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Legion Of The Damned

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Legion Of The Damned

Postby Gold Bearer » Friday November 18th, 2016 7:08pm

LEGION OF THE DAMNED
The origin of this legendary legion is shrouded in mystery but it is believed that they are what's left of nearly 3000 strong Imperial force including the entire Fire Hawks chapter that was lost in the warp. They have no discernible squad types or command structure other than squad commanders. Their exposure to the warp had a profound effect, in battle they are prone to entering a berserk state in their final moments before being consumed by warp energy and some of their weapons are charged by the power of the warp.

Rules
When in hand-hand any white dice that score 2 and any red dice that score 3 are doubled and roll one white dice for each red dice that scored 3 and one red dice for each white dice that scored 2 after the combat is resolved, if the roll is under the number of dice that scored the maximum then the marine is consumed by warp energy and killed (commander loses 1LP), points are awarded/deducted as normal. No ranks or order cards, one extra Prestige Point (honour badge, and awarded in the same way) for winning the mission, lose two Prestige Points if the commander dies (after adding any for performance), up to ten Prestige Points in total and one equipment card for each. Six marines in a squad including the commander or eight marines including the commander if played using Mission Dreadnought but the two extra marines are the only ones who can use the Mission Dreadnought weapons. They have access to all nine heavy weapons and the squad doesn't have to have at least one heavy weapon or Bolter. Marines have a Bolter in case of Out Of Ammo or Equipment Malfunction apart from a marine with Assault Weaponry has a Bolt Pistol (1W, range 12, pistols can be used in hand-hand so -1W) and a marine with Combat Weaponry has a Combat Knife (2W).

Additional Commander Weapons
Heavy Storm Bolter: 2R+1W + Light Bolter Blade: 1W.
Storm Bolter: 1R+1W + Power Maul: 1R+1W.
Bolt Gun: 2W + Power Fist: 1R+2W.

Equipment
Advanced Command Weaponry: Commander can be armed with advanced command weapons.
Charged Weaponry: All weapons receive a bonus if you don't move during the same turn.
Devastator Weaponry: One marine can be armed with a super heavy weapon.
Tactical Weaponry: One marine can be armed with a tactical weapon.
Assault Weaponry: One marine can be armed with a pistol and a combat weapon.
Combat Weaponry: One marine can be armed with a Combat Shield and a combat weapon.
Terminator Weaponry: One marine can be armed with standard terminator weapons.
Terminator Heavy Weaponry: One marine can be armed with a terminator heavy weapon.
Storm Bolters: Bolters are replaced with Storm Bolters: 1R+1W + Combat Knives: 2W.
Blind Grenades, Melta Bomb, Targeter: Can be placed on Storm Bolters in the same way as Bolters.

Advanced Command Weapons
Suspensored Heavy Bolt Gun: 3R + Combat Knife: 2W.
Suspensored Heavy Storm Bolter: 2R+1W + Power Maul: 1R+1W.
Suspensored Heavy Bolter: 2R + Power Fist: 1R+2W.
Suspensored Heavy Bolter: 2R + Power Axe: 2R.
Storm Bolter: 1R+1W + Power Mace: 1R+3W.
Power Fists: 2R+4W.
Power Fist + Power Axe: 3R+2W.
Power Fist + Chain Sword: 2R+2W, roll 1R separately when attacking a bulkhead in hand-hand and treat it as having 0AV can attack diagonally causing the opponent to roll one dice less.
Suspensored Heavy Bolter: 2R + Chain Sword: 1R, treats bulkheads as having AV0 and can attack diagonally causing the opponent to roll one dice less.
Storm Bolter: 1R+1W + Power Sword: 1R with Power Shield: Roll two white dice whenever you take damage, negates as many points of damage as the highest dice.
Storm Bolter: 1R+1W + Thunder Hammer: 2R, can attack diagonally causing the opponent to roll one dice less and can sacrifice the wielder instead of attacking to hit all adjacent targets with the total of 2R+4W.
Storm Bolter: 1R+1W + Power Fist: 1R+2W with Grenade Launcher: 1R+1W, attacks the target square with total, the eight surrounding squares with the red dice and the sixteen squares surrounding those with the white dice, can fire the Grenade Launcher and Storm Bolter in the same turn if you don't move.

Standard Heavy Weapons: Includes Plasma Gun, Missile Launcher and Assault Cannon.
Incinerator: 2R, fires in a cone shape with the total of the dice in a 1, 3, 5, 5, 7 pattern.
Flamer: 1R+1W, targets a 3x3 area and can target out of sight squares as long as at least one of the nine is in sight.
Icer: 2R, single target in sight misses their next turn if their AV is at least equalled and are damaged as normal if their AV is beaten, (0 is still a miss).
Gauss Cannon: 1W, single target in sight receives the same damage as the dice score.
Melta Gun: 4R, standard Plasma Gun rules but loses one power for each square after the first.
Electro-Cannon: 2R, can be fired again if the previous target is destroyed and is in sight of both the previous target and the shooter.

Charged Weapons: Bonus applies if you don't move during the same turn before any other rerolls are applied.
Bolt Gun/Heavy Bolt Gun/Bolter/Heavy Bolter/Storm Bolter/Heavy Storm Bolter: Add a red dice.
Heavy Weapons: Reroll any of the dice once and at the same time.
Terminator Heavy Weapons: Can reroll all dice.
Super Heavy Weapons: Add a red dice and ignore the lowest.
Tactical Weapons: Add a white dice.
Pistols: Add a white dice and ignore the lowest.
Melee Weapons: Add one to the result during your own turn.

Devastator Weapons: Super heavy weapons can't be fitted with a targeter, have a maximum movement of four and can't move and shoot in the same turn.
Super Heavy Bolt Gun: 5R.
Super Heavy Las Cannon: 4R, standard Las Cannon rules but shots can be split up to four ways.
Super Heavy Plasma Gun: 4R, Plasma Gun rules but with the total of the highest plus the lowest dice on the two lines next to the target line.
Super Heavy Missile Launcher: 4R on the target square, total of the two highest on the eight surrounding squares and single highest dice on the surrounding sixteen.

Tactical Weapons: Tactical weapons can be fitted with a targeter and have a maximum movement of six.
Light Plasma Gun: 1R+1W, standard Plasma Gun rules + Power Fist: 1R+2W.
Light Melta Gun: 4R, standard Plasma Gun rules but loses two power for each square after the first + Power Sword: 1R.
Light Flamer: 2W, targets a 3x3 area and can target out of sight squares as long as at least one of the nine is in sight + Power Axe: 2R.
Light Incinerator: 2R, fires in a cone shape with the total of the dice in a 1, 3, 5, 7 pattern + Power Maul: 1R+1W.
Light Icer: 1R+1W, single target in sight misses their next turn if their AV is at least equalled and are damaged as normal if their AV is beaten, (0 is still a miss) + Chain Sword: 1R, treats bulkheads as having AV0 and can attack diagonally causing the opponent to roll one dice less.

Assault Weapons: Pistols can't be fitted with a targeter and have a maximum movement of six.
Plasma Pistol: 2W, standard Plasma Gun rules but with a range of 12 squares, 2W in hand-hand.
Flame Pistol: 2W, shoots a 3x3 area within 12 squares of the centre square, 2W in hand-hand.
Las Pistol: 2W, shoots a 2x2 area with at least one square within 12 squares and can shoot twice with one white die for each shot, 2W in hand-hand.

Combat Weapons: For a Combat Shield roll three white dice whenever you take damage, negates as many points of damage as the highest dice.
Power Axe: 2R.
Power Fist: 1R+2W.
Chain Sword: 1R, roll 1R separately when attacking a bulkhead in hand-hand and treat it as having 0AV can attack diagonally causing the opponent to roll one dice less.

Terminator Weapons
Power Fist: 1R+2W + Storm Bolter: 1R+1W.
Lightning Claws: 2R+2W, can attack diagonally causing the opponent to roll one dice less.
Thunder Hammer: 2R, can attack diagonally causing the opponent to roll one dice less. Can sacrifice the terminator instead of attacking to hit all adjacent targets with the total of 2R+4W + Storm Shield: Roll a red dice whenever you take damage, negates that many points of damage.

Terminator Heavy Weapons
Heavy Plasma Gun: 1R+2W, the red dice on the two lines next to the target line.
Heavy Missile Launcher: 3R, total on the target square, lowest two on the surrounding eight and lowest single dice on the surrounding sixteen.
Heavy Assault Cannon: 2R+1W, standard Assault Cannon rules.
Heavy Incinerator: 2R, fires in a cone shape with the total of the dice in a 1, 3, 3, 5, 5, 7 pattern.
Heavy Flamer: 2R, targets a 3x3 area and can target out of sight squares as long as at least one of the nine is in sight.
Heavy Icer: 1R+3W, single target in sight misses their next turn if their AV is at least equalled (and are damaged as normal if their AV is beaten).
Heavy Gauss Cannon: 1R, single target in sight receives the same damage as the dice score.
Heavy Melta Gun: 4R, standard Plasma Gun rules but loses one power for every two squares travelled after the first.
Conversion Beam Projector: 2R, has to score under the target's AV to cause damage, can't move and shoot during the same turn.


Dark Angels, White Scars & Crimson Fists: viewtopic.php?f=208&t=3632
Grey Knights, Salamanders & Space Wolves: viewtopic.php?f=208&t=3635
Flesh Tearers, Black Templars & Deathwatch: viewtopic.php?f=208&t=3660
Iron Hand, Raven Guard & Scythes Of The Emperor Terminator Squads: viewtopic.php?f=208&t=3629
Nova Marine, Howling Griffon & White Panther Scout Squads: viewtopic.php?f=208&t=3642
Red Hunters, Exorcists & Sons Of Medusa Scout Squads: viewtopic.php?f=208&t=3662
Eldar, Aspect Warriors and Sisters Of Battle: viewtopic.php?f=208&t=3643
Ogryns, Squats & Ratlings: viewtopic.php?f=208&t=3637
Weapon List: viewtopic.php?f=208&t=3630
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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