Lost&Damned
Lost&Damned
Lost&Damned
Even on worlds where the Imperial Cult is rigidly adhered to, there are some who are lured by the power of Chaos. Secret cabals spring
up on hundreds of planets even as the Inquisition ruthlessly purges sects and hidden organizations across the Imperium. Led by an Arch
Heretic and his secret coven of manipulators, assassins and iconoclasts, the Cult covertly spreads the doctrines of Chaos. Imperial
citizens from every strata of society – soldiers, factory workers, clerks, even high-ranking officials - all are enticed with the promises of
power, vengeance, and a better world.
The Arch Heretic will lead his followers in secret rites, summoning hideous daemons to aid them in their insane quest for domination.
Mutants and beasts, the children of Chaos, are accepted as brethren and swell the ranks of the cult. Whole companies of planetary
defense force troops swear allegiance to the Chaos Gods or are manipulated to fight unknowingly for Chaos. When the time is right,
these insidious groups rise up in bloody revolt, attempting to oust the rightful rulers of the planet and throw their world at the feet of the
Chaos Gods. Many are discovered and swiftly executed by the Adeptus Arbites and Inquisition, but there are always others willing to
trade their soul for alluring promises of power and immortality.
During Abaddon’s Thirteenth Black Crusade, a large uprising of chaos cultists occurred on the gate world of Cadia. A horde of mutants
from the notorious Stigmatus Covenant numbering almost ten thousand assaulted positions held by the Imperial Fists Space Marine
chapter. While the hated servants of the false emperor eventually drove back the besieging cultists, at the height of the assault on the
walls of Kasr Vasan, a group of several hundred cultists overwhelmed the Imperial Fist’s company commander, Captain Tialo. The
cultists breached the wall and inflicted great damage on the defenders of the Imperium.
1
LD1.1 THE LOST AND THE DAMNED SPECIAL RULES
LD1.1.1 Initiative & Strategy Rating factions hold a millennia-old hatred of each other. Although the
factions will often unite under a powerful Demagogue to fight a
common enemy, their enmity can cause problems during a battle.
Formation Initiative This is represented by the following rules:
Cultist Covens, Traitor Support, Plague 3+ Formations belonging to Khorne hate those belonging to
Zombies and Daemon Engines. Slaanesh, and vice-versa.
Formations belonging to Tzeentch hate those belonging to Nurgle,
Daemon Engine Aircraft and Traitor Navy. 2+ and vice-versa.
At the start of that formation’s action, before the action test dice
roll is made, the formation may summon daemonic units from the
Daemon Pool. Summoning allows you to call 2D3 summoning
points worth of daemonic units to the battlefield (the number of
summoning points it costs to summon a unit will be listed on its
data sheet, but as a general rule greater daemons cost 8
summoning points and all other units cost 1 summoning point
each). Summoning points must be used to summon daemonic
units from the Daemon Pool and summoned units are brought into
play immediately. If for any reason any summoning points
generated are not used, they are lost and may not be carried over
into subsequent turns. You may only summon as many daemons
as you have left in your Daemon Pool. Left over daemonic units
may be summoned during a later turn. Daemonic units that are
destroyed are removed from play and are not put back into the
Daemon Pool. Broken formations or formations that have not
bought a Daemonic Pact may not summon daemons.
Summoned units must be set up with their base within 5cm of any
non-daemonic unit from their formation, (i.e. you cannot place a
‘chain’ of summoned units). They may not be set up in the Zone
of Control of an enemy unit or in impassable terrain. The type of
unit that can be summoned depends on the summoning
formation’s faction, as follows:
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summoned again they will have that same DC. Summoned units
that are destroyed are not put back into the Daemon Pool. Note
Faction Daemons that this may lead to the formation breaking if the number of Blast
Khorne Bloodthirster, Bloodletters Markers on the formation is greater than the number of units left
in play after the summoned units have been removed. When a
Nurgle Great Unclean One, Plaguebearers formation breaks any summoned units in the formation are lost in
the warp and considered destroyed. They do not go back into the
Slaanesh Keeper of Secrets, Daemonettes
Daemon Pool.
Tzeentch Lord of Change, Flamers
Any faction Daemonic Beasts Special Rule
LD 1.1.4 Augment Summoning
Summoned units count as part of the formation for all rules Some chaos units are noted as having Augment Summoning
purposes as long as they remain on the battlefield. The only (+x). Units with this ability add a number of summoning
exception to the normal rules is when a summoned unit is points equal to "x" when the formation they are in summons
destroyed it does not cause a blast marker to be placed on the daemons (see 1.1.3 Summoning Units). For example, a unit
formation. They are otherwise counted as normal units, and are noted as having Augment Summoning (+2D3) would allow a
included when working out if a formation outnumbers an formation with a Daemonic Pact to roll 4D3 for summoning
opponent in an assault or is broken by blast markers, etc. Note points as opposed to the usual 2D3. Note you only receive the
that Daemons that are killed in an assault do count towards the augment summoning bonus if you bought a Daemonic Pact for
number of units killed by the enemy when working out modifiers the formation.
to the result dice roll. If a formation loses an assault (see Core
Rules 1.12.8 Loser Withdraws) you remove extra hits from the
formation before it is considered broken and all the remaining Special Rule
summoned units are removed
LD 1.1.5 Daemonic Focus
Summoned units remain on the battlefield until the end phase of
the turn in which they are summoned. In the end of the rally Certain Chaos units are noted as having Daemonic Focus.
phase, after formations have attempted to rally, all summoned Units with this ability may keep any or all summoned units
units in the formation are removed from the board and placed that belong to the formation in play. Summoned units do not
back into the Daemon Pool unless the formation has a unit with vanish back into the warp after the formation has attempted to
Daemonic Focus (see LD 1.1.5 below). Greater Daemons that are rally. Chaos units with Daemonic Focus may not be used to
returned to the Daemon Pool keep the same DC they had when keep summoned units in play if the formation is broken.
they left the battlefield. They do not heal back to full DC, so when
Example: A Chaos player begins her army creation process by purchasing a Daemon Pool to be used by her summoning
formations. She purchases 14 lesser daemons and 2 greater daemons. These daemons are not affiliated with any particular
faction until they are summoned. When purchasing formations she chooses the Daemonic Pact upgrade for two formations;
a Khorne and a Nurgle formation. During her first turn she indicates that the Nurgle formation will be summoning daemons.
She rolls 2D3 and gets 5 summoning points. She decides to summon 5 Plaguebearers, each stand costing a single
summoning point. She removes 5 lesser daemons from the Daemon Pool leaving 9 lesser daemons left and places 5
Plaguebearers on the table. In her second turn she decides to summon daemons using the Khornate formation. She also
purchased a Demagoge for this formation so she rolls 2D3, the base amount she gets to summon, and then rolls an
additional 2D3 because of the Demagoge’s Augment Summoning ability. She receives 12 summoning points. She uses 8
points to summon a Bloodthirster, 2 points to summon 2 Daemonic Beasts and the last 2 points to summon 2 Bloodletters.
This leaves her with 5 lesser daemons and 1 greater daemon in her Deamon Pool.
LD2.1 Using The Army List coven, as shown on the upgrade chart. The upgrade chart
The following army list allows you to field a Chaos Cult also lists the units that make up the upgrade. Each upgrade
army based on the Stigmatus Covenant Cult that arose in may only be taken once per formation.
the Mackan system during Abaddon’s 13th Crusade. It can
also be used as a ‘stand in’ army list for other Cult armies. Each Stigmatus Cultist coven included in the army allows
the player to take one Stigmatus Covenant Support Coven.
The followers of the Stigmatus Covenant Cult are Chaos Daemon Engine covens must be chaos undivided or
organized into formations called covens. Each Cultist belong to the same faction as the Cultist coven associated
coven may also include a number of extra units called with it. For example, if the army included two Khorne
upgrades. The charts below shows what units comprise a Stigmatus Cultist covens the army could include two
Cultist coven, what upgrades are allowed, and their points Khorne daemon engines covens or one Khorne and one
cost. Each upgrade that is taken adds to the cost of the undivided daemon engine coven.
3
LD2.1.1 The Lost And The Damned Demagogue
One Demagogue, Chaos Marine Aspiring Champion or Daemon Prince in the army must be upgraded to an Arch Heretic.
This character upgrade does not cost any additional points.
4
Stigmatus Covenant Support Covens
(You may take only one Stigmatus Covenant Support coven per Cultist coven chosen from the three categories below: Daemon Engines,
Traitor Support or Traitor Navy).
Formation Type Units Points Cost
Daemon Engines
(The Daemon Engine formation must be chaos undivided or belong to the same faction as the Cultist coven associated with them).
Khorne: Lord of Battles One to two Lords of Battles. 400 points each
Khorne: Daemon Assault Engines Four Demonic Assault Engines 300 points
Nurgle: Plague Tower One to two Plague Towers. 325 points each
Nurgle: Contagion Towers Four Contagion Towers. 325 points
Slaanesh: Daemon Scout Titan One to two Daemon Scout Titans.
Questors 275 points each
Subjugators 225 points each
Slaanesh: Daemon Knights Four Daemon Knights 275 points
Tzeentch: Firelord One to three Firelords. 150 points each
Tzeentch: Doomwings Three Doomwings. 150 points
Tzeentch: Silver Towers Four Silver Towers 325 points
Undivided: Hellfire Cannons Four Hellfire Cannons 200 points
Undivided: Defilers Four Defilers 400 points
Traitor Support
Traitor Rough Rider Platoon Six Traitor Rough Rider units. 150 points
Traitor Sentinel Squadron Four Traitor Sentinels. 100 points
Traitor Artillery Battery Four Basilisk. 325 points
Traitor Armoured Company Six Traitor Leman Russ 400 points
Traitor Navy
Traitor Thunderbolt Fighters Two Thunderbolt Fighters. 150 points
Traitor Marauder Bombers Two Marauder Bombers. 300 points
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LD3.0 STIGMATUS COVEN UNITS
DEMAGOGUE
The Chaos Gods smile on certain of their followers, granting them psychic powers or blessing them with mutations. Those that survive
the capricious gifts of their patrons often rise to positions of leadership.
Type Speed Armour Close Combat Firefight
Infantry 15cm 6+ 5+ 5+
Weapon Range Firepower Notes
Infantry 15cm 4+ 4+ 4+
Weapon Range Firepower Notes
DAEMON PRINCE
Occasionally the powers of Chaos will smile with unique affection upon a particular champion and grant them tremendous power. The
champion may grow to tremendous stature over time or be temporarily drawn into the warp only to return in dramatically different form.
Regardless of the process, however, they are clearly daemonic, exhibiting tremendous physical prowess and wielding daemonic weapons
and crushing psychic abilities.
Type Speed Armour Close Combat Firefight
Possessed Weapon (base contact) Assault Weapon Macro Weapon, Titan Killer (1), Extra Attack (+2)
Warp Blast (15cm) Small Arms Macro Weapon, Extra Attack (+1), Titan Killer (1)
Notes: Commander, Leader. Fearless, Reinforced Armour, Teleport. The Daemon Prince may have wings. If this option is taken he
counts as having a jump pack and his speed is increased to 30cms. However his armour save is reduced to 4+. The different values for
taking wings are shown in (brackets) above.
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ARCH HERETIC
Whenever a chaos cult undertakes an uprising, there is invariably a leader of diabolic charisma who drives them to a fever pitch.
Type Speed Armour Close Combat Firefight
Character na na na na
Weapon Range Firepower Notes
None - -
Notes: Character, Supreme Commander.
ICON BEARER
An icon bearer carriers into a battle a revered item amongst chaos followers. It is a direct link to the minions of the chaos powers. The
runes inscribed on the icon are a powerful conjuration and binding tool for daemons. So powerful that summoned daemons can use the
icon as a focal point that anchors them in the material world for longer times. Thus letting daemons cause more carnage and torment for
their masters.
Type Speed Armour Close Combat Firefight
Character na na na na
Weapon Range Firepower Notes
None - -
Notes: Character, Leader, Daemonic Focus, Invulnerable Save.
CULTISTS
Cultists are those that have turned from the Emperor's light and joined fortunes with the servants of darkness. Mercenaries, pirates,
military deserters and renegades flock to the banners of the coven in the hopes of being rewarded for their perfidy with wealth, power and
prestige. Ever entire worlds have turned to chaos to survive and wring out their miserable lives a little longer. Cultists are typically well
armed with weaponry stolen and scavenged from a variety of sources.
Type Speed Armour Close Combat Firefight
MUTANTS
A vast bulk of most Chaos legions is made up of a scrofulous tide of hideous mutants. These are the dregs of daemon and imperial worlds.
The fiercest and least crippled of these fight for a place in the coven before they go to war, hoping only to slay and plunder in their
masters name and perhaps earn the favour of the fickle gods of Chaos. Mutants are armed with a variety of crude blades, spears,
primitive pistols, bombs and clubs.
Type Speed Armour Close Combat Firefight
Infantry 15cm 6+ 4+ 6+
Weapon Range Firepower Notes
7
BIG MUTANTS
Mutation is rife among the legions of Chaos as the uncaring gods bestow their twisted blessings on their worshipers without rhyme or
reason. Big mutants are the grossest examples of their kind, huge and thickly muscled with an intellect to match. Whether these creatures
were originally human is almost impossible to tell now, some sport bestial heads, dragging knuckles and scaly hides. In battle such
creatures instinctively group together. With their massive strength big mutants are able to wield huge weapons or fire regular weapons as
they were small pistols.
Type Speed Armour Close Combat Firefight
Infantry 15cm 3+ 4+ 4+
Weapon Range Firepower Notes
Big Weapons (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)
2 x Heavy Stubber 30cm AP6+or Small Arms
Notes: Big Mutants are strong enough to wield a heavy stubber in much the same manner that other troops use pistols and this is why
they have such a high firefight value.
CHAOS SPAWN
To gain the attention of the Chaos gods is a supremely risky venture. It may lead to power and riches beyond measure, but it may equally
result in the supplicant being reduced to something far less than a man by the corrupting gifts of Chaos. Chaos spawn are heaving, ever
changing masses of flesh, bone and gristle which really have no sane right to be moving around under their own power. But they do move
and chase and eat and… well it all gets pretty ugly pretty quickly. Chaos legions use spawn as terror weapons, unleashing packs of them
to hurl themselves at the enemy in a nightmare wave of hopping, drooling, tentacular madness.
Type Speed Armour Close Combat Firefight
CHAOS HOUNDS
Chaos hounds embody the worst elements of a nightmare hunter. Their bodies are twisted and deformed by the power of the warp so that
glistening flesh and muscle are visible through the rips and tears in their lumpen hides and matted hair. Despite their hideous appearance
they are lithe and strong, their loping strides capable of catching a fleeing man in a few bounds, pulling them down to their inevitable
doom in their shark-like maws.
Type Speed Armour Close Combat Firefight
PLAGUE ZOMBIES
Plague Zombies, like Chaos Spawn, are the result of the corrupting gifts of Chaos gone awry for the recipient. The changes to their
mental state are comparable to the physical mutations of a Spawn. They are incapable of comprehending the world in human terms. They
are insensible to pain or fear and their bodies rapidly decay as they are unable to maintain themselves. Plague Zombies can also be used
to represent blood-crazed Khornate followers, drug-induced Slaaneshi madmen, or possessed Tzeentchi savants.
Type Speed Armour Close Combat Firefight
8
LAND TRANSPORTER
The coven uses crude trucks, transports and various assorted vehicles to carry troops into battle. Most all of them that have been
modified for battle by welding on extra plates of armour and adding various heavy weapons that have been acquired from the local PDF.
Type Speed Armour Close Combat Firefight
CHAOS ALTAR
Before large battles cultists will labor to build massive mobile altars to the chaos gods they worship so their patron deity will bestow gifts
and powers upon them during the conflict. Each Chaos Altar is a unique construct. Some are floating altars with multiple needle like
towers powered by arcane magic, others are massive wheeled engines of brass and iron driven forward by the carnage and blood of their
enemy, and still others are large altars of stone pulled by mutated chaos beasts or spawn, drawing power from the cries and screams of
pain and agony. Thus during battle the Chaos Altar is a source of inspiration, arcane powers and a focal point for the infinite daemons of
chaos to break through from the warp into the material world
Type Speed Armour Close Combat Firefight
9
KHORNE DAEMON ASSAULT ENGINE
Daemon Assault Engines vary in size and appearance but all are large and have many weapons. Covered with heavy armour of black
steel and marked with brass skull runes of Khorne they resemble deadly hulking monsters. The Daemon Assault Engines bristle with
crude cannons, snapping blades, saw-like close combat weapons and other lethal appendages. Their advance is almost unstoppable as
they clank forward on rattling tracks or spiked wheels. Khorne’s followers are the most lethal inventors of daemon engines, building the
awe-inspiring Brass Scorpion, Blood Reapers, Tower of Skulls, Cauldron of Blood and the mighty Deathdealers.
Type Speed Armour Close Combat Firefight
10
SLAANESH SUBJUGATOR
The Subjugator embodies the essence of Slaanesh: lithe, swift and deadly. Its Hellslicers rip apart foe many times its own size while the
psychically-charged cannon leave a trail of charred wrecks and ashen corpses wherever they are fired.
Type Speed Armour Close Combat Firefight
Hellblades (base contact) Assault Weapon Extra Attacks (+2), Titan Killer (D3)
2 x Battlecannon 75cm AP4+/AT4+
Notes: Damage Capacity 3, 2 Void Shields, Walker, May step over units and impassable or dangerous terrain that is lower than the Titan’s
knees and up to 2cm wide, Reinforced Armour, Fearless.
Critical Damage: The Subjugator is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the
Subjugator into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra
point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units
normally).
SLAANESH QUESTOR
The Questor gallops towards its foe with its long, powerful legs, the daemonic spirits inside chattering and screaming with the sensations
that battle brings. As the Castigator cannons are brought to bear, these shrieks turn to howls of elation as the foe are pummelled into dust
by an unceasing torrent of shells.
Type Speed Armour Close Combat Firefight
11
TZEENTCH DOOMWING
Many of the servants of Tzeentch possess the gift of flight to some extent. The strange Daemonic flyers of Tzeentch are no exception. The
Doomwing is a small interceptor. As deadly and maneuverable as an Eldar fighter these machines are a dreaded throughout the sectors
near the Eye of Terror.
Type Speed Armour Close Combat Firefight
Aircraft fighter 6+ na na
Weapon Range Firepower Notes
TZEENTCH FIRELORD
The Firelord is a large Bomber. Nobody knows for sure if the machine is piloted by a traditional crew, possessed by a Daemon or perhaps
even guided by the hand of the Lord of Change himself. However it is certain that every time the scream of it's mighty engines are heard
Imperial soldiers run for cover from it's deadly payload of Firestorm bombs and warpfire thrower.
Type Speed Armour Close Combat Firefight
Aircraft bomber 4+ na na
Weapon Range Firepower Notes
12
UNDIVIDED DEFILER
The Defiler was fashioned at the command of Abaddon the Despoiler. It is a six-legged, baroquely-forged machine with savage hooks
and barbs along its limbs. Shrouded in noxious fumes, its engine a bestial growl, the Defiler lays waste to the ground it drives over and
batters down the strongest defenses with its mighty battle cannon.
Type Speed Armour Close Combat Firefight
Axe of Khorne (base) Assault Weapons Extra Attacks (+2), Titan Killer
Bloodthirster’s Whip (base) Assault Weapons Extra Attacks (+1), Titan Killer
Notes: Damage Capacity 3. Inspiring. Walker. Wings (count as Jump Pack). Invulnerable save. Reinforced Armour. Fearless. Costs 8
points to summon.
Critical Hit Effect: The greater daemon is hurled back into the warp and destroyed. Any daemonic units within 5cms will be dragged
back into the warp with the greater daemon and destroyed on a roll of 6.
BLOODLETTERS
Infantry 15cm 4+ 4+ -
Weapon Range Firepower Notes
13
GREAT UNCLEAN ONE: GREATER DAEMON OF NURGLE
PLAGUEBEARERS
Infantry 15cm 3+ 3+ 5+
Weapon Range Firepower Notes
DAEMONETTES
14
LORD OF CHANGE: GREATER DAEMON OF TZEENTCH
FLAMERS
Infantry 15cm 5+ 5+ 4+
Weapon Range Firepower Notes
DAEMONIC BEASTS
TRAITOR CHIMERA
SEE IG LIST FOR STATS
Notes: Transport (May transport two of the following units: Demagogue, Aspiring Chaos Marine Champion,
Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds. Daemon
Princes, Chaos Spawn and Big Mutants take up two transport spaces each.)
TRAITOR HELLHOUND
SEE IG LIST FOR STATS
TRAITOR SENTINEL
SEE IG LIST FOR STATS
15
TRAITOR LEMAN RUSS
SEE IG LIST FOR STATS
TRAITOR GRIFFON
SEE IG LIST FOR STATS
TRAITOR BASILISK
SEE IG LIST FOR STATS
TRAITOR HYDRA
SEE IG LIST FOR STATS
TRAITOR THUNDERBOLT
SEE IG LIST FOR STATS
TRAITOR MARAUDER
SEE IG LIST FOR STATS
FLESH HOUNDS
Infantry 30cm 4+ 3+ -
Weapon Range Firepower Notes
NURGLINGS
Infantry 15cm 4+ 5+ -
Weapon Range Firepower Notes
Infantry 30cm 5+ 3+ -
Weapon Range Firepower Notes
16
SCREAMERS
Infantry 30cm 5+ 3+ -
Weapon Range Firepower Notes
HORRORS
Infantry 15cm 4+ 4+ 3+
Weapon Range Firepower Notes
FURIES
Infantry 30cm 6+ 4+ -
Weapon Range Firepower Notes
17