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INTRODUCTION
The Lost and The Damned are warbands of treacherous renegades, deserters, mercenary scum, misguided rebels, traitors, rebelling
slaves, pirates, mutants, and here�cs. They are corrupted and controlled by their cruel Chaos Space Marine and Daemon masters.
Living only for the next raid, they pose a constant threat from within the heart of the Imperium.
This supplement is designed for use in friendly games of Wrhammer 40,000, with full agreement from all players. If anything seems
either unfair or too limi�ng, please discuss it and make adjustments. In no way are any of Games Workshop’s copyrights, trademarks,
or intellectual property rights being challenged. This document is free and not for profit.
Version 1.85 • Created by Ross Hertzog , 2008-2009

TABLE OF CONTENTS
ALLIANCE RULES PAGE 2
SPECIAL RULES PAGE 3
ARMY LIST PAGE 4-11
MODELING & HOBBY PAGE 12
BACKGROUND STORY PAGE 13
CONTACT INFO PAGE 14

ALLIED UNITS
The Lost and the Damned Army List can incorporate allied units from other codexes, as described below.

NATIVE UNITS
The units listed below from Codex: Imperial Guard may be taken as if they are part of Codex: Lost and The Damned.
(Elites) Psyker Ba�le Squad
(Elites) Ratlings
(Troops) Penal Legion
(Troops) Veteran Squad
(Fast A�ack) Rough Riders
(Fast A�ack) Sen�nel (single vehicle)
(Fast A�ack) Armored Sen�nel (single vehicle)
(Fast A�ack) Hellhound variant (single vehicle)
(Heavy Support) Leman Russ variant (single vehicle)
(Heavy Support) Ordnance variant (single vehicle)
(Heavy Support) Hydra Flak Tank (single vehicle)

SPECIAL UNITS
A Lost and the Damned army may include special allied units selected from Codex: Chaos Space Marines and Codex: Daemons, with
the following restric�ons:
• Special allied Troop units will fill Elites slots in the Lost and The Damned force, and will never count as scoring.
• May not exceed 0-1 HQ, 0-1 Elites, 0-2 Troops, 0-1 Fast A�ack, or 0-1 Heavy Support

Codex: Chaos Space Marines Codex: Daemons * = enters play through Daemonic Summoning
(HQ) Greater Daemon** (HQ) Bloodthirster**
(HQ) Daemon Prince ** = enters play through Possession
(HQ) Great Unclean One**
(Elites) Chosen (HQ) Keeper Of Secrets**
(Elites) Possessed (HQ) Lord of Change**
(Troops) Lesser Daemons* (Troops) Bloodle�ers*
(Troops) Chaos Space Marines (Troops) Daemone�es*
(Troops) Death Guard (Troops) Pink Horrors*
(Troops) Khorne Berserkers (Troops) Plaguebearers*
(Troops) Noise Marines (Troops) Nurglings*
(Troops) Thousand Sons (Fast A�ack) Furies*
(Heavy Support) Defiler
(Heavy Support) Havocs
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ARMY SPECIAL RULES UNIT SPECIAL RULES
Ambi�on Units from this codex uses the following special rules.
Rival commanders soon turn to treachery and murder to solve their (These are marked with a * within the unit entries.)
differences. Fortunately for the damned, there are always ambi�ous
Traitor Marines ready to use a group of fools as their own personal Daemonkin
cannon fodder, and lead them into ba�le. Daemonkin units are touched by the warp, and affected by
One H.Q. slot must either be filled with Aspiring Champions Of enemy weapons or special abili�es as if they are Daemons.
Chaos, or remain empty. Any Aspiring Champions may be split
off from their unit and assigned to lead any friendly squad. This Mindless
is done during deployment. From then onward, any Aspiring Models that are mindless never count as scoring units,
Champions count as a part of the unit they join for all intents although they can s�ll contest objec�ves as normal.
and purposes and thus do not yield addi�onal Kill Points.
Sacrifice
Daemonic Summoning When leading a squad, a character with this ability may re-
Some�mes the raids and riots of traitorous renegades are only a roll a leadership check by removing a squad member of your
prelude to a full scale daemonic incursion. Unwi�ng fools carry icons choice as a casualty. If this check is failed, the character takes
surging with hidden power. a wound as he is shot, knifed, or bi�en in the back (armor
Units taken from Codex: Daemons must start the game in saves apply).
reserve, but are not split up into two cohorts. Daemons can
only enter play if the first model deep striking is within 6” of a Spawn Movement
Chaos Icon. The Icon must be either of Chaos Glory or match • During the movement phase, roll 1D6 for each unit of
the same chaos diety. Roll for sca�er as normal. See below for Chaos Spawn or Giant Chaos Spawn as it moves, and use the
rules regarding Greater Daemons. chart below:
1-2: Move 2D6” in the direc�on of a sca�er die
Possession (Do not move on a hit result)
Some leaders are hollow shells of their former selves, their souls 3-4: Move 2D6” towards closest enemy unit
having been devoured by a warp predator. 5-6: Move up to 2D6” in any direc�on
When a Greater Daemon of any kind is taken from either (Giant Chaos Spawn only move 1D6” when using this table)
Codex: Chaos Space Marines or Codex: Daemons, it must
enter play from reserves, through Possession. Write down a • During the Shoo�ng Phase, Chaos Spawn may run normally.
specific character model, chosen from H.Q., to serve as host. • During the Assault Phase, Chaos Spawn must charge if
This may be an Aspiring Champion. You may keep the host’s possible, but you may determine the target unit or units.
iden�ty a secret. When the Daemon becomes available it will
take the place of the host model, killing the character. The host Warp-Spawned
cannot begin the game in reserve. If the host dies before the Any �me a Warp-Spawned unit par�cipates in a winning
daemon arrives, the daemon enters immediately in place of assault and all enemy models were killed, you may add a new
the dead model. The host will no longer count for kill points model of the same basic type as the unit. Put the model in
unless the a�ached Greater Damon is killed too. (Refer to base contact with the unit, and at least 1” away from enemy
Codex: Chaos Space Marines, pg. 61 for guidance.) models. If there is no room or you do not have a suitable
model do not place a model.
Scavengers
A Lost and The Damned army is usually opera�ng without organized
support. Either they are a desperate band living from raid to raid,
or part of a larger horde that is indifferent to the needs of its troops.
Scavenging is the only way the warband can survive and rearm itself.
Even when equipment and vehicles can be looted, it is another problem
to find clear minds amongst the rabble. It is usually only amongst
groups of traitor Imperial Guardsmen and hardened mercenary thugs
that anyone can be found to operate and repair the technology. Once
a looted vehicle is fixed up and func�oning with a crew, the next
challenge is to keep inept, groping mutants and luna�cs out of the
crew compartments.

A Lost and the Damned army may not include more vehicles in
it than units of Traitors. 3
HQ
ASPIRING CHAMPIONS OF CHAOS COST: 25 POINTS
Can replace Bolter, Bolt Pistol and CCW with:
WS BS S T W I A Ld Sv -Pair of Lightning Claws +30 pts.
Aspiring Champion 4 4 4 4 1 4 2 9 3+
May take any of the following:
Unit Composi�on: OPTIONS: - Melta Bombs +5 pts.
• 1-6 Aspiring Champions (Each Aspiring champion may be ou�i�ed - Chaos Icon +15 pts.
differently) - Chaos Steed +10 pts.
Unit Type: (Changes unit type to calvary)
Can replace Bolter with:
• Infantry - Twin-linked Bolter +3 pts.
May Have One Mark:
- Combi-weapon +5 pts.
Wargear: -Mark Of Chaos Undivided +15 pts.
- Flamer +5 pts.
• Power Armour (GIves +1 WS and Stubborn)
- Melta Gun +10 pts.
• Bolter - Mark Of Khorne +15 pts.
- Plasma Gun +15 pts.
• Bolt Pistol (Gives +1 A and Stubborn)
• Close Combat Weapon - Mark Of Nurgle +20 pts.
Can replace Bolt Pistol with:
• Frag and Krak Grenades (Gives +1 T and Stubborn)
- Plasma Pistol +10 pts.
- Mark of Slaanesh +12 pts.
Special Rules: (Gives +1 I and Stubborn)
Can replace Close Combat Weapon with:
• Ambi�on* (see army special rule) - Mark Of Tzeentch +20 pts.
- Poisoned Weapon +5 pts.
• Infiltrate (Gives 5+ Inv. Save and Stubborn)
- Rending Weapon +10 pts.
• Sacrifice* - Power Weapon +10 pts.
- Lightning Claw +15 pts.
- Power Fist +20 pts.

EXALTED CHAMPION OF CHAOS COST: 65 POINTS


May Have One Mark:
WS BS S T W I A Ld Sv -Mark Of Chaos Undivided +5 pts.
Exalted Champion 5 5 4 4 2 4 3 10 3+/5+(I) (GIves +1 WS and Fearless)
- Mark Of Khorne +5 pts.
Unit Composi�on: OPTIONS: (Gives +1 A and Fearless)
• 1 Exalted Champion Chaos Marine - Mark Of Nurgle +10 pts.
Can replace Bolter with: (Gives +1 T and Fearless)
Unit Type: - Combi-weapon +10 pts. - Mark of Slaanesh +5 pts.
• Infantry - Flamer +5 pts. (Gives +1 I and Fearless)
- Melta Gun +10 pts. - Mark Of Tzeentch +10 pts.
Special Rules: - Plasma Gun +15 pts. (Gives +1 to Inv. Save and Fearless)
• Independent Character - Twin-linked Bolter +5 pts.
• Infiltrate May take one Transport:
• Sacrifice* Can replace Bolt Pistol with: - Bike +30 pts.
- Plasma Pistol +10 pts. - Jump Pack / Wings +20 pts.
Wargear:
- Steed Of Chaos +10 pts.
• Power Armour
Can replace Close Combat Weapon with: (Changes unit type to Cavalry)
• Bolter
- Poisoned Weapon +5 pts. - Juggernaut +35 pts.
• Bolt Pistol
- Rending Weapon +10 pts. (Requires Mark of Khorne)
• Close Combat Weapon
- Power Weapon +15 pts. (+1 S, +1T, +1W +1A)
• Frag Grenades
- Power Fist +25 pts. - Disc Of Tzeentch: +25 pts.
• Krak Grenades
- Lightning Claw +25 pts. (Requires Mark of Tzeentch )
• Refractor Field
(+1 A, Changes unit type to Jump Infantry)
Can replace Bolter, Bolt Pistol and CCW with: - Palanquin of Nurgle: +20 pts.
-Pair of Lightning Claws +30 pts. (Requires Mark of Nurgle)
(+1A, +1 W)
May take any of the following: - Mount Of Slaanesh: +15 pts.
- Melta Bombs +5 pts. (Requires Mark of Slaanesh)
- Chaos Icon +15 pts. (+1 A, Changes unit type to Cavalry)
4 -Rhino +35 pts.
HQ
MERCENARY LORD COST: 70 POINTS
WS BS S T W I A Ld Sv May take any of the following:
- Melta Bombs +5 pts.
Mercenary Lord 5 5 4 3 3 4 3 10 4+/5+(I) - Chaos Icon +15 pts.
- Chaos Steed +10 pts.
Unit composi�on: OPTIONS:
(Changes unit type to calvary)
• 1 Mercenary Lord Can take up to two of the following:
- Bolter (Free) May take one of the following:
Unit Type: - Shotgun (Free) - Bike +30 pts.
• Infantry - Sniper Rifle (Free) - Jump Pack / Wings +20 pts.
- Twin-linked Bolter +3 pts. - Steed Of Chaos +10 pts.
Wargear: - Combi-weapon +5 pts. (Changes unit type to Cavalry)
• Carapace Armour - Flamer +5 pts.
• Bolt Pistol - Grenade Launcer +5 pts.
• Close Combat Weapon - Melta Bombs +5 pts.
• Frag and Krak Grenades - Demoli�on Charge +10 pts.
• Refractor Field - Melta Gun +10 pts.
- Plasma Gun +15 pts.
Special Rules: - Chaos Icon +15 pts.
• Independent Character - Missile Launcer +20 pts.
• Infiltrate
• Relentless Can replace Bolt Pistol with:
• Scout - Plasma Pistol +10 pts.
• Stealth
• Stubborn Can replace Close Combat Weapon with:
- Poisoned Weapon +5 pts.
- Rending Weapon +10 pts.
- Power Weapon +15 pts.
- Lightning Claw +20 pts. MONEY TALKS
- Power Fist +25 pts. Selec�ng a Mercenary Lord as your H.Q. allows
you to take units of Kroot and Vespid from
Codex: Tau Empire as special allies.

MUTANT OVERLORD COST: 120 POINTS


OPTIONS:
WS BS S T W I A Ld Sv
Mutant Overlord 5 2 7 6 4 4 4 10 4+ May Have One Mark:
- Mark Of Khorne +10 pts.
Unit composi�on: Special Rules: (Gives +1 A and Fearless)
• 1 Mutant Overlord • Stubborn - Mark of Slaanesh +5 pts.
(Gives +1 I and Fearless)
Unit Type: - Mark Of Nurgle +20 pts.
• Monstrous Creature (Gives +1 T and Fearless)
- Mark Of Tzeentch +15 pts.
Wargear: (Gives +1 to Inv. Save and Fearless)
• Scavenged Armor
• Close Combat Weapon
• Close Combat Weapon
• Assault Grenades MUTANT SUPREMACY!
Selec�ng a Mutant Overlord as your H.Q. allows
you to take units of Big Mutants as troops.

5
HQ
PLAGUEMASTER COST: 120 POINTS
WS BS S T W I A Ld Sv
OPTIONS:
Can take any of the following:
Plaguemaster 4 4 4 5 4 3 3 10 2+/5+(I) - Melta Bombs +5 pts.
- Chaos Icon +15 pts.
Unit composi�on: Special Rules: - Eternal Warrior +15 pts.
• 1 Plaguemaster • Bulky (Takes up two transport slots)
• Fearless Can replace Bolt Pistol with:
Unit Type: • Feel No Pain - Plasma Pistol +10 pts.
• Infantry • Independent Character
• Stealth
Wargear:
• Plague Armour Psychic Powers: CONTAGION IS THE GIFT
• Bolt Pistol Nurgle’s Rot (Codex: CSM pg. 88) Selec�ng a Plaguemaster as your H.Q. allows units
• Poisoned Power Weapon of Plague Zombies, Nurglings, and Plaguebearers
• Rotsprayer (Heavy Flamer) to count as scoring units. This overrides any other
• Frag and Krak Grenades rule. It also allows you to take any Nurgle aligned
• Blight Grenades (Defensive Grenades) daemon from Codex: Daemons as special allies,
• Refractor Field such as Beasts of Nurgle.

RENEGADE PSYKER LORD COST: 60 POINTS


WS BS S T W I A Ld Sv
The Psyker can choose up to two psychic powers:

Renegade Psyker 3 4 3 3 2 3 3 9 4+/5+(I) Lightning Arc +10 pts.


Psychic Shoo�ng a�ack
Unit composi�on: May Have One Mark: Range 18” / S: 4 / AP: 3 / Assault 3
• 1 Renegade Psyker - Mark of Slaanesh +5 pts.
(Gives +1 I and Fearless) Gi� Of Chaos +30 pts.
Unit Type: - Mark Of Nurgle +20 pts. Assault Phase
• Infantry (Gives +1 T and Fearless) Use the Chaos Spawn profile in this codex.
- Mark Of Tzeentch +15 pts.
Wargear: (Gives 5+ Inv. Save and Fearless) Wind Of Chaos +30 pts.
• Carapace Armour As in Chaos Space Marine Codex
• Laspistol May take one Transport:
• Force Weapon - Bike +30 pts. Curse Of The Machine Spirit +20 pts.
• Frag and Krak Grenades - Jump Pack / Wings +20 pts. Psychic Shoo�ng a�ack
• Refractor Field - Steed Of Chaos +10 pts. Range 24” Assault 1
(Changes unit type to Cavalry) Causes a glancing hit on target vehicle
Special Rules: - Disc Of Tzeentch: +25 pts.
• Independent Character (Requires Mark of Tzeentch ) Teleport +20 pts.
• Infiltrate (+1 A, Changes unit type to Jump Movement Phase
• Stubborn Infantry) The Psyker immediately deep strikes, but can do
- Palanquin of Nurgle: +20 pts. nothing for the rest of the player turn.
(Requires Mark of Nurgle)
OPTIONS: (+1A, +1 W) Fear +15 pts.
- Flamer +5 pts. - Mount Of Slaanesh: +15 pts. Psychic Shoo�ng a�ack
- Melta Gun +10 pts. (Requires Mark of Slaanesh) Range 24” Assault 1
- Plasma Gun +15 pts. (+1 A, Changes unit type to Cavalry) If this a�ack hits, the target squad takes a leadership
check. If it fails, the player controlling the psyker
Can replace Bolt Pistol with: decides if the unit is pinned or falls back. This does
- Plasma Pistol +15 pts. not affect fearless units.

Can replace Close Combat Weapon with: Warpstorm +20 pts.


- Poisoned Weapon +5 pts. Psychic Shoo�ng a�ack
- Power Weapon +10 pts. Range 24” / S: 4 / AP: 4 / Assault 1 / Large Blast
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ELITES
BIG MUTANTS COST: 30 POINTS EACH OPTIONS:

WS BS S T W I A Ld Sv Character:
Big Mutant 4 2 5 5 3 2 3 7 5+ • One character may be added:
- Big Mutant Boss +45 pts.
Big Mutant Boss 4 2 5 5 4 2 4 9 5+
• Up to three mutants may have one of the
Unit composi�on: Special Rules:
following:
• 3-12 Big Mutants • Bulky (Takes up two transport slots)
- Flamer +5 pts.
• Furious Charge
- Heavy Stubber (counts as Assault 3) +5 pts.
Unit Type: • Stubborn
- Chaos Icon +15 pts.
• Infantry

Wargear
• Close Combat Weapon
• Close Combat Weapon
(Tentacles, Spines, Claws, and other muta�ons)

CHAOS SPAWN COST: 25 POINTS EACH


WS BS S T W I A Ld Sv
Chaos Spawn 3 0 5 5 2 3 D6 10 4+

Unit composi�on: Special Rules:


• 3-12 Spawn • Daemonkin*
• Fearless
Unit Type: • Fleet Of Tentacle
• Infantry • Mindless*
• Spawn Movement*
Wargear • Warp-spawned*
• Close Combat Weapon
(Tentacles, Spines, Claws, and other
muta�ons)

COMBAT DRUG ADDICTS COST: 8 POINTS EACH


WS BS S T W I A Ld Sv OPTIONS:
Addict 4 2 3 4 1 3 3 9 5+
Up to two addicts may replace a close combat
weapon with:
Unit composi�on: Special Rules: - Poisoned Weapon +5 pts.
• 8-20 Addicts • Counter-a�ack - Rending Weapon +10 pts.
• Fearless - Power Weapon +10 pts.
Unit Type: • Furious Charge - Power Fist +20 pts.
• Infantry • Rage
• Scouts
Wargear:
• Flak / Scrap Armor
• Close Combat Weapon
• Close Combat Weapon
• Frag and Krak Grenades

7
TROOPS
GIBBERING HORDES COST: 15 POINTS EACH
WS BS S T W I A Ld Sv
Gibbering Hordes 3 0 3 3 3 3 3 10 5+(I)

Unit composi�on: Special Rules:


• 6-12 bases • Daemonkin*
• Eternal Warrior
Unit Type: • Fearless
• Infantry • Invulnerable Save
• Swarm
Wargear • Warp-spawned*
• Close combat weapon
(Claws, fangs, muta�ons)

MUTANTS COST: 6 POINTS EACH


WS BS S T W I A Ld Sv OPTIONS:
Mutant 3 2 3 4 1 3 2 7 5+ • The en�re squad may be upgraded with
the following special rule (this includes any
Mutant Boss 4 2 5 5 3 2 3 8 5+
champion):
- Scouts +4 pts. per
Unit composi�on: model
Special Rules:
• 20-40 Mutants
Mutants:
• Rage (Mutants are not affected by Rage • Up to three mutants may have one of the
Unit Type: following:
while the squad is led by a character)
• Infantry - Flamer +5 pts.
Mutant Boss:
• Bulky (Takes up two transport spots) - Chaos Icon +15 pts.
Wargear:
• Furious Charge
• Scraps of Armor Character:
• Sacrifice*
• Close Combat Weapon • One character may be added:
• Laspistol - Mutant Boss +40 pts.
• Frag grenades

PLAGUE ZOMBIES COST: 7 POINTS EACH


WS BS S T W I A Ld Sv
Plague Zombie 2 0 3 3 1 1 2 10 6+

Unit composi�on:
Special Rules:
• 7-35 Zombies
• Fearless
• Feel no pain
Unit Type:
• Mindless*
• Infantry • Slow and Purposeful
Wargear
• Close combat weapon
(Claws and fangs)

8
TROOPS
TRAITORS COST: 5 POINTS EACH
OPTIONS:
WS BS S T W I A Ld Sv
Traitor 3 3 3 3 1 3 1 7 5+ • The en�re squad may exchange their lasguns for
Dominator 4 3 3 3 1 4 2 8 5+ either laspistols or shotguns, for free

Unit composi�on: Character: • The en�re squad may be upgraded with the
• 10-30 Traitors • One character may be added: following special rule:
- Dominator +10 pts. - Infiltrate +3 pts. per model
Unit Type:
• Infantry • The dominator may replace their close combat • You may replace two traitors with a weapon team,
weapon with: armed with:
Wargear: - Poisoned Weapon +5 pts. - Heavy Stubber +5 pts.
Traitors: - Power Weapon +10 pts. - Grenade Launcher +5 pts.
• Flak / Scrap Armor - Mortar +5 pts.
• Lasgun (or autogun) • The dominator may take any of the following: - Heavy Bolter +8 pts.
• Close Combat Weapon - Melta Bombs +5 pts. - Autocannon +10 pts
• Frag Grenades - Chaos Icon +15 pts. - Missile Launcher +15 pts.
- Lascannon +20 pts.
Dominator:
• Flak / Scrap Armor • If no weapon team is chosen, up to two traitors may
• Laspistol (or autopistol) replace their lasgun or laspistol with one of the
• Close Combat Weapon following:
• Shotgun - Sniper Rifle +3 pts.
• Frag and Krak Grenades - Flamer +5 pts.
- Grenade Launcher +5 pts.
Special Rules: - Meltagun +10 pts.
Traitors: - Demoli�on Charge +10 pts.
• N/A - Plasmagun +12 pts.
Dominator: - Chaos Icon +15 pts.
• Sacrifice*

RABBLE COST: 3 POINTS EACH


WS BS S T W I A Ld Sv
Rabble 2 2 3 3 1 2 1 6 -

Unit composi�on: Special rules:


• 20-50 Rabble • Stealth

Unit Type:
• Infantry

Wargear:
• Improvised Weapon
(counts as a Laspistol)

9
FAST ATTACK
CHAOS HOUNDS COST: 10 POINTS EACH
WS BS S T W I A Ld Sv
Chaos Hounds 4 0 4 4 1 4 2 8 6+

Unit composi�on: Special Rules:


• 5-20 Hounds • Bulky (Takes up two transport slots)
• Counter-a�ack
Unit Type: • Daemonkin*
• Beasts

Wargear
• Close combat weapon
(Claws, fangs, muta�ons)

TRAITOR TRUCK COST: 40 POINTS


OPTIONS:
Armor
BS F S R • One heavy stubber can be upraded with a
turret mount for +5 pts.
Traitor Truck 3 11 10 9
• Each heavy stubber can be upgraded to:
Unit Type:
- Grenade launcher Free
Vehicle (Tank, Fast)
- Storm bolter Free
- Heavy bolter +5 pts.
Transport capacity: 12
- Heavy flamer +10 pts.
Fire points: 5
- Autocannon +10 pts.
Wargear
• Front mounted heavy stubber
• Front mounted heavy stubber
• Searchlight
• Smoke launchers

10
HEAVY SUPPORT
GIANT CHAOS SPAWN COST: 100 POINTS EACH
WS BS S T W I A Ld Sv OPTIONS:
• The Giant Spawn may be upgraded with any of
Giant Chaos Spawn 4 1 7 6 5 2 2D6 10 3+ the following:
- Acid spit (Heavy Flamer) +15 pts.
Unit composi�on: Special Rules: - Gi� Of Chaos (Psychic Power) +20 pts.
• 1-3 Giant Spawn • Daemonkin* - Fleet Of Tentacle +20 pts.
• Fearless - Armored carapace (2+ save) +10 pts.
Unit Type: • Mindless*
• Monstrous Creature • Spawn Movement*
(but only 1d6 for movement)
Wargear
• Gribbly bits and other muta�ons
(counts as one close combat weapon)

TRAITOR HEAVY WEAPON TEAMS COST: 15 POINTS EACH


WS BS S T W I A Ld Sv OPTIONS:

Weapon Team 3 3 3 3 2 3 2 7 5+ • Each team must take one of the following:


Dominator 4 3 3 3 1 4 2 8 5+ - Heavy Stubber +5 pts.
- Grenade Launcher +5 pts.
Unit composi�on: Character: - Mortar +5 pts.
• 2-9 Weapon Teams • One character may be added: - Heavy Bolter +8 pts.
- Dominator +10 pts. - Autocannon +10 pts.
Unit Type: - Heavy Flamer +15 pts.
• Infantry • The dominator may replace their close combat - Missile Launcher +15 pts.
weapon with: - Lascannon +20 pts.
Wargear: - Poisoned Weapon +5 pts.
Traitor Weapon Teams: - Power Weapon +10 pts. • The en�re squad may be upgraded with any
• Flak / Scrap Armor of the following special rules:
• Lasgun (or autogun) • The dominator may take any of the following: - Infiltrate +3 pts. per model
• Close Combat Weapon - Melta Bombs +5 pts. - Stealth +2 pts. per model
• Frag Grenades - Chaos Icon +15 pts.

Dominator:
• Flak / Scrap Armor
• Laspistol (or autopistol)
• Close Combat Weapon
• Shotgun
• Frag and Krak Grenades

Special Rules:
Traitor Weapon Teams:
• N/A
Dominator:
• Sacrifice*

11
MODELING
Let your imagina�on run wild with this army! You can create your own themed armies using parts from many
different kits, or even sculpt your own details.

• Don’t feel too restricted by the army list. For example, mutants are listed as being armed with a
laspistol and close combat weapon, but this is open to interpreta�on when modeling. They could be
holding an autopistol, shotgun, ork slugga, scratch built blunderbuss, or no firearm at all (maybe they
spit acid or throw bombs).

• Mutants are fun and generally easy to make. Plas�c glue will hold odd parts together well and gives
a good working �me to get a pose right. With a clippers, hobby knife or razor you can get a flat edge
on any bit, which will make gluing easier. For muta�ons: mix and match parts from different kits. You
can make tentacles from green stuff, wire, twisty �es or bits. Fine sand or sta�c grass can be used as
a texture or to cover a bad join or area with no detail. Try using limbs of different sizes on the same
model, and don’t forget to mix up which heads you are using.

• Old, outdated or poorly detailed models can make excellent bodies and legs for mutants, just a�ach
some extra arms and heads. You can cover up big gaps or poor details with bags, ammo, knives, or
other bits.

• For tricky joins and advanced modeling a two-part epoxy clay should be used, such as Green Stuff.
Some�mes for a join I will use a small amount of superglue on each surface with some Green Stuff in
between.

• Forgeworld makes some excellent Renegade Guard models. I have also had good luck swapping in
heads made from a company called Pig Iron Produc�ons. Ebay auc�ons of broken or miscellaneous bits
can also be a good source for adding diversity.

• Conver�ng Imperial Guard vehicles can be as simple as a�aching the bits from the Chaos vehicle sprues
to regular hulls, or as elaborate as your imagina�on and bits box allows.

Recommend Games Workshop Sprues:

Warhammer 40K Warhammer Fantasy


Chaos Spawn Marauders
Chaos Space Marines Chaos Hounds
IG Cadians Empire Flagellants
IG Catachans Beastmen
Kroot Ghouls
Space Marine Scouts Zombies
Orks Orcs
Daemon bits Lizardmen

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THE NECROMUNDAN 23rd
The Necromundan 23rd started as a regiment of gangers and hive workers pressed into service. Men were badly
needed in the sector and the standards for gene�c purity were lowered, and many subtle muta�ons made it past the
screeners. The recruits were used to a life of violent brutality, but the gangers despised their freedom being taken away.
Insubordina�on, gang feuds and stolen supplies were a constant problem. Dozens of sergeants and three commissars
were discovered murdered. Lord Commissar VunHeklu was dispatched to enforce discipline. Summary execu�ons were
held for the worst offenders, and the Commanding Officer was publicly hung as a traitor. Everyone in the regiment from
the lowest grunts to the highest officers lived in fear of the firing squad, or death by a sudden bolt pistol shot to the
head. A�er a shaky order was imposed, VunHeklu was called away to another sector and Vezz Dragasta was appointed
Commander.

The 23rd had not completed their enroute training aboard their transport ship, but were dispatched to their
scheduled warzone anyways. They fought against pirates who had seized the Jonvok asteroid mining opera�ons. The in-
experienced grunts who began life as laborers fell prey to pirate ambushes and traps, while the more savvy gangers were
generally able to survive. Unbeknownst to the 23rd’s officers, at the end of the conflict many pirates donned looted
Necromundan uniforms and mixed themselves in with the regiment. The 23rd had completed their assignment but their
numbers were depleted.

Commander Dragasta was ordered to report to a new world to fight against an Ork invasion on Ble�’s World,
although his regiment was seriously depleted. He turned to recrui�ng beastmen laborers from the Jonvok colonies to
replenish his ranks. When the 23rd arrived at Ble�’s World Dragasta was met by an Inquisitor, and subsequently ordered
by his superiors to execute all mutants and here�cs within his unit. Dragasta knew that to comply would destroy his
already shaken regiment through further infigh�ng. He desperately pleaded his case, but was demoted and once again
given the order. He agreed this �me, but it was a lie.

Dragasta met with some of his more devious advisors, a former Delaque gang leader named Kurgan the Younger
and a former Goliath leader named Slaughter. The three of them devised a plan to steal a space going vessel and escape
the Imperium. Kurgan and Slaughter snuck into a sec�on of the spaceport that was poorly guarded, silently murdering
sentries and plan�ng explosive charges. Dragasta ordered his men to approach as far as possible but they were stopped
by dozens of Adeptus Arbites. The signal was given and the 23rd opened fire on the Arbites. The charges were detonated
from inside the spaceport, disabling cri�cal defenses and sensory arrays. Dragasta orderd ar�llery barrages to cover his
flanks and moved his men aboard the largest vessel they could find. Imperial response to their treachery was swi�, and
only a small segment of the regiment escaped with the cruiser. Dragasta saw the slower of his units gunned down by
Imperial Fist marines as the cruiser lurched into space.

The 23rd now fights for survival in a hos�le universe. They will raid any place where food, fuel, and arms can be
looted. Having turned renegade there is no going back. Other guardsmen or civilians are gunned down without hesita-
�on. Mutants are freely accepted into the force if they can take an order and have the strength to kill. Since their escape
the 23rd have since fallen under the sway of the Word Bearers, who cynically use the regiment as both cul�sts for their
rituals and “meat shields” in their conquests. Morale and hierarchy are maintained by Kurgan, who lives in the shadows
to listen for plots and execute disloyal fools. He selects former gang leaders and pirate captains as sergeants. Chaos is
openly worshipped by the devout in the regiment, although most do not understand the cause they are figh�ng for. The
more fervent believers are inducted into a cult: The Brotherhood of the Yellow Eye. Brothers are always the first to eat or
claim loot, and answer only to Dragasta, now their spiritual leader.

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MORE TO COME...
I will be adding more art, army photos, backgrund, and special characters.
If you have any feedback or ideas for units to include, please let me know.
I am also looking for people to help playtest the list.

Thanks to all those who have taken the �me to give feedback.

Contact me!
chaosgerbil@yahoo.com
h�p://chaosgerbil.wordpress.com/
You can also join the discussion in the BOLS forum:
h�p://www.lounge.belloflostsouls.net/showthread.php?s=1d35ddc210ed42875f7509e1b063deb4&t=1184

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