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==Legion of the Damned== [[File:IA LotD.jpg|300px|right|thumb|]] ===Special Rules=== Aside from being able to '''Deep Strike''', being '''Slow and Purposeful''', causing '''Fear''' and being '''Fearless''' the Legion of the Damned have a number of unique rules: *'''Aid unlooked for:''' Damned Legionaires cannot be joined by Independent Characters. They always start the game in reserve, and will always Deep Strike onto the field. This isn't so bad, especially when you combine it with Saviours from Beyond, and the fact that you can re-roll both the scatter and the 2D6 dice. *'''Flaming Projectiles:''' Cover saves can't be taken against the Damned Legionaires ranged attacks. Awesome. *'''Unyielding Spectres:''' 3++ save. It might as well replace the power armour for the group. ===Armoury=== ====Ranged Weapons==== *'''Boltgun:''' Classic S4 AP5 24" Rapid Fire weapon which all other standard issue small-arms in the Dark Millennium are judged by. Tried and true, whether it's shredding simple infantry or taking potshots at more heavily armored foes. *'''Bolt Pistol:''' Standard pistol version of the boltgun, with same Strength and AP. Combined with a non-specialist melee weapon, it grants an additional attack. *'''Storm Bolter:''' Assault 2 and 24" range. Compared to the standard boltgun, the storm bolter gets its full number of shots out to max range, plus you get to charge after shooting. Typically seen on Terminators, decent on an Assault-based Character with a Specialist Weapon (you weren't getting the two-weapon bonus attack anyway), not too useful otherwise, especially since Sternguard special ammo STILL doesn't affect them. *'''Plasma Pistol:''' Beats any Armor save, but on a roll of a 1, it Gets Hot! and the wielder takes a Wound (that you get saves against, but still). This one hurts, not only is it inefficient points-wise, but if you failing 3++ role hurts here more than it would on a regular marine because of their higher cost and single Wound. *'''Flamer:''' The classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. However, all your regular weapons already ignore cover and since you're paying a premium for the squad already, you might as well take something that can get more out of the bonuses. Remember S&P means no overwatch. *'''Meltagun:''' That's a bit better, and really good if being used against any [[Eldar|fuckers who]] [[Harlequins|Like to use]] [[Dark Eldar|Cover Saves]]. Deep-strike them in and watch shit explode. *'''Plasma gun:''' There we go. Gets Hot! means there is always a (small) risk of killing the model firing the weapon, but there's so much to gain from a gun that ignores all armour and cover (while costing the same as the pistol, its weaker variant) that the Legion of the Damned can really make them shine. *'''Heavy Flamer:''' Much more effective at horde-crunching than the regular flamer, so much so that there's actually reason to take this one. Still no overwatch with these though. *'''Multi-Melta:''' A Meltagun with twice the range and the Heavy type, which doesn't matter since Legion of the Damned are Slow and Purposeful. Virtually guaranteed to blow shit up if you Deep-strike correctly, and the same price as the regular Melta Gun. Pretty sweet, sadly you can take either it or the heavy flamer, so you have to decide if you want to deal with Hordes or whether you can blow up vehicles. ====Melee Weapons==== *'''Chainsword:''' A stat-less CCW. You'll never take it since the Sergeant can get a Power Weapon instead. *'''Power Weapons:''' The same flavours of AP as always. The Legion aren't great at handling 2+ armour in melee, so you could give them either a sword or a maul to deal with 3+ and 4+ respectively, depending on what you're up against and how worried you are about getting caught in melee. **'''Alternate Opinion:''' the Damned Sergeant can still have his Bolt Pistol along with a Power Axe for AP2, Decent Strength and a 3++, and start playing SS/TH Terminator-lite, but gets the extra attack for having his pistol and Power Axe. *'''Power Fist:''' No. Just... No. It costs nearly double what the power weapons do and you should never be in close combat with anything that would require it. Also the Damned Sergeant could just take a power axe and still get an extra attack from having two CCWs. ===Detachment=== '''Spectral Host:''' *Requires: **1 Elite **0-3 Additional Elites *Must be of the Legion of the Damned faction *'''Saviours From Beyond:''' All units of this detachment start as Deep Strike reserves but may choose to automatically pass or fail their reserve rolls. :Aside from tournament faffing, there is no special reason to take the other elite choices from this detachment versus taking multiple detachments. ===Unit Analysis=== ====Elites==== *'''Damned Legionaires:''' Fucking expensive, but you're getting what you paid for. Massively buffed thanks to the fact that they automatically pass/fail reserve rolls, and they also synergize really well with any faction that allows the to Deep Strike without scatter, such as the Inquisition's mystics (although the ability to re-roll both scatter and the 2D6 greatly minimizes the chance of a mishap anyway). All of their ranged weapons ignore cover, they can fire any of them on the move, and a 3++ save makes them really hard to get rid of. Take them to fuck up GEQ's that're hiding behind cover, and/or as a surprise vehicle popper if you picked up the meltaguns. They can also be pretty good in close combat, while being no TH/SS termies they do have the same statlines as MEQ veterans while ignoring all power weapons in return. :Unfortunately their effectiveness as TEQ hunters has somewhat diminished as they can no longer take combi-weapons or a plasma cannon, a tear shed in pity, though the ability to appear whenever you want does bump up their effectiveness as GEQ killers, as they retained their Flamer and Heavy Flamer (and also retained Slow and Purposeful so that you can always fire the Heavy Flamer). :Note that there is no real advantage to upping the size of the squad, besides denying your opponent a kill point (though that should still have taken a fair bit of effort, even with just 5 of them). If you want more, then just get another squad since this also increases the amount of special weapons the squad can take.
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