CODEX. LEGION OF The damned. For Use With Warhammer 40,000 5 th Edition. Ver 16 Play Test Rules. Accursed Crusaders, Forged In the Fires of Vengeance

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CODEX LEGION OF The damned Ver 16 Play Test Rules Accursed Crusaders, Forged In the Fires of Vengeance For Use With Warhammer 40,000 5 th 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 assault that turn. Fearless: Use the fearless universal special rule. Unyielding Spectres: All saving throws are treated as invulnerable also 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 ranged weapons automatically wound regardless of toughness on a roll of 6 to hit. Rending still applies. All plasma weapons ignore the gets hot rule. Combi weapons can fire the special weapon attachment and the Boltgun during the shooting phase. 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. Warp Sickness: All are cursed with a malady in the form of a warp contagion and can be overcome by it during battle; 1. At the start of your shooting phase make a leadership test on each unit in your army that has taken a casualty or contains a model that has been wounded, treating independent characters joined to a unit as part of it for the purpose of the warp sickness rule. 2. If a unit fails their leadership test select D3 models to detach and form a new unit. These selected models now go berserk and enter into a terrifying death spasm. Note that these newly formed units do not count as an extra kill point for mission purposes. 3. If the newly created unit is not locked in an assault at the time of failing the leadership test move them up to 12 inches to get as close as possible to the nearest enemy unit in lieu of shooting. Ignore difficult terrain checks and take into account, that you may never have a model less than 1 inch away from the enemy at the end of this move. 4. At the start of the assault phase if unengaged the new unit must assault the nearest enemy, ignoring difficult terrain checks. If the unit is unable to assault an enemy remove them from play. 5. Before determining assault results, all models that succumbed to the warp sickness are removed. Any wounds inflicted against these models are not treated towards the final combat result. Those overcome by the warp sickness gain the enhancements below until they are removed from play. Feel no pain. + 2 to base attacks value. Rending in hand to hand in addition to any rules from special weapons. Re-roll all 1 s to hit during the assault phase. +1 to strength

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. 6 5 4 4 3 5 4 10 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 10 1 Ordnance 2, Multiple Barrage, full 2d6 scatter Special Rules: Independent Character, Immune to Instant Death, May Deep Strike 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. 5 5 4 4 3 5 3 10 3+ Reanimation In the shooting phase if the Redemptionist remained stationary or just entered play from deep strike they may activate their Reanimator in addition to firing any weapon. 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! 1. Select a single non vehicle enemy unit within 48 and line of sight. 2. For every wound inflicted upon the selected enemy in the current shooting phase, place a new unit on the table of equal size to the number of unsaved wounds caused up to a maximum of ten models. This can be anywhere other than impassable terrain and must be within 6 inches of the Redemptionist. 3. The newly created unit must be made up of your armies casualties taken from the same unit entry in the codex. The usual wargear restrictions per unit no longer apply and the unit may shot and assault in the turn they are animated. 4. Unless stated in the chosen unit type s special rules any model that has been removed from play because of the effects of warp sickness can never be selected for Reanimation. Special Rules: Independent Character, Immune to Instant Death, May Deep Strike Power weapon Bolt pistol or can be upgraded to a Plasma pistol for 15 points Frag & Krak Grenades Reanimator Boltgun

HQ Forgotten Champion: 190 points For every Redemptionist or Legatus taken in your army you may select a single Forgotten Champion to join your force, this does not take up a HQ slot in the force organisation chart. 6 4 4 4 3 6 4 10 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 warp sickness 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 the selected enemy model, 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 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. Bolt pistol Excellus Warp Blade Jump pack Frag & Krak Grenades

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 emperor s 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. 4 4 4 4 1 4 2 10 3+ sergeant 5 4 4 4 1 4 2 10 3+ May Include up to 5 additional legion of the damned at 25 points each 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. 4 4 4 4 1 4 2 8 3+ sergeant 5 4 4 4 1 4 2 8 3+ May Include up to 5 additional Consumed at 25 points each Special Rules Furious Charge, Fleet of Foot, May be reanimated after succumbing to the warp sickness Chainsword Bolt Pistol Frag & Krak Grenades Unit can be equipped with Melta Bombs for 5 points per model and a power weapon for 15 points per model. 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 chapter s 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. 4 4 4 4 1 4 2 10 3+ sergeant 5 4 4 4 1 4 2 10 3+ Special Rules Hit and Run, Counter Attack, May Assault After Deep Striking In Lieu Of Shooting 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 one 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. 4 4 4 4 1 4 2 10 3+ sergeant 5 4 4 4 1 4 2 10 3+ May Include up to 5 additional Crusader Legionnaires at 25 points each 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 & Special Rules 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 X 5 heavy1, blast, always wounds on 2+ Hellfire Boltgun counts as strength 3 against vehicles Range Strength AP Type 24 X 6 rapid fire, always wounds on 2+ Neutron Bomb A model 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 and special rules use standard rules as found in the warhammer 40,000 rule book and codex Space marines.