codex latd 1 85
TRANSCRIPT
-
8/8/2019 Codex Latd 1 85
1/14
-
8/8/2019 Codex Latd 1 85
2/14
-
8/8/2019 Codex Latd 1 85
3/14
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.
-
8/8/2019 Codex Latd 1 85
4/14
-
8/8/2019 Codex Latd 1 85
5/14
5
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.
-
8/8/2019 Codex Latd 1 85
6/14
6
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.
-
8/8/2019 Codex Latd 1 85
7/14
7
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.
-
8/8/2019 Codex Latd 1 85
8/14
8
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)
-
8/8/2019 Codex Latd 1 85
9/14
9
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)
-
8/8/2019 Codex Latd 1 85
10/14
10
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
-
8/8/2019 Codex Latd 1 85
11/14
11
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.
-
8/8/2019 Codex Latd 1 85
12/14
12
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
-
8/8/2019 Codex Latd 1 85
13/14
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.
-
8/8/2019 Codex Latd 1 85
14/14
14
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!
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