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Codex: Night Lords - Draft

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Codex: Night Lords - Draft

Postby Baragash » Fri Apr 23, 2010 9:55 am

So, someone signed up to this site to ask me to write a Night Lords Codex after seeing the Legions and DH ones. Flattery gets you everywhere, so this is a draft that's about 90% finished. Thought I may as well get some feedback :)

Things still to do:

Write up the Lord of the Night rule for the Chaos Lord. Basically the Night Lords player can declare the game starts as Night Fighting, then at the start of each Game Turn, using the Reserves table, test to see if the sun rises.

Add Etheric Disruption to the Sorcerer. Basically it's the first part of the Landspeeder Storm's Jamming Beacon rule with a 12" range.

Change the Infiltrate option to Scout on Chosen. They are Chosen so they should have some Legion expertise, but Infiltrate makes them compete too much with Veterans, and to a lesser extant Raptor Assault Claws, so it spoils internal balance (and also leads to the list overall stepping too much on Alpha Legion toes). The alternative is to just give them Outflank, but I'm reasonably happy with Scout.

Add notation preventing units that buy JPs/Bikes from taking Dedicated Transports.

Add a Death Mask ability to Chosen, fluff-wise it's because of their expertise in inducing terror before attacking, rather than having scary masks ;)

Check if Dread has Dirge Caster option, and if not add it.

Look at Daemon Prince and the Daemons Codex. Although I want the Lord and Sorcerer to be more attractive, given the Night Lords not being that devoted, I don't want a non-dedicated DP to be too "meh".

Things I did:

Re-aligned anything that "looks like" SM/SW/BA with the new design eg points costs (some went up too), Sorcerer power selection, Eternal Warrior on the GD.

Adjusted most of the "meh" units: Spawn, Possessed (with a mild reference to Death Company). Didn't touch the Dread's Crazed here, but will do in my next project.

Added Chaos Hounds to increase the Fast Attack feel of the list.

Added Dirge Caster to Rhinos as an option.

Added the Communication Disruption army special rule.

Gave everyone Stealth.

Added the Mark of Chaos Undivided as standard, but re-fluffed it as The Long War.

Added Chosen as an Elite unit. The reason I didn't make them an unlockable HQ slot for this list is because IMO that got too close to Alpha Legion territory, allowing 8 Infiltrators/Scouts units in the list.

Changed Familiar to grant the Epistolary ability.

Added Summoned versions of Furies.

Things for another time:

Haven't read Soul Hunter yet, and too long since I read Lord of the Night to add any Special Characters. Intend to solve the first issue in a week or so anyway, and might do the second after that.

Any feedback welcomed :)
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Re: Codex: Night Lords - Draft

Postby conscriptboris » Fri Apr 23, 2010 10:27 am

Hi mate,

Looking good so far! just a couple of ideas:

Have you considered giving all the units the Night Vision/Acute senses USR? This would mean that although they choose night, they can opt to reroll the distance seen result? This would be for vehicles aswell.

You could give it to just HQs and Squad leaders, so if they dies the unit loses the abilty? not to overpowered, also they have to accept the second roll decision.

Also, by knocking the unit up a few points (assault ones like raptors) you could give them hit and run! To represent them striking from the shadows and disappearing back! This could also be a HQ/Sq leader thing that stops of the leader dies.

Looks good tho mate, the finished product will be good!

Oh and ive read soul hunter, one of the main chars is Talos, a csm night lord who has the gift of foresight essentially. V good in combat and not tainted by chaos and abhors people who are.


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Re: Codex: Night Lords - Draft

Postby lostandthedamned » Fri Apr 23, 2010 10:29 am

Cool, only real note:
Daemon Prince, under wargear reads "A daemon prince of Nurgle always ...
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Re: Codex: Night Lords - Draft

Postby conscriptboris » Fri Apr 23, 2010 10:31 am

STTTOOOPPPP!

was just looking at the forums you have yours rules on....when you going to make a Thousand Sons one? :P

there all very good! (enough buttering yet?)

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Re: Codex: Night Lords - Draft

Postby Baragash » Fri Apr 23, 2010 10:58 am

conscriptboris wrote:Have you considered giving all the units the Night Vision/Acute senses USR?


:roll: I originally did. The first-first draft got corrupted and I simply forgot to put it in the second time. Cheers for the spot.

conscriptboris wrote:Also, by knocking the unit up a few points (assault ones like raptors) you could give them hit and run! To represent them striking from the shadows and disappearing back! This could also be a HQ/Sq leader thing that stops of the leader dies.


I've been debating Hit & Run since I started, the squad leader idea hadn't occurred to me though. I'll think about that :)

conscriptboris wrote:Oh and ive read soul hunter, one of the main chars is Talos, a csm night lord who has the gift of foresight essentially. V good in combat and not tainted by chaos and abhors people who are.


Interesting. Might be a case of taking him grants an Eldrad/Callidus like ability but no access to Summoned Daemons.

lostandthedamned wrote:Daemon Prince, under wargear reads "A daemon prince of Nurgle always ...


Thanks (used DG list as a template, sadly I have now committed the heinous GW c&p error :roll: ) :)

conscriptboris wrote:STTTOOOPPPP!

was just looking at the forums you have yours rules on....when you going to make a Thousand Sons one?


This is as far as I got, but I'm currently working on a CSM Codex that covers Red Corsairs, CSM in general and the 5 non-specific Legions, modelled on the SM/BA/SW Codices :)
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Re: Codex: Night Lords - Draft

Postby killmaimburn » Fri Apr 23, 2010 1:28 pm

BIG FAN
Fluffwise shouldn't the comander be called a Talonmaster?

Possessed..meh, do they roll on the CSM table? have they been fixed and awaiting the ruleset?

Termies don't have deepstrike.
Power weapon upgraded to lighting claw for free.. on something that already has a second hand weapon that doesn't convey +1 attacks?..I can't think of a time I wouldn't take the lightning claw.
Certainly need a mask of terror, they are elite super vets of the night.

Familiar is way too expensive- only access to certain spells and 210 points for the absolute cheapest, with little army synergy..

veterans and others, if you take a dedicated transport that takes away your special rules.. e.g veterans have infiltrate and stealth.. BA codex would say that taking a drop pod you remove those options and instead get the drop pod for free. (note not rhinos, as the special rulse conveying outflank are still valid)


With the CSM (and possibly the FA raptors) I wonder (only wonder) if the BA "for every 5 take X" might work for the weapon load outs.. this could be a 20 man squad with 4 plasma guns etc, (or if your going to take 20 CSm.. you can have access to 4 heavy bolters? really unsure about that one but worth thinking about briefly) Apart from BA assualt marines, I also have combined guard in my mind.

Whilst I like the difference between raptors and raptor assualts.. bear in mind your making the troops choice cheaper. Could infiltrate actually offset the idea that you choose a non scoring unit? or at least subsidise the first bulk bit?)

Dogs- interesting, so they run away the first time anyone takes a leadership test..(might be worth adding a thing saying ICs can't join them) if fired upon, a clever opponent will have a 4+ regular modified to 3+ and if looking at heavy casulaties opt to not use them next turn and have a 2+ cover save..interesting fire magnet. Maybe even just behind a few spawn.

Chaos spawn..has anyone field tested any homebrew variants? I think possibly 20 points as is is too low (40 points for 6 fast wounds that can be steered)..and they still auto mungle themselves in, I personally would prefer a 4+ save and higher points cost.. but am interested by how you research into them has gone.

I think the defiler needs an uber dirge caster/fear mask very cheap.

""Assault Pod: A Dreadclaw is Immobilised if it lands in Difficult Terrain. Models deploying from a Dreadclaw count
as deploying from a moving open-topped vehicle.""
-This needs the whole ;can enter by DS, do they use stabilisation systems?, do they enter turn 1..stuff clarifying.
And just to clear stuff up, your saying they can assualt from them yeah?
oh and "Plague Dreadnought" in dreadclaw entry.
Game balance of having 6 DSing drop units with (Vet/chosen + havoc) melta (potentially first turn) scares me..But at least your providing an alternative to oblits with the options .
Loving the pred.


Clarity on furies.. that they can move and assualt on the turn they come on the table?- Interested by how they work points wise.

Trying to make demon prince special..0-1 cap since they really didn't use them. Have that if they have wings they may assualt when they land (a form of stealth incursion?) I invision a kind of HQ vanguard.Needs a lot of playtesting.. but reserves roll and bad scatters (that can't benefit from icons) should balance it out a fair whack.
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Re: Codex: Night Lords - Draft

Postby Baragash » Fri Apr 23, 2010 1:43 pm

Possessed: Daemonkin rule is removed, this is deliberate, they gain Rending and Fleet instead. Best to add a note in for that I think :)

Termies: Deep Strike is a property of Terminator Armour anyway isn't it, otherwise ICs wouldn't be able to do it.

Lightning Claw: is that specific to Termies? BA Codex now prices LCs and PWs the same.

Cheapest Sorcerer is 170. Powers are free as per SM/BA/SW Codex.

Stealth is a "no-cost" bonus like counter-attack for SW, so a discount is inappropriate IMO.

Furies: forgot about DS+Assault, so should go up more.

The rest I need to think about (like the Daemonic Intervention idea as the NL DP's special feature :) )
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Re: Codex: Night Lords - Draft

Postby killmaimburn » Fri Apr 23, 2010 1:52 pm

Baragash wrote:Cheapest Sorcerer is 170. Powers are free as per SM/BA/SW Codex.
ahh thats why the points are only up for the DP (facepalm)
Baragash wrote:Lightning Claw: is that specific to Termies? BA Codex now prices LCs and PWs the same.
Stealth is a "no-cost" bonus like counter-attack for SW, so a discount is inappropriate IMO.

Yes I am just referring to the termie entry-BA power weapon can't just turn into a LC on their termies..on troops it costs the same because you lose 1 attack (the +1 BP) which is balanced, with generic termies you have a storm bolter.. the power weapon doesn't have a +1 attack, making the lightning claw obvious, rather than balanced (you scared me then I needed to check BA codex hadn't gone horribly wrong :lol: :lol: ).
I mean the powers greater than stealth (that are incorporated into their base cost), e.g a unit sacrfices infiltrate for a dreadclaw. compared to other units it becomes so much worse for paying more..
Would be novel to see an uber elite stealthy squad.. but I appreciate that way brokeness or 500 point units lie.
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Re: Codex: Night Lords - Draft

Postby Baragash » Fri Apr 23, 2010 2:07 pm

Probably made the LC change without thinking ;)

Ah, Infiltrate *understands now* ;)
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Re: Codex: Night Lords - Draft

Postby conscriptboris » Fri Apr 23, 2010 3:59 pm

in the chaos dex, it says next to the lightening claw addon (just the one) +1 attack?

is this a mis print?

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Re: Codex: Night Lords - Draft

Postby conscriptboris » Fri Apr 23, 2010 4:26 pm

Baragash wrote:I've been debating Hit & Run since I started, the squad leader idea hadn't occurred to me though. I'll think about that :)


I believe it would fit in aswell for the fact that its the same rule for the Thousand Sons in the CSM, they are slow and purposful in the leader is killed!

Baragash wrote:Interesting. Might be a case of taking him grants an Eldrad/Callidus like ability but no access to Summoned Daemons.


True, in reference to talos, he could see glimpses that the gods let him see, he couldnt see the end result, but saw snippets of the journey. So maybe like one of the SW chars (cant remember which) he gains a invunerable for his reflexs (foresight) and +1 or 2 initiative for seeing it coming?

Looking at the thousand sons atm, ill wait until you start a thread on it for ideas etc, dont want to bog you down! (cheers tho)

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