Legion of the Damned

Homebrew by v0idsedge

In the imperium's darkest hour of need, these phantom marines spring forth from the warp, skulls leering and bolters spitting death. Their hate for the enemies of humanity is unending, and the will unbreakable. Striding across the battlefield they shred the xenos and heretic alike, shrugging off blows that would bring even a space marine to their knees. Even when their fiery forms are finally brought down, they rupture in a final inferno to ensure that their defeat is never without a heavy cost.

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Composition

A LEGION OF THE DAMNED killteam is composed of

1 LEGIONNAIRE SERGEANT

4 LEGION OF THE DAMNED Operatives selected from the following list

  • LEGIONNAIRE WARRIOR with one of the following options
    • Boltgun, Legion Blade
    • Bolt Pistol, Legion Chainsword
  • LEGIONNAIRE GUNNER with Bolt Pistol, Legion Blade and one of the following options
    • Infernal Flamer
    • Meltagun
    • Stormbolter
  • LEGIONNAIRE HEAVY GUNNER with Bolt Pistol, Legion Blade and one of the following options
    • Heavy Bolter
    • Missile Launcher
    • Infernal Heavy Flamer
  • LEGIONNAIRE PYREBORN
  • LEGIONNAIRE VENGEANT

Other than WARRIOR operatives, your kill team may only include each operative on this list once.

Some LEGION OF THE DAMNED rules refer to a 'bolt weapon'. This is a ranged weapon that includes 'bolt' in its name, e.g. stalker bolt rifle, heavy bolt pistol, etc.

Some LEGION OF THE DAMNED rules refer to a 'flamer weapon'. This is a ranged weapon that includes 'flamer' in its name, e.g. Infernal hand flamer, Infernal Flamer, etc.

Common Abilities and Options

His Vengeance Incarnate:
Whenever a LEGION OF THE DAMNED operative would become injured, it instead becomes ignited. Ignited operatives add 2” to their movement and get +1 to hit with all of their weapons. Any time an ignited operative would perform a shoot or charge action, it must target the closest enemy model. LEGION OF THE DAMNED operative never counts as injured for the purposes of any rule.

Infernal Astartes:
During each friendly LEGION OF THE DAMNED operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt or flamer weapon must be selected for at least one of them, and if it's a stormbolter, infernal heavy flamer or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly LEGION OF THE DAMNED operative can counteract regardless of its order.

Legionnaire Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Legion Boltgun (Ceaseless)
4
3+
3/4
Legion Bolt Pistol (Ceaseless, Rng 8")
4
3+
3/4
Infernal Hand Flamer (Torrent 1", Saturate, Rng 6", PrcCrit1)
4
2+
3/3
Legion Blade (Rending)
4
3+
3/4
Legion Chainsword (Ceaseless)
5
3+
4/5
Power Weapon (Lethal 5+)
5
3+
4/6
Legion Crozius (Shock, Stun)
5
3+
4/4
Abilities
His Vengeance IncarnateInfernal Astartes
Adeptus Astartes, Imperium, Legion of the Damned, Leader, Legionnaire, Sergeant
Legionnaire Gunner
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Infernal Flamer (Rng 8", Saturate, Torrent, PrcCrit1)
4
2+
3/3
Stormbolter (Ceaseless, *2" Devastating 1)
5
3+
3/4
Meltagun (Rng 6", Dev4, Piercing 2)
4
3+
6/3
Legion Blade (PrcCrit1)
4
3+
3/4
Abilities
2" Devastating 1His Vengeance IncarnateInfernal Astartes

2" Devastating 1: Each retained critical success immediately inflicts 1 damage on the operative this weapon is being used against and any operative within 2".

Adeptus Astartes, Imperium, Legion of the Damned, Legionnaire, Gunner
Legionnaire Heavy Gunnner
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Infernal Heavy Flamer (Rng 8", Saturate, Torrent 2", PrcCrit2, Heavy(Repos))
6
2+
3/3
Legion Heavy Bolter
Focused (Ceaseless, PrcCrit1, Heavy(Repos))
5
3+
4/5
Sweeping (Ceaseless, PrcCrit1, Heavy(Repos), Torrent 1")
4
3+
4/5
Missile Launcher
Krak (Heavy(Repos), Piercing 1)
4
3+
5/7
Frag (Heavy(Repos), Blast 2")
4
3+
3/5
Infernum (Heavy(Dash), Blast 2", PrcCrit1)
4
3+
4/5
Legion Blade (PrcCrit1)
4
3+
3/4
Abilities
His Vengeance IncarnateInfernal Astartes
Adeptus Astartes, Imperium, Legion of the Damned, Legionnaire, Heavy Gunner
Legionnaire Ashbringer
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Smog Burst (Dev2, Severe, Stun)
6
3+
1/0
Chainsword (Ceaseless)
4
3+
4/5
Abilities
His Vengeance IncarnateInfernal Astartes1AP: Reduce to Ashes

Reduce to Ashes (1AP): Select one objective marker this operative controls to gain one of your Raze tokens. It cannot be an objective marker within control range of an enemy operative, or one that already has one of your Raze tokens. While an objective has one of your raze tokens, it cannot be contested or controlled by operatives or chosen when performing mission actions. In the Ready step of the next Strategy phase, roll one D3. Remove that Raze marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

Adeptus Astartes, Imperium, Legion of the Damned, Legionnaire, Ashbringer
Legionnaire Pyreborn
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Infernal Fire
Focused (Piercing 1, Lethal 5+)
3
3+
4/5
Spread (Rng 8", Blast 1", PrcCrit1)
4
3+
3/4
Infernal Grasp (Piercing 1)
5
3+
3/4
Abilities
Hateful ImmolationHis Vengeance IncarnateInfernal AstartesVanguard

Hateful Immolation: When this operative would be taken out of action, before it is removed from the killzone, choose an enemy operative within 2" of this model, that operative suffers D3+3 damage. Then this model is taken out of action as normal.

Vanguard: As a STRATEGIC GAMBIT in the first turning point, this model may make a free reposition action, however it must end that action within 3" of your drop zone.

Adeptus Astartes, Imperium, Legion of the Damned, Legionnaire, Pyreborn
Legionnaire Vengeant
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Legion Eviscerator (Brutal)
5
3+
5/7
Abilities
HeadtakerHis Vengeance IncarnateInfernal AstartesMark the Fallen

Headtaker: Once per turning point, when this operative takes an enemy operative out of action with its Legion Eviscerator, gain 1CP.

Mark the Fallen: During the battle, keep a track of the number of LEGION OF THE DAMNED operatives that have been taken out of action, this is your vengeance tally. This model increases the damage of all of its hits and crits, when fighting and retaliating, by a number equal to your vengeance tally.

Adeptus Astartes, Imperium, Legion of the Damned, Legionnaire, Vengeant
Legionnaire Warrior
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Legion Boltgun (Ceaseless)
4
3+
3/4
Legion Bolt Pistol (Rng 8", Ceaseless)
4
3+
3/4
Legion Chainsword (Ceaseless)
5
3+
4/5
Legion Blade (PrcCrit1)
4
3+
3/4
Abilities
His Vengeanc IncarnateInfernal AstartesUnflinching Focus

His Vengeanc Incarnate: Whenever a LEGION OF THE DAMNED operative would become injured, it instead becomes ignited. Ignited operatives add 2” to their movement and get +1 to hit with all of their weapons. Any time an ignited operative would perform a shoot or charge action, it must target the closest enemy model. LEGION OF THE DAMNED operative never counts as injured for the purposes of any rule.

Unflinching Focus: Once per turning point, one friendly LEGION OF THE DAMNED operative with this rule can perform the Pick Up Marker or a mission action for 1 less AP.

Adeptus Astartes, Imperium, Legion of the Damned, Legionnaire, Warrior
Equipment

Skull Helms:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly LEGION OF THE DAMNED operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.


Ploys

Firefight - Not Even in Death Does Duty End:
Use this firefight ploy when a ready friendly LEGION OF THE DAMNED Before that operative is removed from the killzone, it can perform one free action and cannot suffer damage during that action, and you can change its order to do so. It’s then removed from the killzone as normal.


Firefight - Fiery Purge:
Use this firefight ploy at the begining or end of a LEGION OF THE DAMNED operatives action or counteraction. Remove all tokens that have been applied to that operative. (e.g. Blaze, Poison, Grudge, Guard tokens)


Strategic - Unstoppable Advance:
During this turning point, whenever a LEGION OF THE DAMNED operative makes a reposition, dash or charge action that ends closer to the opposing board edge, that operative may ignore all terrain that is smaller than them when making that movement.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.