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    3

    ARMY SPECIAL RULES

    AmbionRival commanders soon turn to treachery and murder to solve their

    differences. Fortunately for the damned, there are always ambious

    Traitor Marines ready to use a group of fools as their own personal

    cannon fodder, and lead them into bale.

    One H.Q. slot must either be filled with Aspiring Champions Of

    Chaos, or remain empty. Any Aspiring Champions may be split

    off from their unit and assigned to lead any friendly squad. Thisis done during deployment. From then onward, any Aspiring

    Champions count as a part of the unit they join for all intents

    and purposes and thus do not yield addional Kill Points.

    Daemonic SummoningSomemes the raids and riots of traitorous renegades are only a

    prelude to a full scale daemonic incursion. Unwi ng fools carry icons

    surging with hidden power.

    Units taken from Codex: Daemons must start the game in

    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

    Chaos Icon. The Icon must be either of Chaos Glory or match

    the same chaos diety. Roll for scaer as normal. See below for

    rules regarding Greater Daemons.

    PossessionSome leaders are hollow shells of their former selves, their souls

    having been devoured by a warp predator.

    When a Greater Daemon of any kind is taken from either

    Codex: Chaos Space Marines or Codex: Daemons, it must

    enter play from reserves, through Possession. Write down a

    specific character model, chosen from H.Q., to serve as host.

    This may be an Aspiring Champion. You may keep the hosts

    identy a secret. When the Daemon becomes available it will

    take the place of the host model, killing the character. The hostcannot begin the game in reserve. If the host dies before the

    daemon arrives, the daemon enters immediately in place of

    the dead model. The host will no longer count for kill points

    unless the aached Greater Damon is killed too. (Refer to

    Codex: Chaos Space Marines, pg. 61 for guidance.)

    ScavengersA Lost and The Damned army is usually operang 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 amongstgroups 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 funconing with a crew, the next

    challenge is to keep inept, groping mutants and lunacs out of the

    crew compartments.

    A Lost and the Damned army may not include more vehicles in

    it than units of Traitors.

    UNIT SPECIAL RULES

    Units from this codex uses the following special rules.

    (These are marked with a * within the unit entries.)

    Daemonkin

    Daemonkin units are touched by the warp, and affected by

    enemy weapons or special abilies as if they are Daemons.

    Mindless

    Models that are mindless never count as scoring units,

    although they can sll contest objecves as normal.

    Sacrifice

    When leading a squad, a character with this ability may re-

    roll a leadership check by removing a squad member of your

    choice as a casualty. If this check is failed, the character takes

    a wound as he is shot, knifed, or bien in the back (armor

    saves apply).

    Spawn Movement

    During the movement phase, roll 1D6 for each unit of

    Chaos Spawn or Giant Chaos Spawn as it moves, and use thechart below:

    1-2: Move 2D6 in the direcon of a scaer die

    (Do not move on a hit result)

    3-4: Move 2D6 towards closest enemy unit

    5-6: Move up to 2D6 in any direcon

    (Giant Chaos Spawn only move 1D6 when using this table)

    During the Shoong Phase, Chaos Spawn may run normally

    During the Assault Phase, Chaos Spawn must charge if

    possible, but you may determine the target unit or units.

    Warp-SpawnedAny me a Warp-Spawned unit parcipates in a winning

    assault and all enemy models were killed, you may add a new

    model of the same basic type as the unit. Put the model in

    base contact with the unit, and at least 1 away from enemy

    models. If there is no room or you do not have a suitable

    model do not place a model.

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    MUTANT OVERLORD COST: 120 POINTSWS BS S T W I A Ld Sv

    Mutant Overlord 5 2 7 6 4 4 4 10 4+

    OPTIONS:

    May Have One Mark:

    - Mark Of Khorne +10 pts.

    (Gives +1 A and Fearless)

    - Mark of Slaanesh +5 pts.

    (Gives +1 I and Fearless)

    - Mark Of Nurgle +20 pts.

    (Gives +1 T and Fearless)

    - Mark Of Tzeentch +15 pts.

    (Gives +1 to Inv. Save and Fearless)

    MUTANT SUPREMACY!

    Selecng a Mutant Overlord as your H.Q. allows

    you to take units of Big Mutants as troops.

    MONEY TALKS

    Selecng a Mercenary Lord as your H.Q. allows

    you to take units of Kroot and Vespid from

    Codex: Tau Empire as special allies.

    HQ

    Unit composion:

    1 Mutant Overlord

    Unit Type:

    Monstrous Creature

    Wargear: Scavenged Armor

    Close Combat Weapon

    Close Combat Weapon

    Assault Grenades

    Special Rules:

    Stubborn

    MERCENARY LORD COST: 70 POINTSWS BS S T W I A Ld Sv

    Mercenary Lord 5 5 4 3 3 4 3 10 4+/5+(I)

    Unit composion:

    1 Mercenary Lord

    Unit Type:

    Infantry

    Wargear:

    Carapace Armour

    Bolt Pistol

    Close Combat Weapon

    Frag and Krak Grenades

    Refractor Field

    Special Rules:

    Independent Character

    Infiltrate Relentless

    Scout

    Stealth

    Stubborn

    May take any of the following:

    - Melta Bombs +5 pts.

    - Chaos Icon +15 pts.

    - Chaos Steed +10 pts.

    (Changes unit type to calvary)

    May take one of the following:

    - Bike +30 pts.

    - Jump Pack / Wings +20 pts.

    - Steed Of Chaos +10 pts.

    (Changes unit type to Cavalry)

    OPTIONS:

    Can take up to two of the following:

    - Bolter (Free)

    - Shotgun (Free)

    - Sniper Rifle (Free)

    - Twin-linked Bolter +3 pts.

    - Combi-weapon +5 pts.

    - Flamer +5 pts.

    - Grenade Launcer +5 pts.

    - Melta Bombs +5 pts.

    - Demolion Charge +10 pts.

    - Melta Gun +10 pts.

    - Plasma Gun +15 pts.

    - Chaos Icon +15 pts.

    - Missile Launcer +20 pts.

    Can replace Bolt Pistol with:

    - Plasma Pistol +10 pts.

    Can replace Close Combat Weapon with:

    - Poisoned Weapon +5 pts.

    - Rending Weapon +10 pts.

    - Power Weapon +15 pts.

    - Lightning Claw +20 pts.

    - Power Fist +25 pts.

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    RENEGADE PSYKER LORD COST: 60 POINTSWS BS S T W I A Ld Sv

    Renegade Psyker 3 4 3 3 2 3 3 9 4+/5+(I)

    The Psyker can choose up to two psychic powers:

    Lightning Arc +10 pts.

    Psychic Shoong aack

    Range 18 / S: 4 / AP: 3 / Assault 3

    Gi Of Chaos +30 pts.

    Assault Phase

    Use the Chaos Spawn profile in this codex.

    Wind Of Chaos +30 pts.

    As in Chaos Space Marine Codex

    Curse Of The Machine Spirit +20 pts.

    Psychic Shoong aack

    Range 24 Assault 1

    Causes a glancing hit on target vehicle

    Teleport +20 pts.

    Movement Phase

    The Psyker immediately deep strikes, but can do

    nothing for the rest of the player turn.

    Fear +15 pts.

    Psychic Shoong aack

    Range 24 Assault 1

    If this aack hits, the target squad takes a leadershipcheck. If it fails, the player controlling the psyker

    decides if the unit is pinned or falls back. This does

    not affect fearless units.

    Warpstorm +20 pts.

    Psychic Shoong aack

    Range 24 / S: 4 / AP: 4 / Assault 1 / Large Blast

    Unit composion:

    1 Renegade Psyker

    Unit Type:

    Infantry

    Wargear:

    Carapace Armour

    Laspistol Force Weapon

    Frag and Krak Grenades

    Refractor Field

    Special Rules:

    Independent Character

    Infiltrate

    Stubborn

    May Have One Mark:

    - Mark of Slaanesh +5 pts.

    (Gives +1 I and Fearless)

    - Mark Of Nurgle +20 pts.

    (Gives +1 T and Fearless)

    - Mark Of Tzeentch +15 pts.

    (Gives 5+ Inv. Save and Fearless)

    May take one Transport:- Bike +30 pts.

    - Jump Pack / Wings +20 pts.

    - Steed Of Chaos +10 pts.

    (Changes unit type to Cavalry)

    - Disc Of Tzeentch: +25 pts.

    (Requires Mark of Tzeentch )

    (+1 A, Changes unit type to Jump

    Infantry)

    - Palanquin of Nurgle: +20 pts.

    (Requires Mark of Nurgle)

    (+1A, +1 W)

    - Mount Of Slaanesh: +15 pts.

    (Requires Mark of Slaanesh)

    (+1 A, Changes unit type to Cavalry)

    HQ

    OPTIONS:

    - Flamer +5 pts.

    - Melta Gun +10 pts.

    - Plasma Gun +15 pts.

    Can replace Bolt Pistol with:

    - Plasma Pistol +15 pts.

    Can replace Close Combat Weapon with:

    - Poisoned Weapon +5 pts.

    - Power Weapon +10 pts.

    PLAGUEMASTER COST: 120 POINTSWS BS S T W I A Ld Sv

    Plaguemaster 4 4 4 5 4 3 3 10 2+/5+(I)

    Unit composion:

    1 Plaguemaster

    Unit Type:

    Infantry

    Wargear:

    Plague Armour

    Bolt Pistol

    Poisoned Power Weapon

    Rotsprayer (Heavy Flamer)

    Frag and Krak Grenades

    Blight Grenades (Defensive Grenades)

    Refractor Field

    Special Rules:

    Bulky (Takes up two transport slots) Fearless

    Feel No Pain

    Independent Character

    Stealth

    Psychic Powers:

    Nurgles Rot (Codex: CSM pg. 88)

    CONTAGION IS THE GIFT

    Selecng a Plaguemaster as your H.Q. allows units

    of Plague Zombies, Nurglings, and Plaguebearers

    to count as scoring units. This overrides any othe

    rule. It also allows you to take any Nurgle aligned

    daemon from Codex: Daemons as special allies,

    such as Beasts of Nurgle.

    OPTIONS:

    Can take any of the following:

    - Melta Bombs +5 pts.

    - Chaos Icon +15 pts.

    - Eternal Warrior +15 pts.

    Can replace Bolt Pistol with:

    - Plasma Pistol +10 pts.

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    ELITES

    Unit composion:

    3-12 Big Mutants

    Unit Type:

    Infantry

    Wargear

    Close Combat Weapon

    Close Combat Weapon

    (Tentacles, Spines, Claws, and other mutaons)

    BIG MUTANTS COST: 30 POINTS EACHWS BS S T W I A Ld Sv

    Big Mutant 4 2 5 5 3 2 3 7 5+

    Big Mutant Boss 4 2 5 5 4 2 4 9 5+

    CHAOS SPAWN COST: 25 POINTS EACHWS BS S T W I A Ld Sv

    Chaos Spawn 3 0 5 5 2 3 D6 10 4+

    Unit composion:

    3-12 Spawn

    Unit Type:

    Infantry

    Wargear

    Close Combat Weapon

    (Tentacles, Spines, Claws, and other

    mutaons)

    Special Rules:

    Bulky (Takes up two transport slots)

    Furious Charge

    Stubborn

    OPTIONS:

    Character:

    One character may be added:

    - Big Mutant Boss +45 pts

    Up to three mutants may have one of thefollowing:

    - Flamer +5 pts.

    - Heavy Stubber (counts as Assault 3) +5 pts.

    - Chaos Icon +15 pts

    Special Rules:

    Daemonkin*

    Fearless

    Fleet Of Tentacle

    Mindless*

    Spawn Movement*

    Warp-spawned*

    COMBAT DRUG ADDICTS COST: 8 POINTS EACHWS BS S T W I A Ld Sv

    Addict 4 2 3 4 1 3 3 9 5+

    Special Rules:

    Counter-aack

    Fearless

    Furious Charge

    Rage

    Scouts

    Unit composion:

    8-20 Addicts

    Unit Type:

    Infantry

    Wargear:

    Flak / Scrap Armor

    Close Combat Weapon

    Close Combat Weapon

    Frag and Krak Grenades

    OPTIONS:

    Up to two addicts may replace a close combat

    weapon with:

    - Poisoned Weapon +5 pts.

    - Rending Weapon +10 pts.

    - Power Weapon +10 pts.

    - Power Fist +20 pts.

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    TROOPS

    PLAGUE ZOMBIES COST: 7 POINTS EACHWS BS S T W I A Ld Sv

    Plague Zombie 2 0 3 3 1 1 2 10 6+

    GIBBERING HORDES COST: 15 POINTS EACHWS BS S T W I A Ld Sv

    Gibbering Hordes 3 0 3 3 3 3 3 10 5+(I)

    Unit composion: 6-12 bases

    Unit Type:

    Infantry

    Wargear

    Close combat weapon

    (Claws, fangs, mutaons)

    MUTANTS COST: 6 POINTS EACHWS BS S T W I A Ld Sv

    Mutant 3 2 3 4 1 3 2 7 5+

    Mutant Boss 4 2 5 5 3 2 3 8 5+

    Special Rules:

    Fearless

    Feel no pain

    Mindless*

    Slow and Purposeful

    Unit composion:

    20-40 Mutants

    Unit Type:

    Infantry

    Wargear:

    Scraps of Armor

    Close Combat Weapon

    Laspistol

    Frag grenades

    Special Rules:

    Daemonkin* Eternal Warrior

    Fearless

    Invulnerable Save

    Swarm

    Warp-spawned*

    OPTIONS: The enre squad may be upgraded with

    the following special rule (this includes any

    champion):

    - Scouts +4 pts. per

    model

    Up to three mutants may have one of the

    following:

    - Flamer +5 pts.

    - Chaos Icon +15 pts.

    Character:

    One character may be added:

    - Mutant Boss +40 pts.

    Special Rules:

    Mutants:

    Rage (Mutants are not affected by Rage

    while the squad is led by a character)

    Mutant Boss:

    Bulky (Takes up two transport spots)

    Furious Charge

    Sacrifice*

    Unit composion:

    7-35 Zombies

    Unit Type:

    Infantry

    Wargear

    Close combat weapon

    (Claws and fangs)

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    TROOPSTRAITORS COST: 5 POINTS EACH

    WS BS S T W I A Ld Sv

    Traitor 3 3 3 3 1 3 1 7 5+

    Dominator 4 3 3 3 1 4 2 8 5+

    Character:

    One character may be added:

    - Dominator +10 pts.

    The dominator may replace their close combat

    weapon with:

    - Poisoned Weapon +5 pts.

    - Power Weapon +10 pts.

    The dominator may take any of the following:

    - Melta Bombs +5 pts.

    - Chaos Icon +15 pts.

    OPTIONS:

    The enre squad may exchange their lasguns for

    either laspistols or shotguns, for free

    The enre squad may be upgraded with the

    following special rule:

    - Infiltrate +3 pts. per mode

    You may replace two traitors with a weapon team,

    armed with:

    - Heavy Stubber +5 pts.

    - Grenade Launcher +5 pts.

    - Mortar +5 pts.

    - Heavy Bolter +8 pts.

    - Autocannon +10 pts

    - Missile Launcher +15 pts.

    - Lascannon +20 pts.

    If no weapon team is chosen, up to two traitors may

    replace their lasgun or laspistol with one of the

    following:

    - Sniper Rifle +3 pts.

    - Flamer +5 pts.

    - Grenade Launcher +5 pts.

    - Meltagun +10 pts.

    - Demolion Charge +10 pts.

    - Plasmagun +12 pts.

    - Chaos Icon +15 pts.

    Unit composion:

    10-30 Traitors

    Unit Type:

    Infantry

    Wargear:

    Traitors:

    Flak / Scrap Armor

    Lasgun (or autogun)

    Close Combat Weapon

    Frag Grenades

    Dominator:

    Flak / Scrap Armor

    Laspistol (or autopistol)

    Close Combat Weapon

    Shotgun

    Frag and Krak Grenades

    Special Rules:

    Traitors:

    N/A

    Dominator:

    Sacrifice*

    RABBLE COST: 3 POINTS EACHWS BS S T W I A Ld Sv

    Rabble 2 2 3 3 1 2 1 6 -

    Special rules:

    Stealth

    Unit composion:

    20-50 Rabble

    Unit Type:

    Infantry

    Wargear:

    Improvised Weapon

    (counts as a Laspistol)

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    FAST ATTACK

    TRAITOR TRUCKCOST: 40 POINTS

    CHAOS HOUNDS COST: 10 POINTS EACHWS BS S T W I A Ld Sv

    Chaos Hounds 4 0 4 4 1 4 2 8 6+

    Unit composion:

    5-20 Hounds

    Unit Type:

    Beasts

    Wargear

    Close combat weapon

    (Claws, fangs, mutaons)

    Special Rules:

    Bulky (Takes up two transport slots) Counter-aack

    Daemonkin*

    Armor

    BS F S R

    Traitor Truck 3 11 10 9

    OPTIONS:

    One heavy stubber can be upraded with a

    turret mount for +5 pts.

    Each heavy stubber can be upgraded to:

    - Grenade launcher Free

    - Storm bolter Free

    - Heavy bolter +5 pts.

    - Heavy flamer +10 pts.

    - Autocannon +10 pts.

    Unit Type:

    Vehicle (Tank, Fast)

    Transport capacity: 12

    Fire points: 5

    Wargear

    Front mounted heavy stubber Front mounted heavy stubber

    Searchlight

    Smoke launchers

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    HEAVY SUPPORT

    Special Rules:

    Daemonkin*

    Fearless

    Mindless*

    Spawn Movement*

    (but only 1d6 for movement)

    TRAITOR HEAVY WEAPON TEAMS COST: 15 POINTS EACHWS BS S T W I A Ld Sv

    Weapon Team 3 3 3 3 2 3 2 7 5+

    Dominator 4 3 3 3 1 4 2 8 5+

    GIANT CHAOS SPAWN COST: 100 POINTS EACHWS BS S T W I A Ld Sv

    Giant Chaos Spawn 4 1 7 6 5 2 2D6 10 3+

    Unit composion:

    1-3 Giant Spawn

    Unit Type:

    Monstrous Creature

    Wargear

    Gribbly bits and other mutaons

    (counts as one close combat weapon)

    Unit composion:

    2-9 Weapon Teams

    Unit Type:

    Infantry

    Wargear:

    Traitor Weapon Teams:

    Flak / Scrap Armor

    Lasgun (or autogun)

    Close Combat Weapon

    Frag Grenades

    Dominator:

    Flak / Scrap Armor

    Laspistol (or autopistol)

    Close Combat Weapon

    Shotgun

    Frag and Krak Grenades

    Special Rules:

    Traitor Weapon Teams:

    N/A

    Dominator:

    Sacrifice*

    OPTIONS:

    Each team must take one of the following:

    - Heavy Stubber +5 pts.

    - Grenade Launcher +5 pts.

    - Mortar +5 pts.

    - Heavy Bolter +8 pts.

    - Autocannon +10 pts.

    - Heavy Flamer +15 pts.

    - Missile Launcher +15 pts.

    - Lascannon +20 pts.

    The enre squad may be upgraded with any

    of the following special rules:

    - Infiltrate +3 pts. per model

    - Stealth +2 pts. per model

    Character:

    One character may be added:

    - Dominator +10 pts.

    The dominator may replace their close combat

    weapon with:- Poisoned Weapon +5 pts.

    - Power Weapon +10 pts.

    The dominator may take any of the following:

    - Melta Bombs +5 pts.

    - Chaos Icon +15 pts.

    OPTIONS:

    The Giant Spawn may be upgraded with any of

    the following:

    - Acid spit (Heavy Flamer) +15 pts.

    - Gi Of Chaos (Psychic Power) +20 pts.- Fleet Of Tentacle +20 pts.

    - Armored carapace (2+ save) +10 pts.

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    MODELING

    Let your imaginaon run wild with this army! You can create your own themed armies using parts from many

    different kits, or even sculpt your own details.

    Dont 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 interpretaon when modeling. They could beholding 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. Plasc 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 mutaons: mix and match parts from different kits. You

    can make tentacles from green stuff, wire, twisty es or bits. Fine sand or stac 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 dont forget to mix up which heads you are using.

    Old, outdated or poorly detailed models can make excellent bodies and legs for mutants, just aachsome 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.

    Somemes 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 Producons. Ebay aucons of broken or miscellaneous bits

    can also be a good source for adding diversity.

    Converng Imperial Guard vehicles can be as simple as aaching the bits from the Chaos vehicle sprues

    to regular hulls, or as elaborate as your imaginaon and bits box allows.

    Recommend Games Workshop Sprues:

    Warhammer 40K

    Chaos Spawn

    Chaos Space Marines

    IG Cadians

    IG Catachans

    Kroot

    Space Marine Scouts

    Orks

    Daemon bits

    Warhammer Fantasy

    Marauders

    Chaos Hounds

    Empire Flagellants

    Beastmen

    Ghouls

    Zombies

    Orcs

    Lizardmen

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    13

    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 genec purity were lowered, and many subtle mutaons made it past the

    screeners. The recruits were used to a life of violent brutality, but the gangers despised their freedom being taken away.

    Insubordinaon, 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 execuons 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. Aer 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 operaons. 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 23rds 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 Bles World,

    although his regiment was seriously depleted. He turned to recruing beastmen laborers from the Jonvok colonies to

    replenish his ranks. When the 23rd arrived at Bles World Dragasta was met by an Inquisitor, and subsequently ordered

    by his superiors to execute all mutants and herecs within his unit. Dragasta knew that to comply would destroy his

    already shaken regiment through further infighng. 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 secon of the spaceport that was poorly guarded, silently murdering

    sentries and planng 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 detonatedfrom inside the spaceport, disabling crical defenses and sensory arrays. Dragasta orderd arllery 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 hosle 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 culsts 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 isopenly worshipped by the devout in the regiment, although most do not understand the cause they are fighng 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!

    [email protected]

    hp://chaosgerbil.wordpress.com/

    You can also join the discussion in the BOLS forum:hp://www.lounge.belloflostsouls.net/showthread.php?s=1d35ddc210ed42875f7509e1b063deb4&t=1184