful weapons can make short work of their opposition. The four hind limbs allow them to move extremely fast despite carrying an impressive charge and, despite the power of their weapons, they shine in close combat where their savagery knows almost no bounds. A Rak'Gol unit is named a Murder and is composed of three types of unit. First, the Rak'Gol Marauder, their basic soldiers, equipped with a powerful rifle and blades and protected by ceramite and plasteel implants. Beside them stand the completely insane and bloodthirsty Renders who specialised in close combat, carrying massive close combat weapons. They will stop at nothing to tear their enemies apart and even other Rak'Gol seem to think they have lost all sense of reason. Finally, they are lead by Abomination, Raq'Gol extremely heavily enhanced and heavily armed. They are terrible foes to face and apt leaders. Lost and Damned count on these mercenaries to destroy the enemies toughest units and vehicles.</i><br /> <br /> <b>I would have imagined the Raq'Gol to look pretty much like their classical depiction. They would be covered in metal plates. Their eyes would have been mostly replaced by small optics. Their weapons would be partially fused in their body, especially for the Renders. They would be recognisable beside their brethren thanks to their horns and skin cloaks. They would be posed taking firing position or threatening the enemy</b><br /> <br /> Raq'Gol Marauder: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 5, T: 5, W: 3, I: 2, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 8, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+, pts: 35<br /> Raq'Gol Render: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 6, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 0, S: 5, T: 5, W: 3, I: 2, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+<br /> Raq'Gol Dominator: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, S: 5, T: 5, W: 3, I: 2, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+<br /> <br /> Marauder equipment: Ceramite Implants, Razor Gun, two close combat weapon<br /> Render equipment: Ceramite Implants, Rad Chainblade, Rad Axe<br /> Dominator equipment: Ceramite Implants, Rad Axe, close combat weapon, Howler Rifle<br /> <br /> Special Rule: Hatred (all), Relentless, Fleet, Fearless and Chaos Champion (Dominator), Rampage, Rage (Render Only)<br /> <br /> Unit Composition: 3-12<br /> <br /> Upgrades:<br /> <br /> One Raq'Gol Marauder can be upgraded to Raq'Gol Dominator for (30 pts)<br /> <br /> Up to three Raq'Gol Marauder can be upgraded to Raq'Gol Render for (20 pts)<br /> <br /> Up to two Raq'Gol Marauders can exchange their Razor Gun for a Rad Cannon for (30 pts)<br /> <br /> Any Raq'Gol Marauder can exchange their Razor gun for a Howler Rifle for (15 pts) each
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</div><br /> <br /> Leman Russ Squadron<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The Leman Russ is the most widespread tank design in the galaxy. It's a relatively slow an simple machine, but it's one of the most dangerous too. Despite its apparent primitive design and technology, it's a armored behemoth capable of surviving to the most brutal warzone. It's fire power is capable of destroying enemy armor and fortification with relative ease and it's rugged and versatile design makes it operational in almost any theater of operation be it in the vacuum of world with no atmosphere or the crushing gravity of a giant planet. It's with no surprise at all Imperial Guard armies use them extensively to support their infantry. Lost and Damned forces also make use of them extensively. The simpler design of the Leman Russ are easy to produce even outside of Forge World and the tough nature of these tanks makes them easy to maintain with minimal skills and resources. For these reasons, they are ideal heavy tanks for the rabble that the Lost and Damned frequently are. The Leman Russ used by the Lost and Damned are of the more common design like the Battle Tank, Exterminator and Destructor. The others usually require Forge World installation for their weapon and ammunition and are very rare. Because of it's name, many heretek prefer to refer to their Leman Russ has Angron Battle Tank in honor of a similar Primarch who sided with the forces of Chaos during the Heresy. Many of these Angron Battle Tank have slight modification seldom seen on their Leman Russ twins when it comes to their weapon systems.</i><br /> <br /> <b>Not too much surprise in the model department. I would have given the Chaos Predator treatment to the Leman Russ. So you add spikes, trophies, chaos glyphs and decoration on the cannons.</b><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: 120<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: 110<br /> Leman Russ Demolisher: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, Armor: 14 F, 13 S, 11 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 3          pts: 140<br /> <br /> equipment: turret mounted Battle Cannon and hull mounted heavy bolter (Battle Tank only), turret mounted exterminator autocannon and hull mounted heavy bolter (Exterminator only), turret mounted demolisher cannon 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 /> Upgrades:<br /> <br /> All Leman Russ tanks can replace the hull mounted heavy bolter for one of the following: Heavy flamer (free), autocannon (5 pts), Lascannon (10 pts), Multimelta (5 pts)<br /> <br /> All Leman Russ can add two sponson weapon: 2 heavy flamers (10 pts), 2 autocannons (20 pts), 2 Lascannon (30 pts) or 2 Multimelta (20 pts)<br /> <br /> All Leman Russ can take a professional crew for +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for 15 pts<br /> <br /> All Leman Russ can select options from the Armory of Chaos
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</div><br /> <br /> <br /> Hippogriff Light Battle Tank<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The Hippogriff Light Battle Tank is a very advance light tank only produced on a ring of three Forge Worlds known has the Darevon Ring. These ancient planets were conquered during the Great Crusade by forces of the Dark Angels yet rebelled against the Imperium rule during the Horus Heresy. For ten thousand years, the Darevon Ring and its nearby system has remained a thorn in the side of the Imperium. Its difficult to navigate Warp space, well-fortified worlds and network of allies allows it to remain defiant in the face of the Imperium and continues its existence has one of the most prosperous Realm of Chaos outside the Maelstrom and the Eye of Terror. The Hippogriff is a shining piece of equipment sold at high profit by the Heretek of that sector. Its design is closely related to that of the Predator used by Space Marines but possess an incredibly advanced targeting system linked to a ever watchful machine spirit and no option for side weapons. Most armies of Lost and Damned will try to field several of those tanks to provide close fire support to their infantry. The Hippogriff shine on the battlefield because of its fast engines, decent weapons and good armor for a light tank. Despite these qualities, it needs a crew of professional soldiers to crew them and also need careful maintenance which is not always possible for many Dark Castellan, Arch Apostle or Warlock. They are no match to a fully armed Leman Russ battle tank in an armored duel, but have been known to present a terrible threat to many other types of light tanks.</i><br /> <br /> <b>I would have imagined a tank with design similar to that of the predator, but with a co-axial turret and slightly smaller and lower to the ground (to keep it more real, I would have modelled it mostly from the German Panzer IV). It would be decorated in a typical chaos fashion with sculpted guns, spikes and an additional symbols of Chaos.</b><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           pts: 95 pts<br /> <br /> Equipment: turret mounted Hippogriff lascannon, co-axial Hot-Shot volley gun, and Advance targeting system<br /> <br /> Special rules: Tank<br /> <br /> Advance targeting system: Allows the Hippogriff to use its normal ballistic skills when making snap fire.<br /> <br /> Unit composition: 1 to 3<br /> <br /> Upgrades:<br /> <br /> Can take options from the armory of the damned (see down)
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</div><br /> <br /> <br /> The Fellblade Heavy Tank<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Innovation is a sin for the Adeptus Mechanicus and the most beloved sin by the hereteks. It's innovation that brought to life the Fellblade Heavy Tank. The Heretek council of the Hell Pit is behind their creation. In M38, a crusading force of 500 000 guardsmen from Krieg, Mordia and Vartarn spearheaded by more than 4 company of Black Templars and a full cohort of Skitarii menaced to reconquer the Chaos Stronghold. Imperial armours were dominating the wasteland surrounding the Forges and Hives and bombing relentlessly the fortification of the hereteks. Reinforcement were late and the walls would not hold long enough for them to arrive. The enemy siege had to be broken around the main Forge if the planet was to remain under the influence of the Four. Desperate and without the ability to deploy super heavy tanks in number, the heretek decided to transform their wall artillery in a mobile platform and armor it until it could resist even the most powerful weapons of the enemy. The result was a monstrous tank that looked and behaved much like a smaller baneblade. Several dozens of them were ready for combat when the wall broke down. They surged from the breached and crushed the enemy surging forces who were cough by surprise. The defeat turned to slaughter when the Fellblades managed to reach the back line before it could prepare for an attack of that magnitude. When reinforcement arrived to save the Hell Pit, Fellblade Tanks who survived their first test where already engaging Space Marines light tanks who were trying to protect the retreating imperial army. Since then, thousands of these giant tanks have been produced and equipped. The design was even improved by the Warlock Coven of Phrateus by adding a powerful psychic conductor instead of its transport room from which a sorcerer can unleash terribly deadly blast of <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 priority target for any tank hunter troops or vehicle.</i><br /> <br /> <b>I would have imagined a massive tank the size of a Land raider who would have the basic shape of a Baneblade. It would have a big turret on which the Siege Cannon would be mounted and on top of it like a pintle-mounted weapon the Hades Missile Pod. On the front hull, close to the track would be missile pods similar to those of a dreadnought. The entire tank would be decorated in the same manner than other chaos aligned tanks. If desired, an option for an arcane tower could be installed right behind the turret on which a sorcerer would be chained. </b><br /> <br /> Fellblade 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>: 5         pts: 300<br /> <br /> Equipment: Turret mounted Siege cannon cannon, 2 hull mounted missile launcher, 1 turret mounted Hades missile pod, heavy armor plates, Searchlight, smoke launcher<br /> <br /> Special Rule: Tank, Massive and Heavy, move through cover, transport, tower of sorcery*<br /> <br /> Massive and Heavy: The Fellblade is considered a heavy tank, but in addition, he can transform one more penetrating hit in a glancing hit. He can also fire ordonnance weapons like heavy weapons.<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 occurs, 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 /> Access point: 1 at the back<br /> <br /> Fire points: 0<br /> <br /> Unit composition: 1<br /> <br /> Upgrades:<br /> <br /> The Siege Cannon can take Armor destroying ammunition for 15 pts<br /> <br /> The Fellblade Tank can lose his transport capacity in exchange of a Tower of Sorcery for 40 pts<br /> <br /> can take options form the Armory of Chaos
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</div><br /> <br /> Lost and Damned Field Artillery<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>No army can survive an important battle without good artillery support. The Imperial Guard artillery is famous for being very numerous, powerful and mobile. PDF don't need their artillery to be as mobile and prefer the more classic design of field cannon because they are cheaper to maintain and produce. Lost and Damned forces think the same thing. Almost all their armies will be generously equipped with heavy cannon to provide support to their hordes of mutants and heretics. All these weapons are powerful and come in a great deal of shape or specialty. Even amateur soldiers can manipulate them with very little difficulty. Their numbers frequently compensate for their lack of mobility and they prove to be very efficient when it comes to siege or trench warfare.</i><br /> <br /> <b>I would have imagined models very similar to ork big guns, but with a human crew of five soldiers wearing filthy uniforms and chaos symbols some of them with mutations or bionics (option to replace them for renegade soldiers). The guns themselves would vary depending on their types, but would look like modern day cannon to a fault.</b><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+     pts: 50<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 cannon, 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 /> Upgrades:<br /> <br /> can replace the artillery crew by with renegade soldiers for (5 pts)<br /> <br /> can add up to four Artillery piece each with five crew members for (50 pts) each<br /> <br /> Can replace the heavy cannon with one of the following: heavy mortar (free), Quad guns (free), missile battery (10 pts)
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</div><br /> <br /> Daemonhost<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Daemons are creatures of immense reality warping powers and the most powerful of them ae frequently considered to be gods even if their powers are far from those of One of the Four. The daemons are very difficult to summon and even harder to control in a efficient way. Most of those that can be summoned relatively easily are very weak and minor daemon and though they proved to be much more dangerous than most combatants of the material world, they are very far from those who bear the title of daemon prince or greater daemon. There is a way to allow such creatures to manifest themselves in the material world much more easily. Its a process that allows to bound the spirit of a daemon in the body of a single person. This fusion of human and daemon is much more stable than a fully summoned daemon and can be even more powerful for it doesn't need to spend has much energy to remain in a dimension it's not made to be in. Radical inquisitor sometimes use daemonhost, has they are known, to make use of the powers of the Warp against itself or learn more of its secret. Some even see this has a good way to imprison a daemon and prevent him to return to this world in the future. These daemonhost are relatively weak and only feeble daemon are bound by the servants of the Imperium. Their knowledge of the ritual is only partial, but the Warlock and Arch Apostate of the Lost and Damned create daemonhost of truly terrible powers by bounding very powerful daemon and even several of them in a single body. These abominations can destroy tanks and entire squad with ease. Their warping body distort the air around them like if nature was rebelling against their continued presence while they use their powerful psychic powers to destroy their enemies. The binding process transform all daemons into even more hate filled creature. Only well prepared forces can defeat them before they cause catastrophic damage.</i><br /> <br /> <b>I would have imagined a model very similar to the current daemonhost or a smaller version of the daemon prince (without the armor) with several options to better represent a daemonhost of a specific god. All of them should look barely human and much more like daemons. Binding chains and glyphs should be mandatory just like an anthropomorphic feature.</b><br /> <br /> Daemonhost: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <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>: -          pts: 130<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 independently)<br /> <br /> Upgrades:<br /> <br /> a daemonhost can become a daemonhost of one of the following god : Tzeentch (25 pts), Slaanesh (20 pts), Nurgle (25 pts), Khorne (15 pts)<br /> <br /> Daemonhost of Tzeentch gain the following characteristics: +1 Psyker mastery, access to all powers of the discipline of Divination, Improves its armor save by one rank, it ignores all difficult terrain and gain an aura of fire. It forces all enemy 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 Telepathy, +1 to initiative and +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 Telekinesis, +1 toughness, -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 minimum of 1.<br /> <br /> Daemonhost of Khorne gain the following characteristics: loose their psychic mastery, 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 /> Chaos Monstrosity<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The power of Chaos can make the impossible come true. It can transform a man in a towering brute with claws and horns capable of piercing steel or in mass of jelly. What it can do to a man it can do to a beast or to several men at the same time. The result is a monstrosity out of the nightmares of a madman. Hopefully, these creatures are rare, but very few things are more horrifying than a Chaos monstrosity. These creatures are the results of powerful predatory beast being transformed by the powers of the warp making them more cunning and bloodthirsty. Others are a chimerical mix of several mutants turned into one large creature. Those maddening creatures are vicious beyond belief. They can smash apart bunkers, murder entire squads and fight tyranid monstrous creatures or walkers to a standstill. Very few forces have what it takes to hold their position when faced against one or more Chaos Monstrosity. When wounded, all those creatures enter a state of murderous rage when injured making them even more dangerous. Their horrible strength and ferocity makes them difficult to control, but a savvy warlord knows how to direct them where they will do the most damage and will accept losing some of his troops to «accident» once in a while. Some will even try to breed them to reproduce some quality, but those attempt usually turn into failures. The powers of Chaos are not easily harnessed.</i><br /> <br /> <b>I would have imagined a large creature rather similar to a Jabberslythe from Warhammer Fantasy for Nurgle Chaos Monstrosity, a Cygor for a Tzeentch aligned Monstrosity, a Slaughterbrute for a Monstrosity aligned to Khorne and a Troglodon for Slaanesh. A Dragon Ogre Shagoth would be a good unaligned Chaos Monstrosity.</b><br /> <br /> Chaos Monstrosity: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 4, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2, S: 6, T: 6, W: 6, I: 3, A: 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 6, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 4+        pts: 145<br /> <br /> equipment: teeth, claws, tusks and thick skin or scales<br /> <br /> Special rule: Monstrous beast, Terrifying, Feel no pain (4+), Blood fed rampage, Mighty Smash, Hungry<br /> <br /> Terrifying: Very few creatures are more disgusting and horrible than a Chaos Monstrosity. In addition to possessing the special rule fear, all enemy units suffer a malus of 1 in leadership test involving fear within 6'' of the creature. If a unit is within the aura of several Chaos Monstrosity the effect can stack to a maximum of -3.<br /> <br /> Blood fed rampage: The more a creature suffers, the more she becomes enraged. When a Chaos Monstrosity has lost 3 or more wounds, she gains the special rule rampage.<br /> <br /> Mighty Smash: The Chaos Monstrosity can concentrate all its hellish strength in large sweeps to crush many lesser foes. Instead of attacking normally, place the large blast template under the enemy units. All enemy models in the blast radius automatically suffer a single Strength 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5 wound with the concussive quality.<br /> <br /> Hungry: Each time there is an ally model within 3'' of the Chaos Monstrosity, it must pass a Leadership test or make a single attack with the beast normal profile against that model with the instant death special rule. Should such an attack be successful, the Chaos Monstrosity will regain a lost wound.<br /> <br /> Upgrades:<br /> <br /> can gain wings for (40 pts) and change its type to flying monstrous creature.<br /> <br /> can gain a breath attack with the following profile: range: template, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, assault for (15 pts)<br /> <br /> can take any of the following bonus representing a special mutation: +1 attack (5 pts), +1 strength (5 pts), It Will Not Die (10 pts), +1 Weapon Skill (4 pts), +1 Wound (8 pts), +1 Initiative (4 pts), poison (4+) for (5 pts), adamantium will (4 pts), +1 armor save (10 pts). 
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</div><br /> <br /> Fenryr the Hunter<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Vehicles of the Lost and Damned are sometime possessed by daemons. These vehicles lack the need for a crew and are behaving much like predator. The power of the machine has been fused with the power of the warp in a dangerous mix. The engines are frequently described as behaving almost like animals: savage, predatory and primitive. One of those vehicles is an old Leman Russ Exterminator called the Fenryr. It was built in a Forge of the Gothic Sector and started its history has a loyalist armor. It acquired a reputation has a rugged machine with a ferocious machine spirit and an usually low level of technical failure. The Mordians who were crewing it accumulated medals and commendations as did their beast of war until the day it was finally brought down by a Fellblade. Yet, Fenryr was still salvageable. It was repaired by the Heretek of the Hell Pitt, but to damaged to hold a crew, it was bounded to a daemon. Fenryr the Hunter was resurrected and he would exceed in savagery and blood lust all other daemon engine. The ferocious machine is known to growl at any approaching friends and for the howl and roars of its cannons. For such a heavy tank, it's also a surprisingly good ambush predator capable of taking by surprise more than one armor column and is equally adept at hunting infantry or vehicles. It has survived many close fought encountered and the daemon inhabiting it has become very accustomed to sits new body and revels in its power. It has now a legend within the Imperial Guard and the hero who would manage to bring the beast down once and for all is almost destined to be elevated to the highest ranks, but for now those who have attempted such a feat only became another mark on the rune covered metal hide of the tank.</i><br /> <br /> <b>I would have imagined a Leman Russ Exterminator with a hull mounted multimelta, side sponson autocannon and a pintle-mounted heavy stubber. Otherwise it would hardly different than any other Leman Russ with a similar loadout. It would have traces of intense repairs and battle scars. It would also be adorned with furs and the corpse of several of its victims.</b><br /> <br /> Fenryr the Hunter: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4, Armor: F: 14, S: 13,R: 11, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 4, pts: 225<br /> <br /> Equipment: Turret mounted Exterminator Cannon, 2 Side Sponson Autocannons, Hull Mounted multimelta, Pintle-Mounted Heavy Stubber, Extra Armor, Sigil of Chaos, Daemonic Possession<br /> <br /> Special Rule: Tank, Aura of Dark Glory, It Will Not Die, Move Through Cover, Stealth, Scout, Acute Sense, Tank Hunter, Ferocious Spirit<br /> <br /> Ferocious Spirit: Should Fenryr Hull Point falls to 2 or bellow, all the weapons on the Tank can make one extra shot. As the daemon engine lashes out in pain and anger. Fenryr will never accept the ministration of an Heretek or a Techmonculus and cannot benefit from their repair ability. It cannot be the warlord of your force.<br /> <br /> Unit Composition: 1 (unique tank)
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</div><br /> <br /> <br /> <b><u>Lords of War</u></b><br /> <br /> Immortals Squad <br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>Amongst the Lost and Damned, there are a few who rise well above the others, those who managed to draw the eye of the Gods of Chaos and were rewarded by a supreme gift: daemonic possession. But, not one of a predatory daemon forcefully imposing its will on that of a victim, but the unholy union of a mortal mind and flesh with that of a daemon, creating a warrior that, unlike a simple human can achieve feats of great power and unlike the terrifying deamonhost is perfectly stable and content. The most powerful and dangerous of all possessed warriors are known as the Immortals. Unlike other possessed, their link with the daemonic entity inhabiting them is so strong that they no longer fear the passage of time. They will live forever and only a violent death can rob it from them. Immortals have powers well beyond that of simple humans. Clad in daemonforge armors and armed with daemonic weapons, they can defeat almost every single enemy that stand in their way thanks to centuries if not millennia of warfare against rival armies of Chaos or troops loyal to the Imperium. Some Grand Master even claim to be older than the Imperium; the truth of this assertion is left to one's judgement. Their ranks could be found on the most bloody and massive conflict between Chaos and the Imperium. They fought on Terra during the Horus Heresy and on Cadia on more than one Black Crusade. To other Lost and Damned, they are perceived as demi-gods and champions. Their sight is usually sign of victory for the Ruinous Powers.</i><br /> <br /> <b>I would have imagined a squad of men and women clad in daemonic looking artificer armor that look full of splendor, but also old and menacing. They would be armed with finely sculpted guns similar to bolter, but with drum magazine. Others would be bearing warped and wicked looking swords. They would be posed slowly moving forward in an imperious manner and taking aim causally with their weapons.</b><br /> <br /> Immortal: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, S: 4, T: 3, W: 2, I: 5, A: 2, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 9, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 2+, pts: 65<br /> Grand Master: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 6, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, S: 4, T: 3, W: 3, I: 5, A: 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 2+<br /> <br /> equipment: daemonforge armor, daemonforge blade, Brimstone Bolter, Ectoplasmic grenades, Melta Charge<br /> <br /> Special Rule: Hatred (Imperium), Champion of Chaos, Aura of Dark Glory, Master Daemonic Possession, Fearless, Deep Strike<br /> <br /> Master Demonic Possession: All Immortals are joined with a daemon that now lives permanently within them. From it, they can gain great powers and unlike lesser possessed, they have lived long enough and had enough will to build a strong bond and cooperative relationship with the daemon within them. Thus, they can control the boons it provides. At the beginning of each battle, before deployment, choose a boon amongst the list bellow. The unit is going to keep it for the rest of the battle.<br /> 1) Malign Blades: the daemonforge blades gain an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of 3<br /> 2) Seeking Bolts: the Brimstone Bolter shots now Ignore Cover and gain the Soul Blaze Special Rule<br /> 3) Perfect Translation: The Immortals never scatter during Deep Strike and can come at the beginning of the round of their choice without need to roll<br /> 4) Daemonic Celerity: The Immortals gain the Special Rule Fleet and can run and charge in the same round<br /> <br /> Unit Composition: 5-10<br /> <br /> Upgrades:<br /> <br /> One Immortal can be upgraded to a Grand Master for (25 pts)<br /> 
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</div><br /> <br /> <br /> War Zeppelin (special thanks to saithor for the original concept)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The single greatest weapon in the arsenal of the Lost and Damned is vehicle that shines for its firepower, its size and the improbable technology that support it. The War Zeppelin is a massive craft hovering over the battlefield thanks to an advanced anti gravitational engine that sits on top a small spire of the main deck of the craft. To those unlucky enough to face one on a battlefield, it looks like someone managed to put a battleship in suspension in the air. The armor and firepower of the Zeppelin is more than enough to carve a path in even the most well organised defense and clean the sky from any enemy aircraft foolish enough to get close to one of them thanks to its broadside reaper autocannon. Bunkers and fortifications offer little protection against its Lance. All the while, the thick armor plates of the War Zeppelin and high altitude allows it to remain untouched by most the enemies’ defense. Created specially to grant an advantage to the Lost and Damned in air superiority, an area where they used to be dominated, for the 13th Black Crusade of the Despoiler, it has since seen combat before and brought excellent results. The Imperium is still scrambling to obtain more information about the vehicle weaknesses. As of now, only the destruction of the powerful anti gravitational engine seems to be a promising avenue. But, should the Zeppelin be destroyed close to you own line, its death will claim much of yours since the destruction of the engine always result in a catastrophic explosion of horrible magnitude.</i><br /> <br /> <b>I would have imagined a vehicle looking alike to a battleship with four turrets on each side and a single gun larger at the fore. The side turrets would be designed much like sponson weapons and would carry reaper autocannon, the larger gun at the fore would look like a twin elongated lascannon. A small tower roughly in the middle of the ship would have on top of it the warp generator which would be pretty compact, but decorated with wards and symbols of Chaos. the main gun would be sculpted with gargoyles, but not the smaller ones. Of course, This large 14 inches long model would be suspended in the air.</b><br /> <br /> War Zeppelin: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3, Armor: 13 F, 13 S, 13 R, <span class="glossaryitem" onmouseover='gp(661);'>HP</span>: 9                 pts: 400<br /> <br /> equipment: 2 broadside mounted reaper autocannon turret, 1 War Zeppelin Lance, Sigil of Chaos<br /> <br /> Special rule: Superheavy, Zeppelin, Broadside, Catastrophic Destruction<br /> <br /> Zeppelin: the vehicle is extremely slow for a flyer but its high flight altitude protects it from most weapons. When a war Zeppelin moves, it ignores terrain. All enemy units who fires at the War Zeppelin without the skyfire rues must reduce their range by 12''. The Zeppelin can only move of as fast as a normal ground vehicle.<br /> <br /> Broadside: Each broadside contains four reaper autocannon turret. The two broadside cannot target the same unit, but each individual turret can target independently from the next. Should the four of them target the same vehicle or Monstrous Creature, they can a bonus of +1 in Strength.<br /> <br /> Catastrophic Destruction: Should the Zeppelin be destroyed, it will crash on the battlefield and its anti-gravitational drive will explode violently. killing all caught in its blast. More than one army as been destroyed by such a terrible explosion. Remove the model and center the 10'' blast marker at the point of impact. All unit touched by the marker suffer a S:10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2 wound.<br /> <br /> Option:<br /> <br /> Can take any upgrade from the Armory of Chaos
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</div><br /> <br /> <br /> Kelbor-Hal The Dark Lord of Machines<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<i>The greatest heretek and leader of the Dark Mechanicus, Kelbor-Hal is also the most prominent leader of the Lost and Damned. He is responsible for the destruction of Mars during the Horus Heresy and one of the greatest assets of the Warmaster during that period. Formerly the Grand Fabricator of Mars, Kelbor-Hal rebelled when he thought the Emperor was going to usurp Mars priesthood authority. He unleashed terrible weapons on his own world during the Heresy transforming it into a wasteland. His actions are in part responsible for the collapse of the knowledge of the Adeptus Mechanicus. Thought dead in the aftermath of the Heresy, Kelbor miraculously survived and foiled his pursuers by faking his own death on board his command ship. He managed to hide himself in the few strongholds of the Dark Mechanicus that survived the storm in real space. Now, all those who aspire to launch a Black Crusade of any significance need his direct support. The Black Legion itself owes him much of its strength. His age, incredible intelligence and thirst for knowledge makes him one, if not the most knowledgeable human being in the galaxy. He is an artist of all form of creation, from portable simple reliable rifles and pistols to ship and titan design. His genius is behind the creation of the first daemon engines and some of the most advanced vehicle and weapons in the arsenal of both Chaos Space Marine warbands and Lost and Damned hordes. His study of the power of the warp and daemons gave him the capacity to bend the law of nature with some of his creations. Kelbor-Hal rarely find himself on the battlefield. He perceives such activities has bellow him, but when stakes are high or when he wants to insure victory for his forces, he applies his genius to warfare with the same level of cruelty and efficiency. Precious Forge World were pillaged and conquered by his army on several occasion. Titans and mighty battleships were stolen so were ancient xeno artefacts. As the head of the Dark Mechanicus, he also faces a lot of inner threat to his own power. Even before the Horus Heresy, Kelbor-Hal always hated the idea of being under the boot of someone else or loosing his independence. This has led him to arm himself and experiment on his body to transform himself in a fearsome cyborg both capable for far better cognitive capacity than a normal human, but also capable of killing any assassin foolish enough to attack him. He also maintains a large army of Murder Servitor around him at all time. He never stay on the same world for long either, travelling through the realms of Chaos when needed to assist minor warlords or greater ones. His desire to see the Emperor dead for good makes him a famous and dreaded name in the Imperium and one of the most important target for assassination from the Imperium. Where he goes, he brings destruction. Lately, Kelbor-Hal's interests have shifted to the Necron race. He was seen raiding tomb worlds of minor dynasties for an unknown purpose. Some fear he is running after a weapon of catastrophic power in their vaults with which he could finish the defenses of the Cadian gate.</i><br /> <br /> <b>I would have imagined a model of techpriest in regal and ancient power armor that seems to have gain patina due to age with a long tattered red cloak. He would be taller and more imposing than a standard human and the only visible traits within his hood would be a respirator and series of spider like eyes. The servo-arms of on his back would look sculpted with daemonic features and very high tech. Kelbor-Hal weapon would be a long and heavy staff reminiscent of a Necron staff but with barbs and a star of chaos at the top a bit like the Dark Apostate model. He would be posed standing upright and in a intimidating fashion.</b><br /> <br /> Kelbor-Hal: <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5, S: 5, T: 4, W: 4, I: 4, A: 5, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>: 10, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 2+           pts: 320<br /> <br /> equipment: Daemonforge armor, Staff of the Ancient, servo-harness (already included in the profile), plasma gun (servo harness mounted), Sigil of Corruption, Hood of Mars, frag, krak and haywire grenade<br /> <br /> Special rules: Hatred (Imperium), Fearless, Fear, Eternal Warrior, Master of the Dark Mechanicus, Advanced Neural Interface, Paranoid Overseer, independent character.<br /> <br /> Master of the Dark Mechanicus: if Kelbor-Hal is in base contact with a vehicle at the end or beginning of the movement he can attempt once per round to restore one lost hull point, one weapon damage or immobilised result. To do so, he must pass a test of 4+. If he is with an escort of combat servitors or with a Techmonculus, this test can be passed on a 3+. If there is both a Techmonculus and a squad of Combat Servitor, the test can be pass on a 2+. In addition, any weapon fired by Kelbor-Hal don't overheat and can take two squads of combat servitor has troop choice.<br /> <br /> Advance Neural interface: If the Heretek is within 18'' of a combat servitor squad, they lose their mindless trait. Furthermore, if the heretek is in base contact or in a vehicle, the vehicle can use the character's ballistic skills, but the Heretek himself cannot fire and suffer a malus of 1 to his Master of Machines roll.<br /> <br /> Paranoid Overseer: Kelbor-Hal knows that his position and strength comes with a throng of enemies. He always keeps an impressive cohort of highly performant combat servitor around him. Kelbor-Hal can take up to two combat servitor squads as troop choice and every single one of them can be upgraded to Murder Servitor for the correct amount of points. <br /> <br /> High Targeting Array: All units within 12 inches of the Heretek and the Heretek himself can fire overwatch with a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 2 thanks to this sophisticated targeting system implanted in their skulls.<br /> <br /> Unit composition : 1 unique independent character<br /> <br /> Staff of the Ancient:<i> An ancient artefact from the vaults of Mars. Its technology isn't human and it used to be symbol of the Grand Fabricator.</i> It has the two following profile: range: 18'', S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, Assault 3, Gauss, range: -, S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, require two hands<br /> <br /> Hood of Mars:<i> A cowl worn by the greatest members of the Adeptus Mechanicus o mask their spirit and protect them from mental manipulation</i> confer a permanent bonus of +2 to Deny the Witch test.<br /> <br /> Warlord Trait: roll for d3 Warlord Trait
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</div><br /> <br /> <br /> <b><u>Relic of the Damned</u></b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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The Helmet of the King Slayer:<i>A powerful artefact who used to belong to a Dark Castellan who killed in duel no less then 30 planetary governors</i>. It raises the armor save, <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and A of the character by 1 and gives him in addition the benefit of the warlord trait Knight of Chaos even if he is not your army warlord. (30 pts)<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 and a bonus of 1 to <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. (25 pts)<br /> <br /> The Amulet of Phantoms:<i>A powerful artefact containing the essence of a daemon prince. It can bend space and allow its wearer to transport himself in blink of an eye</i>. The bearer of this artefact and any squad he joined can make a single 24 inches move per game. It count as moving, but can shoot or charge after this special movement. (35 pts)<br /> <br /> The Blood drinking mace:<i>A weapon imbued 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. (30 pts)<br /> <br /> The Screaming spear:<i>A daemon possess hellgun with a long barrel with a crippling fear of not shooting. It never 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 penalty and gain +1 to his <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. (20 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 increases the psychic rating of the bearer by 1. Should the bearer not have a psychic rating, it gives it a rank of one and access to the same psychic discipline as the Warlock. (25 pts)
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</div><br /> <br /> <b><u>Armory of Chaos</u></b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Heavy armor plating (10 pts): reduce a single penetrating hit to a glancing hit. <br /> <br /> Smoke launcher (5 pts): give a vehicle the conceal rule, but prevent it from shooting other weapons.<br /> <br /> Searchlight (1 pts): <span class="glossaryitem" onmouseover='gp(14);'>BS</span> test to remove night fight bonus on a enemy unit.   <br /> <br /> Sigil of Chaos (10 pts): reduce enemies <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> by one if within 6 inches of the vehicle.<br /> <br /> Daemonic possession (15/30 pts): the vehicle gains <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3, ignore crew stunned and shaken result. At the beginning of 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 transports troops, one model is removed has a casualty. It has been devoured or killed in a strange manner by the invisible crew. If doesn't or can't transport any models, it cannot fire its weapon and can't move.<br /> <br /> Extra pintle mounted weapon: The vehicle can add a storm bolter (5 pts) or a heavy stubber (10 pts) to its weapons.<br /> <br /> Chaos clarion (3 pts): every unit within 6 inches of the vehicle gain the special rule adamantium will.<br /> <br /> Hunter Killer missile: the vehicle is equipped with a single krak missile with unlimited range (5 pts).<br /> 
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</div><br />     <br /> <br /> <b><u>Equipment of the Damned</u></b><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Eye of Horus: 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 already has stealth it gives shrouded.<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 /> Nightmare Steed: Makes the unit into cavalry type and increase its strength and armor save by one step<br /> Power Shield: gives a 4+ invulnerable save<br /> Mutation: gives a free role on the Chaos Boon table (rerolling spawn and daemon prince results)<br /> Demo-charge: range: 6, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, large blast assault 1 (one use only)<br /> Sacrificial Slaves: these slaves can be sacrificed to grant a chance to negate a wound on a 5+ after failed armor saves and feel no pain saves, gain a reroll on the Chaos Boon table, gain a bonus of +1 to deny the witch test or generate an extra Warp Charge. The slave models are ignored when it comes to shooting, movement and close combat. They are counter. Remove a slave after its been used.<br /> Ectoplasmic Grenades: Count as offensive and defensive grenades. Thrown on a enemy unit, it must pass a leadership test or be blinded. If the unit fail its leadership test by 2 points or more, all unit under the blast marker must make a toughness test or loose a wound with no armor save allowed<br /> Servo Harness: A unit with a Servo Harness can run and fire without penalty and fire overwatch at <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 2<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, assault 3<br /> Multilaser: range: 36, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 6, heavy 3<br /> Lascannon: range: 48, S: 9, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, heavy 1<br /> Hippogriff lascannon (focus): range: 48, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, heavy 1, lance<br /> Hippogriff lascannon (burst): range: 48, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, heavy 3<br /> War Zeppelin Lance: range: 60, S: 10, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, ordonnance 1, twin-linked, lance<br /> <br /> <br /> Needle pistol: range: 12, S: X, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, pistol, sniper<br /> Needle carabine: range: 24, S: X, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, assault 2, 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 /> Plasma Pistol: range: 12, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, pistol, get's hot<br /> Plasma Gun: range: 24, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, rapid fire, get's hot<br /> Plasma Cannon: range: 36, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, heavy 1, blast, get's hot<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 Autogun: range: 24, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 6, rapid fire<br /> Shotgun: range: 12, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, assault 2<br /> Heavy Shotgun: range: 12, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, assault 3<br /> Heavy stubber: range: 36, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, salvo 4/2<br /> Sniper: range: 48, S: X, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, heavy 1, sniper<br /> Autocannon: range: 48, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 2<br /> Reaper autocannon: 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 cannon: range: 60, S: 9, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, heavy 1, blast, tank hunter, barrage<br /> Heavy Mortar: range: 60, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 1, large blast, pinning, ignore cover, barrage<br /> Exterminator cannon: range: 48, S: 7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, heavy 4, twin-linked<br /> Battle Cannon: range: 72, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, ordonnance 1, large blast<br /> Demolisher Cannon: range: 24, S: 10, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, ordonnance 1, large blast<br /> Siege Cannon: range: 36, S: 10, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, ordonnance 1, large blast<br /> Siege Cannon Armor Destroying shell: range: 36, S: D, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, heavy 1<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 /> Grenade Launcher frag: range: 24, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 6, assault 1, blast<br /> Grenade Launcher krak: range: 24, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, assault 1<br /> Mortar: range: 48, S: 4. <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, Heavy 1, blast, barrage<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: 6, <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 4, skyfire<br /> missile launcher battery (krak): range: 60, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, heavy 5<br /> Hades missile pod: range: 48, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, heavy 1 blast<br /> <br /> Force sword, axe and staff: see core rule book<br /> Force bow: range: 18, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, Assault X (equivalent to the number of attack of the model), force<br /> <br /> Hunting Lance: range: -, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, Jousting, One use only<br /> Throwing Knives: range: 12, S: X (same as the strength of the user), <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, Assault 2, Poison (3+), Rending, Precision Shot<br /> Brazier:Range: -, S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, Require Two hand to use, can be fire like a flamer once per game in the shooting phase.<br /> Venom Blade: range: -, S: -, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, Poisoned (2+) <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 /> Massive chain axe: S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5<br /> Two handed close combat weapon: S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, require two hand to wield<br /> Two-handed power sword: S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, require two hands to wield<br /> Power glaive: S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, require two hands to wield<br /> Xeno arcane blade: S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, require two hands to wield, armorbane<br /> <br /> Cloud of Flesh Eating Flies: range: template, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, assault 1, count as offensive and defensive grenades in the assault phase<br /> Acid spit: range: 12, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, assault 2 extra-close combat weapon, poison (4+)<br /> Piece of Masonry: range: 12, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, assault 1, Strikedown<br /> Poisoned Vicious Claws: range: -, S: -, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, poison (4+)<br /> Razor Sharp Shield: Improves the armor save of the model by one step and count as an extra close combat weapon.<br /> Murderous Talons: range: -, S: -, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> ;5, rending<br /> Hungry Fang: range: -, S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, one extra attack only<br /> Heavy Talon: range: -, S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, Strikedown <br /> Death Infused Claw: range: -, S: -, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, rending, instant death<br /> <br /> Warp Javelin: range: 12, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, Assault 1, ignore cover<br /> Daemonforge Blade: range: -, S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, daemonic, shredding, rending, requires two hand<br /> Brimstone Bolter: range: 30, S: 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3, Rapid Fire<br /> <br /> Bladed Claws: range: -, S: -, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: -, Shred, Rending<br /> Flechette Blaster: range: 18, S: 3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 6, Assault 3<br /> Harpoon Blaster: range: 24, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4, Assault 1, Rending<br /> Laser Lance: Range: 18, S: 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, Assault 1, Lance <br /> <br /> Rad Axe: range: -, S: +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1, Unbalanced<br /> Rad Chainblade: range: -, S: +2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3<br /> Razor Gun: range: 24, S: 4, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5, Assault 2<br /> Howler Rifle: range: 24, S: 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 6, Heavy 5, Rending<br /> Rad-Beam Cannon: range: 36, S: 9, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2, Heavy 1, Haywire <br /> <br /> armored rags: 6+ armor save<br /> Reflective Scales: 5+ armor save and 3+ invulnerable save against all laser weapons<br /> mesh armor: 5+ armor save<br /> feudal plate: 5+ armor save<br /> flakk armor: 5+ armor save<br /> armored cloak: 5+ armor save<br /> rusted carapace: armor: 5+ armor save<br /> carapace armor: 4+ armor save<br /> Ceramite implants: 3+ armor save<br /> power armour: 3+ armor save<br /> Daemonforge armor: 2+ armor save
</div>
</div>
</div><br /> <br /> <b><u>Ally Matrix</b></u><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
<div class="gensmall" style="margin-bottom:2px"><b>Spoiler</b>: <input type="button" class="mainoption" value="Click to Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Click to Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to Show'; }">
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Battle Brothers: Forces of Chaos<br /> <br /> Ally of Conveniance: Orks, Lorth Raiders and Pirates<br /> <br /> Desperate Ally: Dvergar of the Iron Crown<br /> <br /> Come The Apocalypse: Necron, Forces of the Imperium, Craftworld Eldar, Dark Eldar, Harlequin, Tyranid, Genestealer Cult, Vyrkanyi Republic, Geth'Ran Nomads
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</div>
</div> <br />   ]]></description>
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				<pubDate><![CDATA[Tue, 19 Jan 2016 21:00:21]]> GMT</pubDate>
				<author><![CDATA[ epronovost]]></author>
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			<item>
				<title>Codex Lost and Damned (final version)</title>
				<description><![CDATA[ You're three times more likely to be turned into a spawn than a demon prince when you win a challenge. That's hilarious.]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2016 12:38:09]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
			</item>
			<item>
				<title>Codex Lost and Damned (final version)</title>
				<description><![CDATA[ @raverrn<br /> <br /> Considering you are playing Lost and Damned and not Chaos Space Marine, I thought it be logical if Spawnhood was more common than deamonhood. Unless you are using a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit, a spawn is still a massive bonus in terms of <span class="glossaryitem" onmouseover='gp(111);'>raw</span> strength next to let's say a Mutant militia gang leader. All in all the Chaos Boon table still grants big advantages if very unpredictable. At least in this codex you have a way to avoid it when you want.<br /> <br /> (<span class="glossaryitem" onmouseover='gp(442);'>PS</span>: wouldn't it be twice more likely?)]]></description>
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				<pubDate><![CDATA[Fri, 22 Jan 2016 15:19:17]]> GMT</pubDate>
				<author><![CDATA[ epronovost]]></author>
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