Legion of The Damned Fandex by BobK
Legion of The Damned Fandex by BobK
Legion of The Damned Fandex by BobK
Damned
By BobK
This codex is based off the one released in White Dwarf 260, with updates to take into
account the changes between 3rd and 5th ed. The rules for representing the legion of
the damned have changed so much since their list was first made in 2nd ed. That it’s
been decided that rather than try to make a list that resembles all of the predecessors to
some extent, it’d be best to look at them in context as they are now and work from there.
At present the legion of the damned are only available as an Elites choice in the marine
codex, in the form of a modified tactical squad. It seems, given that the squad has 2
attacks each, Ld 10 and similar options to veterans, that the legion of the damned
squads that intervene in space marine battles are veterans. This ties in with the cursed
founding being cut off from supplies and prevented from taking scouts, as the special
ammunition used by sternguard veterans is probably manufactured at great cost in
materiel or perhaps requires outside help since chaos marines do not have access to it.
Allies: Treat as Space Marines when determining which allies may be taken.
Special Rules:
Outcasts: Cursed Founding chapters may not take any allies from the Inquisition
codexes and cannot use Drop Pods.
Aid Unlooked For: Every model in the army has the Aid Unlooked For rule from p95 of
the Space Marine Codex. In addition, when deploying the army, split it into 2 groups.
Choose 1 group to be deployed first then roll a D6. On a 1 or 2 the other group must be
deployed first instead. The first group to be deployed all arrives on Turn 1, with the other
group arriving by deep strike as reserves with each unit rolled for separately to
determine when each one arrives.
Incorporeal: All vehicles in the army gain a 4+ invulnerable save and move as if Slow &
Purposeful. If wishing to move up to 12″ double the distance rolled on the slow and
purposeful dice, if wishing to move up to 18″ triple it instead, and if wishing to move up to
24″ quadruple the distance rolled. Note that although they are as slow as if they were
moving through difficult terrain, they do not need to test to see if this normal movement
immobilises them unless actually moving through difficult terrain. Points have been
amended to take this into account.
Note that bikers and jump infantry only take dangerous terrain tests due to moving as if
in difficult terrain if the squad is actually in difficult terrain.
HQ
Has WS 7.
If equipped with a jump pack roll for slow and purposeful and double the distance rolled.
If riding a bike roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
They are Fearless, have a 3+ invulnerable save and are Slow and Purposeful.
If equipped with a jump pack roll for slow and purposeful and double the distance rolled.
If riding a bike roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
They have Ld 10, Fearless, a 3+ invulnerable save and Slow and Purposeful.
Storm bolters cost +5pts, flamers cost +10pts, meltaguns cost +20pts and
combi-weapons cost +20pts.
If riding bikes roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
Has WS 6.
If equipped with a jump pack roll for slow and purposeful and double the distance rolled.
If riding a bike roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
Has WS 6.
If equipped with a jump pack roll for slow and purposeful and double the distance rolled.
If riding a bike roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
Has WS 5.
If riding a bike roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
Same as Legion of the Damned Squad from p138 of the Space Marine Codex.
Abomination: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 10 Sv 3+
Wargear: Frag grenades, Krak grenades, Bolt pistol, Bolter, Power armour
Death Spasm: When in close combat, rolls of 6 to hit grant the Abomination another
attack, to be resolved immediately, and rolls of 1 to hit are resolved against the
Abomination’s own unit.
Options:
Transport: The squad may select a Rhino or Razorback as a dedicated transport vehicle.
except that:
They have Ld 10, are Fearless, have a 3+ invulnerable save and are Slow and
Purposeful.
They have Ld 10, are Fearless, have a 3+ invulnerable save and are Slow and
Purposeful.
Has Ld 10, is Fearless, has a 3+ invulnerable save and is Slow and Purposeful.
Has WS 5.
If riding a bike roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
TROOPS
They have Ld 10, Fearless, a 3+ invulnerable save and Slow and Purposeful.
Meltaguns cost +10pts, plasma guns cost +20pts, plasma cannons cost +10pts, and
lascannons cost +20pts.
FAST ATTACK
They have Ld 10, Fearless, a 3+ invulnerable save and Slow and Purposeful.
If equipped with a jump pack roll for slow and purposeful and double the distance rolled.
Flamers cost +20pts/model.
They have Ld 10, Fearless, a 3+ invulnerable save and Slow and Purposeful.
If equipped with a jump pack roll for slow and purposeful and double the distance rolled.
They have Ld 10, Fearless, a 3+ invulnerable save and Slow and Purposeful.
When moving roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
Flamers cost +10pts, meltaguns cost +20pts and plasma guns cost +30pts.
They have Ld 10, Fearless, a 3+ invulnerable save and Slow and Purposeful.
When moving roll for slow and purposeful and double the distance rolled if moving
normally, or quadruple it if turbo-boosting.
HEAVY SUPPORT
They have Ld 10, Fearless, a 3+ invulnerable save and Slow and Purposeful.
Heavy bolters, multi-meltas & missile launchers cost +30pts, plasma cannons cost
+50pts and lascannons cost +70pts.
Has Ld 10, is Fearless, has a 3+ invulnerable save and is Slow and Purposeful.
Has WS 5.
Only has the invulnerable save.
TRANSPORT