WH40k 4th [codex] Chaos - Lost & The Damned [2006, not approved].pdf

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THE LOST AND THE DAMNED
The insane gods of Chaos have many, many servants; daemons large
and small, mortal slaves which inhabit the Daemon worlds and give
endless praise to their dark masters through toil, bloodshed and
sacrifice and the Chaos Space Marines, ever wilful and ever the most
favoured of all. An army of the Lost and the Damned represents a
combined force of Chaos featuring all of these elements. Such forces
will be commanded by powerful Chaos Space Marines, Daemon
princes or some other great Demagogue, Traitor or Arch Heretic
who’s caught the eye of the Chaos powers. Their armies are often
insane personal creations pursuing a path of strategy and tactics which
defies rational military explanation. Their followers may be
disciplined and well armed, backed with prodigious amounts of
armour and firepower or a teeming horde of primitively armed
mutants, monsters and daemons. The seemingly insane, unpredictable
assaults of such Chaos forces are a nightmare for strategic planners
and lowly troopers alike.
THE CHAOS HORDE ARMY LIST
The Chaos Horde army list uses the following units from Codex: Chaos Space Marines, Codex: Imperial Guard and the new
entries below. Note: Codex: Imperial Guard is only needed if you wish to include Traitor Fast Attack and Heavy Support units.
This list will work perfectly well just using it as an adjunct to Codex: Chaos Space Marines.
HQ Arch Heretic (counts as Chaos Lieutenant/Sorcerer); Chaos Space Marine Aspiring Champions;
Greater Daemon.
ELITES Big Mutants; Possessed; Daemon packs.
TROOPS Traitors; Mutants (including Plague Zombies); Gibbering Hordes (counts as Nurglings)
FAST ATTACK Chaos hounds; Daemonic Beasts; Traitor Recon (Sentinels, Roughriders, Hellhound)*
HEAVY SUPPORT Defiler; Chaos Spawn; Traitor tank (Leman Russ Battle Tank, Basilisk)*
* A maximum one Traitor Recon or Tank unit may be chosen per Troops choice of Traitors in the army.
Notes: Units of Traitor troops taken as compulsory choices on the force organisation chart must be maximum strength. Units of
Gibbering hordes are not restricted to the number of units with the Mark of Nurgle in the army as they represent lesser spawn,
minor daemons and a host of other hell-spawned nastiness.
The Lost and The Damned may include the following allied units from Codex: Chaos Space Marines. 0-1 HQ choice, 0-1 Elite
choice, 0-2 Troops choices, 0-1 Fast Attack choice. Allied units may not be used as compulsory choices on the force
organisation chart. Units with a Mark of Chaos are always Elites choices.
SPECIAL RULES
Strategy Rating: The Lost and the Damned have a strategy rating equal to the roll of a D3.
Sentries: A Lost and the Damned Army uses 10 Traitors or Mutants as sentries in scenarios that require them.
Icons and Daemon summoning: The Lost and The Damned often call forth Daemons onto the battlefield. All the rules in
Codex: Chaos Space Marines apply to Daemon summoning by the Lost and The Damned. Traitor and mutant units can be
upgraded to include Chaos icons to enable Daemon summoning. Agitators and Bosses may not be Daemonvessels.
Veteran Skills: Only Chaos Space Marine units can choose veteran skills.
Legion Rules: Specific Chaos Legion rules only apply to Chaos Space Marine units and characters of that Legion, not any other
Lost and Damned units.
Vehicle upgrades: Vehicles in a Lost and Damned force can only use vehicle upgrades from their ‘parent’ Codex. For example,
a Chaos Defiler can only use upgrades from Codex: Chaos Space Marines while Traitor Leman Russ can only choose upgrades
from Codex: Imperial Guard.
NEW WEAPONS
Firearms: The dizzying profusion of fiendish weapons used by the minions of Chaos defy strict definition, be they warp-fueled
arquebus or semi-organic machine pistols. As such they are categorized as ‘Firearms’ with the following characteristics.
Range
Str
AP
Notes
Firearms
24"
4
6
Rapid fire; gets hot!*
*As plasma weapons.
Heavy stubber: Popular among the kind of low grade scum that make up the traitor hordes of Chaos legions, heavy stubbers
are often stolen from planetary defence force armouries or crudely fabricated among the Daemon worlds of the Eye.
Range
Str
AP
Notes
Heavy Stubber
36"
4
6
Heavy 3 (Assault 3 when used by Big Mutants)
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CHAOS SPACE MARINE ASPIRING CHAMPION
Pts/Model WS BS S T W I A Ld Sv
Champion 27 4444142 0 +
Number/squad: 1-3. You may include between 1 and 3 Champions as a single HQ choice.
Each Champion must be allocated to lead a unit of Traitors or Mutants prior to deployment.
Weapons: Bolt pistol and close combat weapon or bolter.
Character: Each Champion may be equipped with up to 75 points of items from the Chaos
Space Marine armoury at the points cost indicated, with the exception of Marks of Chaos.
Thanks to the Champion’s rather more ‘solo’ career Marks of Chaos are altered as follows;
• Mark of Khorne (10 points): The Champion has 3 Attacks on his profile
• Mark of Nurgle (10 points): The Champion’s Toughness is 5. The original value
of 4 is used for calculating Instant Death.
• Mark of Slaanesh (5 points): The model’s Initiative becomes 5.
• Mark of Tzeentch (10 points): Th Champion gains the Sorcerer ability.
• Mark of Chaos Undivided (20 points): Re-roll Morale checks.
Note: With the exception of the Mark of Chaos Undivided, the Mark of Chaos is not
applied to the unit the Champion is leading. A Champion with a Mark of Chaos may
access Gifts of the Gods from their patron god.
HQ
Not all Chaos Space Marines choose to remain
with their Legion eternally. Personal ambition,
vendettas, jealousies, rivalries or the commands
of their patrons may set their feet on a very
different path. It is easy enough for such
powerful warriors to quickly rise to the role of
war chief, tyrant or despot to the lesser minions
of Chaos.
BIG MUTANTS
Pts/Model WS BS S
T
W
I
A Ld Sv
ELITES
Big Mutant
25
42643327 +
Boss Mutant
+30
42644438 +
Mutation is rife among the legions of Chaos as
the uncaring gods bestow their twisted blessings
on their worshippers without rhyme or reason.
Big mutants are the grossest examples of their
kind, huge and thickly muscled with an intellect
to match. Whether these creatures were
originally human is almost impossible to tell now,
some sport bestial heads, dragging knuckles
and scaly hides which would be more at home
on a Grox. In battle such creatures instinctively
group together or may rally around a particularly
loud and obnoxious mutant leader.
Number/squad: 3-10
Weapons: Teeth, claws, bodyweight. Some large blunt and/or sharp implements.
Options: The squad can be equipped with firearms for +2 points per model. Up to two
models in the squad may be upgraded to count as carrying a flamer at +6 points per
model or a heavy stubber at +5 points per model. The squad can be upgraded to be
scaly (4+ saving throw -1 Initiative) for +5 points per model.
Character: For an additional cost of +30 points one of the mutants can be upgraded to
a boss. This only gives him a better profile; he doesn’t get to choose anything from the
armoury (he can still take squad options).
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TROOPS
TRAITORS
Pts/Model WS BS S
T
W
I
A Ld Sv
Traitor
8
33331316+
Agitator
+10
33331327+
Traitors are those have turned from the
Emperor’s light and joined their fortunes with the
servants of darkness. Mercenaries, pirates,
deserters and renegades flock to the banners of
a black crusade in the hopes of being rewarded
for their perfidy with wealth, power and prestige.
With the star of Chaos in the ascendent whole
regiments, even entire worlds will turn traitor to
survive and wring out their miserable lives a little
longer. Some units are led by Chaos Space
Marines attempting to build up their own legions,
serving beneath a greater liege lord only as long
as it serves their purposes. Traitors are typically
well armed with weaponry stolen and
scavenged from a variety of sources, and have
not yet descended so far into madness that their
skills are completely lost.
Number/squad: 5-15
Weapons: Lasgun and frag grenades.
Options: Any model may exchange their lasgun for an autogun, shotgun or
laspistol/autopistol and close combat weapon for free . Up to one model may be upgraded
to an icon bearer for +5 points. Up to one model may exchange their weapon for a flamer
at +3 points, a meltagun at +10 points, a sniper rifle at +5 points, a plasma gun at +10
points, a heavy stubber at +10 points or a grenade launcher at +10 points. Two traitors can
form a weapon team with one of the following; a heavy bolter at +10 points, a lascannon
at +20 points, an autocannon at +15 points, mortar at +15 points or a missile launcher at
+15 points. The squad can be equipped with krak grenades for +2 points per model.
Character: For an additional cost of +10 points one Traitor may be upgraded to an
Agitator. The character may purchase up to 15 points worth of Weapons and Wargear
allowed by the Codex: Chaos Space Marine armoury (but no Marks, Gifts or items from
columns other than Weapons and Wargear).
Transport vehicle: Traitor squads numbering 10 models or less and not led by a
Champion in Terminator armour may be mounted in a Rhino (counting as having BS 3) at
an additional cost of +50 points or a Chimera at +70 points. Units mounted in this way
become Fast Attack instead of Troops choices.
SPECIAL RULES.
Infiltrate: Traitors are often familiar with local conditions and defences, and are adept
at using treachery to win tactical advantages. To represent this Traitors not led by a
Chaos Space Marine Champion counts as having the Infiltrators veteran skill as
described in Codex: Chaos Space Marines p19.
The vast bulk of most Chaos legions is made up
of a scrofulous tide of hideous mutants. These
are the dregs of the Daemon Worlds within the
Eye of Terror where uncounted billions raise
their harsh voices in insane prayers to
unspeakable horrors. The fiercest and least
crippled of these fight for a place aboard the
Chaos fleets as they go to war, hoping only to
slay and plunder in their masters name and
perhaps earn the favour of the fickle gods of
Chaos. On occasion such dregs may be led by
a Chaos Space Marine: blessed as they are with
the twisting gifts of the gods, such a mighty
warrior is worshipped as a messiah.
MUTANTS
Pts/Model WS BS S
T
W
I
A Ld Sv
Mutant
6
3
2
3 3(4) 1
3 1(2) 7 5+
Mutant Boss
+10
3
2
3 3(4) 2
3 2(3) 8 5+
Number/squad: 15-30
Weapons: A variety of crude blades, spears, basic pistols, bombs, clubs and pointed
sticks which count as one (yes just one) Close combat weapon and frag grenades.
Options: The squad can replace their close combat weapons with firearms for free or
replace their close combat weapons with an autopistol or laspistol for +1 points per
model. The squad can be equipped with krak grenades for +2 points per model. Up to
three models may be upgraded to an icon bearer for +3 points each. Up to two models
in the squad may be upgraded to being armed with a flamer equivalent at +3 points per
model or a heavy stubber at +5 points per model.
Character: For an additional cost of +10 points one of the Mutants may be upgraded to
a Mutant Boss. The boss may purchase up to 15 points worth of weapons and wargear
allowed by the Chaos Space Marine armoury (but no Marks, Gifts or other items).
Blessings of the gods: These count as the equivalent of Daemonic gifts as detailed
in Codex: Chaos Space Marines. Mutants already have Daemonic Resilience (+1 T)
and (unsurprisingly) Daemonic Mutations (+1 A) included in their profiles above.
One of the following blessings is also available at the points cost shown per model, if any
blessings are chosen they must be applied to the entire squad. Some blessings are
particularly associated with certain powers, but they are not restricted to them alone and
should not be confused with Marks of Chaos. No blessing may be taken more than once:
Bloated (Nurglesque): +3 points per model, Armour save increased to 4+ .
Burly, brawny and/or goatheaded (Khornate/Chaos Undivided): +3 points per
model, counts as Daemonic Strength (+1 Strength)
Horrifying, hypnotic or brightly coloured (Slaaneshi): +2 points per model.
counts as Daemonic Visage (-1 Ld to enemy in assaults) .
Leaping, floating or winged (Tzeentchian): +6 points per model, counts as
Daemonic Speed (move as cavalry) .
Plague Zombies
To represent the hordes of Plague
Zombies unleashed during the
Thirteenth Crusade, use Mutants
with the Bloated Blessing of Nurgle.
Zombies may not take any weapon
upgrades or include a Boss. They
are however, Fearless, and hence
will automatically pass any Morale
or Leadership test and cannot be
Pinned. Because of their shambling
gait, they will always move as if they
are in difficult terrain.
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OS HOUNDS
Pts/Model WS BS S
CHA OS HOUNDS
FA S T AT TA C K
T
W
I
A Ld Sv
Chaos Hound
10
40441428+
Chaos hounds embody the worst elements of a
nightmare hunter. Their bodies are twisted and
deformed by the power of the warp so that
glistening flesh and muscle are visible through
the rips and tears in their lumpen hides and
matted hair. Despite their hideous appearance
they are lithe and strong, their loping strides
capable of catching a fleeing man in a few
bounds, pulling them down to their inevitable
doom in their shark-like maws.
Number/squad: 5-10
Weapons : Teeth
SPECIAL RULES.
Cavalry: Chaos Hounds count as cavalry, see the Warhammer 40,000 rules for details.
CHAOS SPAWN
Pts/Model WS BS S
HEAVY SUPPORT
T
W
I
A Ld Sv
To gain the attention of the Chaos gods is a
supremely risky venture. It may lead to power
and riches beyond measure, but it may equally
result in the supplicant being reduced to
something far less than a man by the corrupting
gifts of Chaos. Chaos spawn are heaving, ever-
changing masses of flesh, bone and gristle
which really have no sane right to be moving
around under their own power. But they do
move and chase and eat and… well it all gets
pretty ugly pretty quickly. Chaos legions use
spawn as terror weapons, unleashing packs of
them to hurl themselves at the enemy in a
nightmare wave of hopping, drooling, tentacular
madness.
Chaos Spawn
20
30552369+
Number/squad: 3-5
Weapons: Teeth, claws, tentacles, stingers, pseudopodia etc etc.
SPECIAL RULES.
Random attacks: Chaos spawn flail wildly with their twisted appendages in combat. To
represent this they have a random number of attacks, determined by rolling a D6 per
spawn at the start of each Assault phase when they are fighting.
Fearless: Chaos Spawn have long since lost any semblance of rational thoughts or
sanity. As such they automatically pass any morale checks or pinning tests they are
required to make.
Insanely stupid. Make a Leadership test for each spawn unit at the start of the Chaos
player’s turn. If the test is failed the Spawn do not move that turn and may not assault.
Spawn which are already in an assault don’t have to test to fight – they’re not that
stupid. Independent characters may not join units of Chaos Spawn.
CHA
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