Vous êtes sur la page 1sur 7

DISCLAIMER

These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd.
This is a fan-made kill team faction to explore on the vast fictional universe of Warhammer 40.000. This work is
therefore, dedicated to the incredible Games Workshop staff, from the retail employees that got us all into the hobby to
the excellent background and rules writers that have contributed to the Design Studio over the years.

BALANCED RULES
Creating kill team faction rules is a complex task that requires representing the background on the tabletop, while
keeping the power of the rules balanced in the game’s meta. As these rules have been created in the period of
confinement during the 2020 Coronavirus outbreak, profuse testing has not been possible.

This is a call to all worldwide kill team players to send their feedback on these rules, so we can sharpen them and come
up with a “product” that event organizers will trust to allow in their tournaments.

astartesindex@gmail.com

@astartes_vet

SOURCES
This work has been possible thanks to Games Workshop’s Warhammer 40.000 fictional universe and the outstanding
community of players and fans that read, comment, play and keep it active and alive all over the world. The ground of
these rules utilizes content from:

• Games Workshop’s Kill Team manuals. Core Manual, Commanders, Elites and Annual 2019.
• Games Workshop’s Warhammer Legends: Legion of the Damned.
• Black Library novels. Impossible to mention all of them, as they blend in my mind into a “lore” pot that generates
infinite inspiration and immersive stories.
• warhammer40k.fandom.com. You guys may find some of the lines in the description of the legion familiar.
• User loldanach, from The Bolter & Chainsword. His Word document template, containing the tables and fonts for
kill team saved so much time, and made possible the layout of this document.

These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Pablo Fernández - Version 1 – APRIL 2020
LEGION OF THE DAMNED
The Legion of the Damned is a mysterious band of Space Marines which appears unbidden when all
hope seems lost, striding forth from its hidden netherworld to bring retribution to the Imperium's
foes. Once their bloody work is complete the Legionaries vanish into myth once more.

The Legion is an army of vengeance and of flame,


a brotherhood of warriors who appear at first
glance to be Space Marines but quickly prove to be
more lethal than even those most formidable of
transhuman warriors. These warriors are variously
said to dwell in the spaces between this world and
the realm of the Warp.

The haunting legend of the Legion of the Damned


is known across the galaxy, and even nonbelievers
speak of such things in hushed tones. These silent
warriors are Space Marines in appearance, their
black armour adorned with images of bones and
fire, yet they are not of any Chapter recognised in
the Imperium. Most eyewitnesses dispute even the
Legionaries' mortality, for an eerie glow suffuses
their sable armour and a halo of ghostly fire dances
about their feet.

There are many corroborated accounts of


Legionaries of the Damned enduring firepower
that would annihilate a warrior clad in Tactical
Dreadnought Armour. The Bolters carried by the
Legionaries, though in aspect no different to those
borne by other Space Marines, discharge flaming
projectiles that can pierce the strongest armour.

The Legion of the Damned maintains no formal


Chapter organisation or order of battle -- it fights
as a single body of troops. The only tactic possible
for such a formation is to steam-roll over the
enemy through a steady advance.

The arrival of these spectrums at the battlefield is


shrouded in mystery and esoteric signs. Witnesses
"...their armour was coloured black and upon it
talk about psychic and radiofrequency
was drawn chilling images of bones and fire, and
interferences, a sort vacuum in the connection
on their helm they bore skulls... We that
between materium and immaterium that jams all
remained watched the dark Battle-Brothers at
sorts of teleport beacons and psychic resonance
their work, and never before or since have I
around the dreadful fighters.
witnessed such fighting... Soon we secured the
objective, yet of the dark brotherhood, there was
In the course of their investigations,
no sign!”
several Inquisitors have tried to capture or
intercept the Legion of the Damned, but all have
Chief Librarian Varro Tigurius, Ultramarines.
failed, leaving them nothing more than frustrated
witnesses to the event.
INTERVENTION FROM THE AFTERLIFE
The nature and origin of the Legion of the It is not possible to draw conclusive differences in
Damned is shrouded in mystery and myth. Some the fighting style and armament of the few
rumours suggest that they are the survivors of the documented interventions of these mysterious
lost Fire Hawks Chapter, transmuted by the Warp legionnaires. What seems clear analysing imperial
Storm that claimed their vessel. Others imply that records is that they adapt their tactics and fighting
the Legion is an extension of the Emperor's will, discipline to the mission and foe.
time-lost saviours, or even the vengeful spirits of
Space Marines slain in the Imperium's many wars. Shattered is the legion, with warbands dwelling in
the ways of the warp, awaiting for their hellish
In any case, the Legion of the Damned has interventions to be required by the Emperor’s
showcased their mastery in the shock intervention. psychic requests.
Arriving from the warp, hitting the enemy from
the shroud of esoteric psychic resonances they use
as cover and veil. Hitting fast and strong, they
seem to always know the enemy they will face.
Ready to crush the foe threatening imperial forces.

The Sub-factions for models with the LEGION OF


THE DAMNED Faction keyword are called cohorts, SUPPORT COHORT: SUPPRESSING THE ENEMY LINES
and their Sub-faction abilities are called invocation
Adaptations. If your kill team is Battle-forged and Heavy fire and enemy suppression is a matter of pride.
all models in your kill team are drawn from the
Models in your kill team suffer no penalty for moving and
same cohort, models in the kill team gain the
shooting Heavy weapons, or advancing and shooting
Adaptation described below, and you can use that
Assault weapons.
cohort’s adaptation.

ASSAULT COHORT: WRATH BRINGERS


RECONNAISSANCE COHORT: SPEARHEAD OF THE
ATTACK For those enemies that require a more determined blow
than just shooting.
Trained to move swiftly at the vanguard of the Legion.
In any battle round in which a model in your kill team
Add 1” to the Move characteristic of models in your kill charged, was charged or made a pile-in move, add 1 to
team, and add 1 to Advance and charge rolls made for wound rolls for attacks made by that model in the Fight
them. phase.

GUNFIRE COHORT: THE BACKBONE OF THE LEGION

Drilled in the Astartes mastery of close range gunfights.


You can re-roll a single failed hit roll and a single failed
wound roll in each battle round, as long as the attack was
made by a model in your kill team.
LEGION OF THE DAMNED KILL TEAMS
Legion of the Damned models in your kill team use the Warp Ammunition ability below. In addition, if every
model in your kill team has the LEGION OF THE DAMNED Faction keyword, you can use Legion of the
Damned Tactics.
Legion of the Damned as allies. You can add a Damned Legionnaire to your kill team as long as all members of the
roster belong to the IMPERIUM. LEGION OF THE DAMNED can never benefit from any faction or sub-faction traits.
However, they do not prevent other models in that kill team to gain and benefit from their sub-faction trait.

WARP AMMUNITION
AMMUNITION RANGE TYPE S AP D ABILITIES
Monster Slayer 20” Assault 1 5 -2 1 -
Echoes of Wrath 20” Assault 4 4 0 1 -
Warp Rounds 24” Assault 3 4 0 1 -

PORTAL FROM IMMATERIUM FLAMES OF HELL

Legion of the Damned Tactic Legion of the Damned Tactic


Use this Tactic at the end of the Movement phase. Use this Tactic when you choose a model in your
Choose up to three LEGION OF THE DAMNED kill team to shoot with a flamer or heavy flamer.
models from your kill team that were set up in The profile of the weapon adds 2” to its range and
Reserve and set them up anywhere in the battlefield +1S.
that is more than 5” away from any enemy models.
1 COMMAND POINTS
1 COMMAND POINTS
VANISHING IN THE WARP
PROWESS OF THE IMMATERIUM
Legion of the Damned Tactic
Legion of the Damned Tactic Use this Tactic at the beginning of the Movement
Use this Tactic when you choose a model in your phase, Shooting phase or Fight phase. You can
kill team to shoot in the Shooting phase or to fight deploy this model anywhere in the battlefield that is
in the Fight phase. more than 9” away from any enemy models. Even if
it was less than 1” from an enemy model.
You add +1 to wound rolls until the end of that
phase. In the following Movement phase, the model is
considered to have moved, but can act normally
otherwise.
1 COMMAND POINTS
2 COMMAND POINTS
ETHEREAL ATTACK
PARA-NATURAL SPEED
Legion of the Damned Tactic
Use this Tactic when you choose a model in your Legion of the Damned Tactic
kill team charge in the Movement phase. Add 2” to Use this Tactic at the beginning of the Fight phase.
your dice roll. In addition, enemy models must pass This model fights in the Hammer of Wrath section
a Nerve Test to shoot overwatch. of the Fight phase.

2 COMMAND POINTS 2 COMMAND POINTS


LEGION OF THE DAMNED DISCIPLINE
To generate psychic powers from the LEGION OF THE DAMNED discipline, you can either roll a D3 to generate them
randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

The Legionnaires of old have survived for millennia inhabiting the corridors and loopholes of the warp space. Mastering their
entry and delivery to the real space is a handy skill in battle.

D3 RESULT
1 GATE OF INFINITY 3 TIME-SPACE DISRUPTION
The psyker punches a corridor through the roiling The psyker creates an area of disruptive energy and
immaterium, allowing him or an affine soul to cross radiofrequency vacuum. The air gets thick and the
physical distances in the blink of an eye. surroundings of the target warrior can make bullets
and laser beams stop mid-air and whirl around him,
Gate of Infinity has a warp charge value of 5. as the flaming black armour moves forth.
If manifested, pick a friendly model within 6” of the
psyker. Remove that model from the battlefield and Time-space disruption has a warp charge value of 6.
immediately set it up anywhere on the battlefield If manifested, pick a LEGION OF THE DAMNED
that is more than 5” away from any enemy models. model within 6” of the psyker. That model gains a
The model is not considered to have charged or 3+ invulnerable save until the start of the next
been charged in the next Fight phase. Psychic phase.

2 HELLFIRE BLADE
The psyker impregnates the weapon of choice into a
raging tool, burning with the intensity of hellfire for
a limited time. Cutting through armour, bone and
flesh with equal ease.

Hellfire Blade has a warp charge value of 5.


If manifested, pick a friendly model within 6” of the
psyker. Add 1 to the Damage value of his melee
weapon until the start of the next Psychic phase.

“As these dreadful legionnaires represent hope in the darkest of moments for the
defenders of Mankind, they bring damnation, death and desperation for the enemies of
the Emperor.

Their armour bursting in flames, weapons firing death in macabre cadence. Unheard are
their steps and unseen their arrival. The same way is they vanish once the combat turns
silent again.

In that, Astartes and humans we were all equal; mere spectators of the Legion of the
Damned mastery of the strike and shock warfare. …”

- Commissar Yarrik at the Battle of Sorvis Prime, Armageddon.


DAMNED LEGIONNAIRE
M WS BS S T W A Ld Sv Max Points
Damned Legionnaire 5” 3+ 2+ 4 4 1 3 10 3+ - 16
Legionnaire Gunner 5” 3+ 2+ 4 4 1 2 10 3+ 2 17

Legion Praetor 5” 3+ 2+ 4 4 1 3 10 3+ 1 28

This model is armed with warp bolter, damned blade, frag grenades and krak grenades.
Up to 2 Damned Legionnaires in your kill team can be Damned Gunners.
One Legionnaire in your kill team can be a Legion Praetor. A Legion Praetor is armed with Command Axe, warp bolter, frag grenades and krak
grenades.
WARGEAR OPTIONS • Any Damned Legionnaire may replace damned blade with one item from the Melee Weapons list.
• A Legionnaire Gunner can replace its warp bolter with one item from the Ranged Weapons list

ABILITIES And They Shall Know No Fear: You can re-roll failed nerve tests for this model.

Phantasmagoric Entity: Ignore the penalty to this model’s hit rolls from flesh wounds.
Additionally, this model has a 4+ invulnerable save.

Warp Contagion: In the deployment phase, you can deploy normally a maximum of 3 models. All remaining kill
team members must be deployed using the Outflank (Elites Manual p.15) or the Portal from Immaterium tactic.

Paranormal presence: Legion of the Damned models are considered obscured during the first round they enter the
battlefield. Even if they are in open ground.

Psychic Resonance: Subtract 1 from any psychic tests made for enemy PSYKERS within 15” of a model with this
ability.
A Legion Praetor can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic
PSYKER
phase. He knows Psybolt (only 12” range) and one power from the Legion of the Damned Discipline psychic powers.
SPECIALISTS Leader (Gunner not eligible), Combat, Demolitions, Heavy, Scout, Sniper, Veteran, Zealot
FACTION KEYWORD LEGION OF THE DAMNED
IMPERIUM , ADEPTUS ASTARTES, INFANTRY , DAMNED LEGIONNAIRE , LEGION OF THE DAMNED , PSYKER (Praetor
KEYWORDS
only)
RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
When shooting with this weapon you may choose
Warp Bolter 24” Assault 3 4 0 1 between one of the profiles from the Warp Ammunition
list.
Flamer 8” Assault D6 4 0 1 This weapon automatically hits its target.
If the target is within half range of this weapon, roll two
Meltagun 12” Assault 1 8 -4 D6 dice when inflicting damage with it and discard the lowest
result.
Frag grenade 6” Grenade D6 3 0 1 -
Krak grenade 6” Grenade 1 6 -1 D3 -
Heavy Flamer 6” Heavy D6 5 -1 1 -
Multi-Melta 24” Heavy 1 8 -4 D6 -
Missile Launcher
- Frag missile 48” Heavy D6 4 0 1 When attacking with this weapon choose one of the
- Krak missile 48” Heavy 1 8 -2 D6 missiles to shoot.

MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Damned Blade Melee Melee User -2 1 -
Power Sword Melee Melee User -3 1 -
When attacking with this weapon, you must substract 1
Power Fist Melee Melee x2 -3 D3
from the hit roll.
When attacking with this weapon, you must substract 1
Thunder Hammer Melee Melee x2 -3 3
from the hit roll.
Command Axe Melee Melee +2 -2 D3 -

MELEE WEAPONS RANGED WEAPONS


WEAPON POINTS PER WEAPON WEAPON POINTS PER WEAPON
Damned Blade 0 Warp Bolter 0
Power Sword 1 Flamer 3
Power Fist 4 Meltagun 5
Thunder Hammer 8 Heavy Flamer 5
Command Axe 0 Multi-Melta 10
Missile Launcher 10

Vous aimerez peut-être aussi