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CODEX

LEGION OF The damned


Ver 14 Play Test Rules

Accursed Crusaders, Forged In the Fires of Vengeance

For Use With Warhammer 40,000 5th Edition

SPECIAL RULES
Army follows standard force organisation Chart
All Legion of the Damned units are subject to the rules below unless otherwise stated in their unit entry. Ghost Army: Models can shoot with rapid fire and heavy weapons counting as stationary, even if moving in the movement phase and may even assault that turn. Fearless: Use the fearless universal special rule. Unyielding Spectres: All saving throws are treated as invulnerable and ignore dangerous terrain checks. Warp Essence: The once proud space marines have been drenched by super natural energies of warp space and are held in a ghostly state. Bolters seem to never be reloaded, ammunition flickers through the air with an unnatural glow and weapons never seem to fail. All bolter weapons, assault cannons, auto cannons of any kind automatically wound regardless of toughness on a roll of 6 to hit or a natural hit result on the scatter dice. If a shot hits a vehicle on the roll of a 6 add 1 to armour penetration roll but ignore crew stunned and crew shaken results on the vehicle damage chart for that shot. All plasma weapons ignore the gets hot rule. Combi weapons can fire the special weapon attachment to the bolter every phase in addition to firing the boltgun in the same turn.

Malady: All are cursed with a malady in the form of a warp contagion and can be overcome by it during battle unless stated in the units entry; At the start of every shooting phase perform a leadership test on each unit in your army that has taken a casualty or contains a model that has been wounded during the game (treat independent characters joined to a unit as part of that unit). If a unit fails the test select D3 models to detach and form a new unit. These selected models now go berserk and enter into a terrifying death spasm. If unengaged in assaults immediately move the selected models up to 12 inches towards the nearest enemy in lieu of shooting, ignoring difficult and dangerous terrain checks. At the start of the assault phase you must assault the nearest enemy unit, Once again ignore difficult and dangerous terrain checks. If there are no enemy models in range of an assault or those that have been succumbed to the malady are not already locked in combat then remove the models immediately. Before determining assault results all models under the malady effects are removed from play. Any wounds inflicted against these models are not treated towards final combat results; remember models are treated as a separate unit even if already locked in an assault. Those models succumbed to the malady after a failed leadership test as described above gain the following special rules and enhancements until they are removed as casualties; Feel no pain. + 2 to base attacks value. Rending in hand to hand in addition to any rules from special weapons. Re-roll all 1s to hit during the assault phase. +1 to strength

Creeping Insanity: Any unit locked in assault are given a -2 modifier to their leadership value. The Emperors Calling: Add +1 to reserve rolls for the entire army.

HQ Legatus: 150 points


All legionnaires are considered equal. The army is composed of warriors fighting according to their psychological reflection upon their personal damnation. Those that take the role of Legatus are often ex space marine captains once bitter about their defeats and misfortunes. Leading forces into hopeless battles against renegades and witnessing the merciless destruction of home worlds has sent them mad, as far as these once great leaders are concerned the galaxy can burn under the calling of the fleet. WS 6 BS 5 S 4 T 4 W 3 I 5 A 4 Ld 10 Sv 3+

Orbital Extermination
(May include one additional Orbital Extermination per 1000 points over the first 1000 at 150 points each)

In the shooting phase if the Legatus remains stationary in the movement phase or enters play from deep strike they may call down a single overwhelming orbital bombardment once per game in lieu of shooting their weapon. Range Strength AP Type

Unlimited Special Rules

10

Ordnance 2, Multiple Barrage, full 2d6 scatter

Independent Character, Immune to Instant Death, May Deep Strike Wargear Bolt pistol or can be upgraded to a Plasma pistol for 15 points Power weapon Warp Signature Frag & Krak Grenades Boltgun

HQ Redemptionist: 150 points


These necromancer like legionnaires are forever trying to cure the warp sickness that has befallen their fellow surviving battle brothers. They are the ones that send the dead out into space to be found and sent back to terra. So far the Redemptionists can revive the fallen victims of battle back into the materuim but to only enter the cycle of decay in mind and body once again. Yet for all this cheating of death they cannot remove the curse and struggle to bring back those that reach the final climax of the malady. WS 5 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+

Reanimation In the shooting phase if the Redemptionist remains stationary in the movement phase or enters play that turn from deep strike they may activate their Reanimator. Select a single non vehicle enemy unit within 48 and line of sight. If the chosen enemy unit suffers wounds from shooting attacks from any and all firing that turn, select a single model per successful wound inflicted of a single unit type from your armies casualties to place back onto the table within 6 inches of the Redemptionist as a newly formed squad with a maximum size of 10. The new unit may shoot and assault as normal in the turn they animate but must always take malady checks as they have already been wounded during the battle. One Use Wargear items already used are not regained. All figures removed from play after failing the malady check cannot be included in reanimation. Note that the Reanimator is not considered a weapon and as such does not roll to hit and can be premeasured before selecting a target! Special Rules Independent Character, Immune to Instant Death, May Deep Strike

Wargear Power weapon Bolt pistol or can be upgraded to a Plasma pistol for 15 points Frag & Krak Grenades Reanimator Boltgun

Troops Legionnaires: 125 points (4 +1 sergeant)


These forces of the damned are driven to protect man against the threats of the galaxy and instinctively are driven across the galaxy by heighted sensitivities of the emperors tarot. Where all hope seems lost for mankind the Legion appears beyond the point of death like spectres. Sometimes they are seen walking through the very flames of war but as quickly as they appear they disappear without a trace leaving nothing behind but the fallen enemy and a path of destruction. WS 4 sergeant 5 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 10 10 Sv 3+ 3+

May Include up to 5 additional legion of the damned at 25 points each Wargear Boltgun (may be replaced with Chainsword) Frag and krak grenades Bolt pistol

One in five Legionnaires my replace their Boltgun with one of the following Heavy Bolter 5 points Missile launcher, Autocannon, Heavy Flamer, Hellfire Heavy Bolter 15 points Plasma Cannon 20 points Lascannon, Mulit-melta 25 points One Legionnaire my replace their boltgun with one of the following Flamer for free or (Meltagun, Plasmagun for 10 points) Sergeant my replace boltgun with one of the following Chainsword and Boltgun for free Power weapon 15 points Power fist 25 points Combi-Weapon,melta,plasma,flamer 10 points

Elites Consumed: 125 points


(4 +1 sergeant)

The Consumed are unstable and dangerous to all but still wish to fight to their last breath for the Emperor. They fight with weapons torn from their fallen battle brothers. Unstable in condition and tortured they fall back into unbearable pain and insanity over and over again. These victims of the warp bleed energies from their very flesh and ramble about the past and future. In a vicious cycle they fight until their unidentifiable remains can no longer be salvaged from the battlefield. These are the battle brothers thought lost with the rest of the fleet but the Legion did not give up in finding them. Much care is needed to keep these servants of the emperor functioning with any kind of humanity and so they are constantly cared for until these once great heroes are set on the enemies of mankind like rabid blood hounds. WS 4 sergeant 5 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 8 8 Sv 3+ 3+

May Include up to 5 additional Consumed at 25 points each Special Rules Furious Charge, Fleet of Foot Wargear Chainsword Bolt Pistol Frag & Krak Grenades

Unit can be equipped with Melta Bombs for 5 points each. Sergeant my purchase one of the following Power weapon 15 points Power Fist 25 points Pair of Lightning Claws 25 points Combi-Weapon,melta,plasma,flamer 10 points

Fast Attack Purgers: 125 points


(4 +1 sergeant)

Those marines haunted by insane visions and memories of their former glory. Purgers claim jump packs in celebration of their chapters legacy. Much like the Legatus they want the galaxy to burn but they are far removed from any kind of reasoning at all and will risk everything as they understand their souls are lost and no retribution can be found. Creating unstable nuclear devices many times more dangerous than the demolition charges favoured by the imperial guard they seek out enemies of the Emperor to utterly vanquish them from existence. WS 4 sergeant 5 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 10 10 Sv 3+ 3+

Special Rules Hit and Run, Counter Attack, May Assault After Deep Striking In Lieu Of Shooting Wargear Chainsword Frag and krak grenades Bolt pistol Jump Pack

Unit can be equipped with Melta Bombs for 5 points each. Sergeant my purchase one of the following Power weapon 15 points Power Fist 25 points Pair of Lightning Claws 25 points Combi-Weapon, melta, plasma, flamer 10 points Sergeant my purchase a single Neutron Bomb 45 points

Heavy Support Crusader Legionnaires: 125 points


(4 +1 sergeant)

Dreadnoughts could not survive the warp sickness and terminator armour was salvaged for repairs of the mass demand power armour. The last veterans of the Badab wars put their renowned boarding skills to use once again. They feel betrayed by the ramblings of the Codex Astartes for it did not protect them when exiled to their fleet. For this they will show what it is to fight with the weapons of the honoured, on their terms. This is the way of the crusader and the fire hawk. They are the destroying angels of the emperor brought back from the point of death. WS 4 sergeant 5 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 10 10 Sv 3+ 3+

May Include up to 5 additional Crusader Legionnaires at 25 points each Wargear Hellfire Boltgun Frag and krak grenades Bolt pistol Teleporter

Special Rules: Unit must enter play through deep strike. Up to Three Crusader Legionnaires my replace their Hellfire Boltgun with one of the following Assault Cannon 20 points each or heavy flamer 15 points each Sergeant my replace Hellfire Boltgun with one of the following Chainsword and Hellfire Boltgun for free Chain fist 25 points Thunder Hammer 25 points Pair of Lightning Claws 25 points Combi-Weapon,melta,plasma,flamer 10 points

War Gear

Warp Signature All units deep striking from reserve may choose to be guided by any unit equipped with a Warp Signature and can be placed within 24 inches of them without scattering; this distance may be premeasured and does not require line of site. In addition one Legionnaires or Consumed unit that is held in reserve can optionally gain the deep strike rule per Warp Signature in your army. Combi- Weapons Can be fired both as the chosen special weapon and boltgun in the same turn. Hellfire Heavy Bolter counts as strength 4 against vehicles Range Strength AP Type

36

heavy1, blast, always wounds on 2+

Hellfire Boltgun counts as strength 3 against vehicles Range Strength AP Type

24

rapid fire, always wounds on 2+

Neutron Bomb A unit equipped with a Neutron bomb once per game may place a single large blast template over any enemy unit during the shooting phase within 8 inches in addition to firing their weapons. Roll to scatter and move the template accordingly to the regular 2d6 scatter minus the BS value of the carrier in inches. The Neutron Bomb is strength 10, AP1, 2d6 armour penetration, causes instant death, ignores saves of any kind, pinning. *All other wargear uses standard rules as found in the warhammer 40,000 rule book and codex Space marines.

Special Character (Alpha Rules)


For every HQ taken you may take a single special character, this does not take up a further slot in the force organisation chart.

The Forgotten Champion: 190 points


WS 6 BS 4 S 4 T 4 W 3 I 6 A 4 Ld 10 Sv 3+

Special Rules Independent Character Lone fighter: may never join another unit Immune to Instant Death Counter attack Hit and run Fight To The bitter End: Does not check for malady until on last wound Challenger: If an independent character is present in a unit or retinue place them in base to base contact with the champion after a successful assault by either side. If there is more than one then the champion may choose who he decided to fight in combat. The champion must target all of his attacks upon that model that is now in base contact, this also applies to the opponent he is fighting due to the intensity of the duel. Excellus Warp Blade: Counts as power weapon with rending and causes invulnerable saves to taken against a hit from the weapon to be rolled with a -2 negative modifier. May give up all attacks for a single mighty strike at double the wielders strength that always hits on a 2+ regardless of opponents weapon skill. Apply the special weapon rules above to this single hit. Wargear Bolt pistol Excellus Warp Blade Jump pack Frag & Krak Grenades

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