Codex: Night Lords - TCP Playtest
Codex: Night Lords - TCP Playtest
NIGHT LORDS
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NIGHT LORDS
by Seregon
and the Night Lords TCP team
0.7.4 [2012-01-15]
Please direct any and all feedback to us on the TCP site: http://codexproject.freeforums.org/night-lords-f45.html or send a mail to [email protected] -2-
CONTENTS
The Sons of the Night Haunter Legion Claw Harbringer Claw Possessed Specialist Claw Dreadnought Raptor Cult Biker Strike Claw Havoc Claw Desecrator Lesser Daemons Furies Greater Daemon Obliterator Dreadclaw Terror Pod Rhino Predator Vindicator Land Raider Sorcerer The Atramentar Warleader Daemon Prince Malcharion, The War Sage Zso Sahaal Krieg Acerbus Talos First Claw 4 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 18 19 20 21 Wargear and other rules Psychic Powers Night Lords Army List HQ Elites Troops Dedicated Transports Summoned Daemons Fast Attack Heavy Support Credits 22 23 24 24 28 30 31 31 32 34 35
LEGAL DISCLAIMER
Codex: Night Lords is an unofficial supplement for use with the 5th edition of Warhammer 40,000. To use this supplement you must possess a copy of Codex: Chaos Space Marines. Both are registered trademarks of Games Workshop and are referenced without permission or challenge. This supplement is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
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EQUIPMENT
The army list at the last page of the codex shows all the standard and optional wargear available to a particular model. You will find that some items of equipment are unique to particular characters or units, while others are used by more than one unit. When an item is unique, it is detailed in the relevant entry for its owner, and where an item is not unique, it is detailed in the wargear section. One example of this is the ancient power sword Aurum, carried by Talos. As such, its rules are detailed in Talos' entry. He is also equipped with a conversion field, and since several other Night Lords have access to this portable shield device, its rules are found in the wargear section.
Unleashing their strike in the middle of the night, when most foes are oft lacking, this tactic is one of the many that define their preferred method of war. They are, after all, the Night Lords. In all normal rulebook missions, roll a die before either side deploys; on a roll of 3+, the first turn uses the Night Fight rules. At the start of the second turn, roll another d6; on a 6, the Night Fight rules are still in effect. On turn three (at the latest), dawn breaks and Night Fight ends. If the mission is Dawn of War, the roll for Night Fight during the second round is modified to succeed on 5+.
Preysight
Originally from the eternally dark planet of Nostramo, the Night Lords eyes have evolved to pierce even the most compact darkness. Aided additionally by enhanced sensors in their helmets to see both infra-red and several other spectra, few are those able to hide from the Night Lords. All Night Lords* have the Night Vision USR.
The Night Lords were one of the original Space Marine Legions, and were as such one of the most well equipped forces in the galaxy. In the many years since the Great Betrayal however, their weapon stores have atrophied without continuous supply from either the Adeptus Mechanicus or the Dark Mechanicus. Any squad with this rule, that takes more than two of the same special and/or heavy weapon, must pay an additional 5 points for the third weapon and an additional 10 points for the fourth.
*Units that do not have the Night Lord special rule can not claim the army special rules for "Night Lords units".
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UNIT TYPE:
Infantry
WARGEAR:
Power armour, boltgun, bolt pistol, chainsword, frag and krak grenades
SPECIAL RULES:
Fear Incarnate, Preysight, Night Lord
</fluff>
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UNIT TYPE:
Infantry
WARGEAR:
Power armour, boltgun, bolt pistol, chainsword, frag and krak grenades
SPECIAL RULES:
Fear Incarnate, Preysight, Night Lord Master of the Hunt Exceptionally skilled, a model with this skill may re-roll failed dangerous terrain tests as long as it is moving as Jump Infantry. This skill cannot be used on dangerous terrain tests in the turn when the model/unit arrive by Deep Strike.
</fluff>
POSSESSED
<fluff> WS BS S T W I A Ld Sv Possessed 4 Poss. Champion 4 4 4 5 4 5 4 1 4 2 10 3+ 1 4 3 10 3+
UNIT TYPE:
Infantry
WARGEAR:
SPECIAL RULES:
Fearless, 5+ Invulnerable save Daemonkin Roll before deployment to determine their random abilities. However, the ability roll of 1 (Scouts) is replaced with "Daemonic Might". Daemonic Might: The bodies of the possessed twist and reform in anticipation of the upcoming fight. Roll an additional d3; the unit will gain the following mutation: 1) +1 Attack 2) +1 Strength 3) +1 Initiative
</fluff>
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UNIT TYPE:
Infantry
WARGEAR:
Power armour, boltgun, bolt pistol, chainsword, frag and krak grenades
SPECIAL RULES:
Fear Incarnate, Preysight, Night Lord, Infiltrate
</fluff>
Armour WS BS S FA SA RA I A
4 4 6 12 12 10 4 3
UNIT TYPE:
Vehicle (Walker)
WARGEAR:
Dreadnought close combat weapon with built-in twin-linked bolter, smoke launchers
SPECIAL RULES:
Preysight, Night Lord Sane Unlike the more chaotic brethren, a Dreadnought in a Night Lords force does not use the "Crazed" special rule. Because of this, the cost is increased by 5 points.
</fluff>
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UNIT TYPE:
Jump Infantry
WARGEAR:
Power armour, jump pack, bolt pistol, chainsword, frag and krak grenades
SPECIAL RULES:
Fear Incarnate, Preysight, Night Lord, Master of the Hunt, Hit & Run, The Long War
</fluff>
UNIT TYPE:
Bikes
WARGEAR:
Power armour, bike with twin-linked bolter, bolt pistol, chainsword, frag and krak grenades
SPECIAL RULES:
</fluff>
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UNIT TYPE:
Infantry
WARGEAR:
Power armour, boltgun, bolt pistol, chainsword, frag and krak grenades
SPECIAL RULES:
Fear Incarnate, Preysight, Night Lord, The Long War
</fluff>
DESECRATOR
<fluff> Desecrator
Armour WS BS S FA SA RA I A
4 3 6 12 12 10 4 3
UNIT TYPE:
Vehicle (Walker)
WARGEAR:
Two dreadnought close combat weapons (extra attacks already included in the profile), daemonic possession, smoke launchers, screaming sculptures
SPECIAL RULES:
Fleet, Move Through Cover, Rage Frenzied Charge The Desecrator can cover all manner of terrain at great speed - it may roll 2d6 when running and select the highest result.
</fluff>
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LESSER DAEMONS
As the Night Lords go to war, darkness falls around them. In that midnights gloom creatures haunt, stalkers with glowing red eyes, long, sharp claws and gaping maws filled with vicious fangs. Any enemy of the Traitor Astartes that stray too far from the light is pounced upon by these daemons of the night, and torn apart, both body and soul. The Night Lords themselves does not seem to control or befriend these nightmarish apparitions, rather the daemons naturally follow in slaughters wake, hiding in deep shadows during daylight, and growing stronger and more violent as night falls. Amongst the citizens of the Imperium of Man, tales are told of these ghastly daemons. Children are kept housebound during the night by whispers of the shadows that will otherwise swallow them, and even armed men fears the midnight hours, lest they finds themselves prey for the most haunting of creatures. WS BS S T W I A Ld Sv Lesser Daemon 4 0 4 4 1 4 2 10 -
UNIT TYPE:
Infantry
WARGEAR:
SPECIAL RULES:
Fearless, 5+ Invulnerable save SUMMONING LESSER DAEMONS: A unit of Lesser Daemons enter play as specified in the Codex: Chaos Space Marines (page 61), but with "Icon of Chaos" replaced by "Personal Icon or Warp Icon".
FURIES
<fluff> Furie WS BS S T W I A Ld Sv 4 0 4 4 1 4 2 10 -
UNIT TYPE:
Jump Infantry
WARGEAR:
Wings, single close combat weapon
SPECIAL RULES:
Fearless, 5+ Invulnerable save Daemonic Flight Furies have wings and count as Jump Infantry. Because of this, the cost is increased to 15 points per additional model. SUMMONING FURIES: A unit of Furies enter play as specified in the Codex: Chaos Space Marines (page 61), but with "Icon of Chaos" replaced by "Personal Icon or Warp Icon".
</fluff>
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GREATER DAEMON
<fluff> WS BS S T W I A Ld Sv Greater Daemon 8 0 6 6 4 4 5 10 -
UNIT TYPE:
Monstrous Creature
WARGEAR:
SPECIAL RULES:
Fearless, 4+ Invulnerable save SUMMONING GREATER DAEMON: A Greater Daemon enter play as specified in the Codex: Chaos Space Marines (page 61) but can only possess the body of either a Lord, Sorcerer, Champion, Wraith or Possessed Champion.
</fluff>
OBLITERATOR
<fluff> Obliterator WS BS S T W I A Ld Sv 4 4 4 4 2 4 2 9 2+
UNIT TYPE:
Infantry
WARGEAR:
A single power fist, Obliterator Weapons
SPECIAL RULES:
</fluff>
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DREADCLAW
<fluff> Type Dreadclaw Open-topped
Armour BS FA SA RA
4 12 12 12
WARGEAR:
Twin-linked bolter
TRANSPORT:
The Dreadclaw has a transport capacity of ten models or a single Dreadnought. Once the Dreadclaw has landed, all passengers must immediately disembark. Once disembarked, no models can embark the Dreadclaw for the rest of the game. Fire Points and Access Points: Once deployed, the Dreadclaw is no longer a sealed environment and is thus counted as being open-topped.
SPECIAL RULES:
Preysight, Night Lord, Immobile Fear the Skies! All Dreadclaw/Terror Pod always enter play using the Deep Strike rules from the Warhammer 40,000 rulebook. When arriving, should they scatter on top of impassable terrain or another model (friend or foe!) then reduce the scatter distance by the minimum required in order to avoid the obstacle. </fluff>
TERROR POD
<fluff> Type Terror Pod Open-topped
Armour BS FA SA RA
0 12 12 12
WARGEAR:
Screaming sculptures, warp icon
SPECIAL RULES:
Immobile, Fear the Skies Screaming Sculptures Screaming Sculptures are used by the Night Lords to sow misery and fear amongst their foes. Prisoners claimed by previous raids are kept fed and healthy, much to their own surprise. The relocation to a Drop Pod and the subsequent launch may at first seem like freedom. It is only when the pod lands and razor sharp blades punch through their limbs and intestines that the prisoners finally learn of their true purpose. The Pod doors swing outwards and the impaled prisoners are hoisted up by pneumatic pistons and their agonising screams are projected by vox casters across the battlefield. Stimulants injected into the prisoners ensure that by the time they finally expire, the battle has since long been won by the Night Lords. Any enemy unit within 12" of the Screaming Sculptures suffer a -1 modifier on their leadership. This modifier is not cumulative with other Screaming Sculptures. </fluff> A weapon destroyed result will destroy the sculptures.
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Armour BS FA SA RA
4 11 11 10
WARGEAR:
TRANSPORT:
The Rhino has a transport capacity of ten models. It cannot carry models in Terminator armour. Fire Points: Two models can fire from the Rhino's top hatch. Access Points: A Rhino has one access point on each side of the hull and one at the rear.
SPECIAL RULES:
Preysight, Night Lord Repair: If a Rhino is immobilized for any reason, the in subsequent turns the crew can attempt a temporary repair instead of the vehicle shooting. Roll a D6 in the Shooting phase - on a roll of a 6, the Rhino is no longer immobilized.
</fluff>
Armour BS FA SA RA
4 13 11 10
WARGEAR:
Autocannon, smoke launchers
SPECIAL RULES:
Preysight, Night Lord Targeting Stabilizer If the Predator has moved at combat speed, it may choose to fire either both of its sponsons or its turret weapon.
</fluff>
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Armour BS FA SA RA
4 13 11 10
WARGEAR:
Demolisher cannon, twin-linked bolter, smoke launchers Siege Shield Vindicators are equipped with an enormous bulldozer blade, allowing them to shoulder aside rubble and other battlefield debris without risk. A Vindicator with a siege shield automatically passes dangerous terrain tests.
SPECIAL RULES:
Preysight, Night Lord
</fluff>
Armour BS FA SA RA
4 14 14 14
WARGEAR:
Two twin-linked lascannons, one twin-linked heavy bolter, smoke launchers
TRANSPORT:
The Land Raider has a transport capacity of ten models. Access Points: A Land has one access point on each side of the hull and one at its front.
SPECIAL RULES:
Preysight, Night Lord Infernal Device The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit than any other weapon, subject to the normal rules for shooting. Assault Vehicle Models disembarking from any access point on a Land Raider can launch an assault on the turn they do so.
</fluff>
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SORCERER
<fluff> Sorcerer WS BS S T W I A Ld Sv 5 5 4 4 3 5 3 10 3+
UNIT TYPE:
Infantry
WARGEAR:
Power armour, bolt pistol, force weapon, frag and krak grenades
SPECIAL RULES:
Fear Incarnate, Preysight, Night Lord, Independent Character, 5+ Invulnerable save, Master of the Hunt Psyker A Night Lords Sorcerer is a psyker, as described in the Warhammer 40,000 rulebook, and has two psychic powers from the list given on page 23 (chosen when the army is picked). He can only use one power each turn unless he has been upgraded to a Master Psyker, in which case he can use up to two psychic powers each turn.
</fluff>
THE ATRAMENTAR
<fluff> Atramentar WS BS S T W I A Ld Sv 5 4 4 4 1 4 3 10 2+
UNIT TYPE:
Infantry
WARGEAR:
Terminator armour, twin-linked bolter, power weapon
SPECIAL RULES:
Fear Incarnate, Preysight, Night Lord, 5+ Invulnerable save The Elite Few No model may have an identical wargear setup. Additionally, if the Atramentar are joined by an Independent Character, the unit becomes Stubborn.
</fluff>
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WARLEADER
<fluff> Lord WS BS S T W I A Ld Sv 6 5 4 4 3 5 3 10 3+
UNIT TYPE:
Infantry
WARGEAR:
SPECIAL RULES:
Fearless, Preysight, Night Lord, Independent Character, 5+ Invulnerable save, Master of the Hunt Communications Breakdown Masters of terror and dirty fighters of renown, most Night Lords attacks start with several pre-emptive strikes against enemy energy generators and communications sites. Only when the communications are down and any broadcast system hijacked do they attack. The resulting chaos ensures that the enemy orders and strategies cannot be fully utilized. The Night Lords player may choose to force the opponent to re-roll a single successful reserve roll per turn, per model with this rule. This re-roll must be forced before the opponent rolls for their next unit. </fluff>
DAEMON PRINCE
<fluff> Daemon prince WS BS S T W I A Ld Sv 7 5 6 5 4 5 4 10 3+
Monstrous Creature
SPECIAL RULES:
</fluff>
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Armour WS BS S FA SA RA I A
5 5 6 12 12 10 4 3
Vehicle (Walker)
Twin-linked autocannon, dreadnought close combat weapon with built-in heavy flamer, smoke launchers
SPECIAL RULES:
Preysight, Night Lord Venerable Venerable Dreadnoughts have cheated death on countless occasions. If a Venerable Dreadnought suffers a glancing or penetrating hit, you may ask your opponent to re-roll the result rolled on the Vehicle Damage chart. You must accept the result of the second roll, even if it is worse than the first. Champion of the 10th In close combat against other walkers and monstrous creatures, Malcharion may re-roll all failed to-hit rolls.
</fluff>
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ZSO SAHAAL
<fluff> Zso Sahaal WS BS S T W I A Ld Sv 6 5 4 4 4 5 6 10 3+
UNIT TYPE:
Infantry
WARGEAR:
Power armour, jump pack, frag and krak grenades Unguis Raptus Unguis Raptus - the Raptor's claws, a gift from the Night Haunter himself and named by Zso; coining the name of his command company. These blood-red power-bladed claws, together with ceramite claws on his feet, make his flurry of attacks unmatched by all but the most skilled of opponents. Unguis Raptus are a pair of lightning claws that provide an additional three attacks (already included in profile) in close combat instead of the normal one. Mordax Tenebrae Mordax Tenebrae - the Dark's Bite. Hand crafted on Nostramo Quintus, with its elaborately decorated chambers and skull-mouthed barrel, another gift from the Night Haunter. Mordax Tenebrae is a master-crafted boltgun with the Rending USR. Corona Nox The symbol of office of the Night Haunter; a black circlet of mercurial metal radiating an eerie non-light, with a rubyred teardrop jewel set into the frontispiece burning with an inner light. The Corona Nox provides Zso with a 4+ Invulnerable Save, as well as the ability to ignore all Psychic powers directed specifically at him on the roll of 4+.
SPECIAL RULES:
Fear Incarnate, Preysight, Night Lord, 5+ Invulnerable save, Master of the Hunt, Stealth, Hit & Run, Outflank, Fleet First Raptor In an army led by Zso Sahaal, all Raptor Cults are scoring.
</fluff>
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KRIEG ACERBUS
<fluff> Krieg Acerbus WS BS S T W I A Ld Sv 7 5 6 5 4 5 4 10 3+
UNIT TYPE:
Monstrous Creature
WARGEAR:
Wings Warpclaws Feeding on the fear of the enemy, slowly dismembering them piece by piece with the unrelenting force only the warp can provide; in close combat, take note of any towound roll of a 6. Any successful invulnerable save taken on this wound will need to be re-rolled.
SPECIAL RULES:
Fearless, Eternal Warrior, 5+ Invulnerable save, Master of the Hunt, Furious Charge Vindictive If Acerbus is taken in a Night Lord army, the only additional HQ option available is the Sorcerer. Other HQ options are not available as they are seen as challengers to his rule (or in the way of the Atramentar, not applicable to his style of leadership). Aura of Despair Heralded by a shrieking of a million banshees to drown the senses, clouds -worlds- of darkness storming into the air; every light to have ever existed snuffed, every happiness shredded, every quiet joy and instant of ecstasy swallowed up and burned away. Acerbus has fully embraced the powers of the warp and with it gained the ability to utterly demoralize the opposition. In the first round of assault (after pile-in moves, but before attacks are resolved) any enemy unit engaged with Acerbus must pass a Morale Check or have their Initiative value lowered to 1 for the remainder of the turn. By Any Means! In an army led by Krieg Acerbus, all Possessed are scoring. </fluff>
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Note that there are two different profiles for Talos; one for the squad leader of First Claw, and one to represent him taking command over the 10th Company (and of course you may only field one of them in your force).
UNIT TYPE:
Infantry
WARGEAR:
Power armour, Conversion Field, frag and krak grenades Aurum Aurum is a Master-crafted power-weapon that strikes at Strength 5. Sage's Bellow This relic boltgun is an Assault 2, Master-crafted bolter.
Fear Incarnate, Preysight, Night Lord, Independent Character, 5+ Invulnerable save First Claw Talos must be fielded together with First Claw, if both are taken. Otherwise he must deploy with a Legion Claw unit. Curse of the Father Equal parts gift and curse, Talos' precognitive abilities allow you to seize the initiative on the roll of 5+ instead of the normal 6. Not One Step Back! All units with the Night Lord special rule gain the Stubborn USR. Echo of Damnation First Claw, as well as all Night Lords Harbringers, are scoring.
</fluff>
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FIRST CLAW
<fluff> First Claw WS BS S T W I A Ld Sv 4 4 4 4 1 4 2 10 3+
WARGEAR: (Mercutian)
WARGEAR: (Variel)
Power armour, boltgun, bolt pistol, chainsword, frag and krak grenades Narthecium While Variel is alive, First Claw (apart from Uzas) has the Feel no Pain USR.
WARGEAR: (Xarl)
Power armour, master-crafted boltgun, master-crafted bolt pistol, frag and krak grenades Executioner Chainblade This massive chainsword gives Xarl +2 Strength.
WARGEAR: (Uzas)
</fluff> Note that all of the models in First Claw will need to be modelled appropriately and clearly with WYSIWYG in mind. Power armour, two close combat weapons (Chainaxe & Glaive), frag and krak grenades
UNIT TYPE:
Infantry
WARGEAR: (Cyrion)
Power armour, boltgun, bolt pistol, chainsword, frag and krak grenades
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For every unsaved wound the model inflicts in close combat, the model must immediately take a Leadership test (on its own Leadership value, the model cannot use another model's Ld for this test). If any of these tests are failed, the victim suffers instant death.
Conversion Field
Provides the wearer with a 4+ Invulnerable Save.
Dozer Blade
Dozer blades are heavy ploughs, rams, or scoops, used to clear obstacles from the vehicle's path. Vehicles equipped with dozer blades can re-roll a failed difficult terrain test.
Defensive weapon, 12" range. Roll To-Hit as normal. If hit, the target vehicle will suffer a single glancing hit on the roll of 3+. Any modifier on the vehicle damage table from firing at an open-topped vehicle is ignored.
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Warpstorm
Used at the start of the Sorcerer's turn, before any other powers are used. Until the beginning of the Sorcerer's next turn, any psyker (friend or foe, not including himself) that takes a Psychic test within 24 of the Sorcerer must take the test on 3d6 and will suffer a Perils of the Warp attack on the roll of any double 1 or double 6. Additionally, should a model within the area of effect attempt to nullify a psychic power being cast, they will first need to pass a Psychic test of their own.
Empyrean Precognition
This power is used at the start of the Sorcerers turn. Until the beginning of the Sorcerers next turn, he may reroll all failed armour and cover saves.
Grasping Shadows
Grasping Shadows is a psychic shooting attack with the profile shown below: Grasping Shadows Range 24" Strength 4 AP Type Assault D6+2, Pinning, Ignores Cover
Cimmerian Shield
Activated at the start of the enemy shooting phase. Until the end of the current shooting phase, all non-vehicle units within 6" of the sorcerer have a 5+ invulnerable save.
Wind of Chaos follows the rules from Codex: Chaos Space Marines (p. 88)
Night Terrors
The sorcerer breaks into the thoughts of his victims, rendering them oblivious to their surroundings as their minds are filled with nightmares far worse than any sane mind would ever have encountered before. This power is a Psychic Shooting Attack that automatically hits the target unit. Choose a unit within 12" and in line of sight to the sorcerer. This unit must take a leadership test on 3D6 or suffer a D3 negative modifier (to a minimum of 1) to their Initiative for the remainder of the player turn. This effects the unit and any Independent Characters assigned to the unit.
Doombolt follows the rules from Codex: Chaos Space Marines (p. 88)
Warptime follows the rules from Codex: Chaos Space Marines (p. 88).
Bolt of Change follows the rules from Codex: Chaos Space Marines (p. 88).
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First Claw may only be taken if Talos, The Prophet is in the army. First Claw does not take up an HQ slot. WS BS S T W I A Ld Sv First Claw 4 4 4 4 1 4 2 10 3+ :: Cyrion :: Wargear: Bolter Bolt pistol Close combat weapon Special rules: "I can sense your fear" :: Mercutian :: Wargear: Heavy Bolter Close combat weapon Special rules: Relentless :: Uzas :: Wargear: Chainaxe & Glaive Special rules: Furious Charge Condemned Blood Frenzy :: Variel :: Wargear: Bolter Bolt pistol Close combat weapon Narthecium
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Composition: Cyrion, Mercutian, Uzas, Variel & Xarl Unit type: (Unique) Infantry Wargear: Power armour Frag and krak grenades Special rules: Night Lord 5+ Invulnerable Save Dedicated transport: May select a Rhino, Dreadclaw or Land Raider as a dedicated transport
:: Xarl :: Wargear: Master-crafted Bolter Master-crafted Bolt pistol Executioner Chainblade Special rules: Wicked Shot
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- HQ WARLEADER.............................................95 Points
WS BS S T W I A Ld Sv Warleader Composition: 1 Lord Unit type: Infantry Wargear: Power Armour Bolt pistol Close combat weapon Frag and krak grenades Special rules: Night Lord Fearless Independent Character 5+ Invulnerable Save Master of the Hunt Communications Breakdown 6 5 4 4 3 5 3 10 3+ Options: May instead replace all wargear with Replace bolt pistol with: Terminator armour, twin-linked bolter Plasma pistol....................+10 pts and power weapon.............+30 pts. While wearing Terminator armour, he Take any of the following: can only choose from the following Personal Icon.....................+5 pts options: Melta Bombs......................+5 pts Conversion Field...............+15 pts Take any of of the following: Twin-linked bolter................+5 pts Personal Icon.....................+5 pts Combi-weapon..................+10 pts Conversion Field...............+15 pts Replace close combat weapon with: Take any of the following Veteran Power weapon..................+15 pts skills: Lightning claw..................+15 pts Counter-attack.................+10 pts Power fist.........................+25 pts Furious charge..................+10 pts Pair of Lightning claws.......+30 pts Daemon Weapon...............+40 pts Replace twin-linked bolter with: a combi-weapon.................+5 pts Take up to two of the following Veteran skills: Replace power weapon with: Outflank..........................+10 pts Lightning claw....................+5 pts Counter-attack.................+10 pts Power fist.........................+10 pts Furious charge..................+15 pts Chainfist..........................+15 pts Hit & Run.........................+15 pts Daemon Weapon...............+25 pts Stealth............................+15 pts Replace power weapon and twin Take one of the following: linked bolter with: Jump pack.......................+20 pts Pair of Lightning claws.......+10 pts Bike................................+30 pts
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Composition: 1 Daemon Prince (Unique) Unit type: Monstrous Creature Wargear: A Daemon Prince always counts as armed with a single close combat weapon. Special rules: Fearless Eternal Warrior 5+ Invulnerable Save Master of the Hunt
Options: If it does not have the Mark of Take any of the following: Khorne, the Daemon Prince may be Wings..............................+40 pts a Psyker by taking one of the Soul Devourer...................+15 pts following psychic powers (models Aura of Darkness................+5 pts with the Mark of Tzeentch may take Daemonic Poison..............+15 pts up to two): Master of Sorcery..............+15 pts Doombolt.........................+10 pts Personal Icon.....................+5 pts Warptime.........................+25 pts Wind of Chaos..................+30 pts Take one of the following Marks of Bolt of Change (model with Mark of Chaos: Tzeentch only).................+25 pts Mark of Khorne.................+10 pts Mark of Slaanesh..............+10 pts Mark of Nurgle..................+25 pts Mark of Tzeentch..............+25 pts
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- HQ SORCERER.................................................120 Points
WS BS S T W I A Ld Sv Sorcerer Composition: 1 Sorcerer Unit type: Infantry Wargear: Power Armour Bolt pistol Force weapon Frag and krak grenades Special rules: Night Lord Independent Character 5+ Invulnerable Save Master of the Hunt 5 5 4 4 3 5 3 10 3+ Psychic Powers: Take up to two of the following A Sorcerer has any two of the following Veteran skills: powers: Outflank..........................+10 pts We Have Come For You!, Warpstorm, Counter-attack.................+10 pts Cimmerian Shield, Grasping Shadows, Furious charge..................+15 pts Empyrean Precognition, Our Father's Hit & Run.........................+15 pts War Stealth............................+15 pts Options: May instead replace all wargear with Upgrade to Master Psyker.....+35 pts Terminator armour, twin-linked bolter and force weapon......+15 pts. Replace bolt pistol with: Plasma pistol....................+10 pts While wearing Terminator armour, he can only choose from the following Take any of the following: options: Personal Icon.....................+5 pts Melta Bombs......................+5 pts Take any of of the following: Personal Icon.....................+5 pts Conversion Field...............+15 pts Conversion Field...............+15 pts Take one of the following: Jump pack.......................+20 pts Take any of the following Veteran skills: Bike................................+30 pts Counter-attack.................+10 pts Furious charge..................+10 pts Replace twin-linked bolter with: a combi-weapon.................+5 pts
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Options: Any model may replace his twin May include up to four additional linked bolter with: Atramentar..........+40 pts per model a combi-weapon.................+5 pts Any model may take: Any model may replace power Personal Icon.....................+5 pts weapon and/or twin-linked bolter Conversion Field...............+10 pts with: Lightning claw....................+5 pts Any model may take any of the Power fist.........................+10 pts following Veteran skills: Chainfist..........................+15 pts Counter-attack...................+5 pts Furious charge...................+5 pts For every two models in the squad, one Atramentar may replace his twin-linked bolter with: Heavy flamer......................+5 pts Reaper autocannon...........+15 pts
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Replace bolt pistol and/or close Replace twin-linked bolter with: combat weapon with: Combi-weapon...................+5 pts Plasma pistol....................+10 pts Hand flamer.....................+10 pts Replace power weapon and/or twinSpecial rules: Power weapon..................+15 pts linked bolter with: Night Lord Lightning claw..................+15 pts Lightning claw....................+5 pts Master of the Hunt Power fist........................+25 pts Power fist........................+10 pts Chainfist..........................+15 pts Dedicated transport: Replace bolter with combi May select a Rhino, Dreadclaw or weapon..............................+10 pts For every five models in the unit, one Land Raider as a dedicated transport Harbringer in Terminator armour Take one of the following: may replace twin-linked bolter with: Jump pack.......................+10 pts Heavy flamer..........................free Bike................................+20 pts Reaper Autocannon...........+20 pts _______________________________ _______________________________ The unit may take up to two of the One Harbringer may take a Personal following Veteran skills (Hit & Run Icon....................................+5 pts may not be taken if the unit contain models in Terminator armour): One model may be upgraded to Outflank, Counter-attack, Furious Talos, The Soul Hunter........+70 pts charge, Hit & Run and/or Stealth..........+3 pts/model & skill
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Options: Talos may take a jump pack and/or veteran skill(s) for the same cost as any other Harbringer.
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Character: Up to four models may replace their One model may be upgraded to a bolter with one of the following: Wraith...............................+10 pts Flamer...............................+5 pts Unit type: Meltagun.........................+10 pts Infantry Options: Plasma gun......................+15 pts May include up to five additional Wargear: Specialists...........+18 pts per model Or replace close combat weapon with Power armour one of the following: Bolter One model may replace his bolter Power weapon..................+15 pts Bolt pistol with one of the following: Lightning claw..................+15 pts Close combat weapon Flamer...............................+5 pts Power fist........................+25 pts Frag and krak grenades Meltagun.........................+10 pts Plasma gun......................+15 pts Or replace bolter, bolt pistol and Special rules: Heavy bolter.....................+10 pts close combat weapon with a pair of Night Lord Missile launcher................+10 pts lightning claws for 20 points per Infiltrate Autocannon......................+10 pts model. Lascannon.......................+25 pts Dedicated transport: Or replace bolt pistol with a plasma May select a Rhino or a Dreadclaw as One model may take a Personal pistol for 10 points per model. a dedicated transport Icon....................................+5 pts
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A Dreadnought is bought from Codex: Chaos Space Marines (Page 40 & 95) and follow the rules in that codex with the following changes: Special Rules: Night Lord, Sane Dedicated transport: May select a Dreadclaw as a dedicated transport.
Page 17
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Page 5
The entire unit may take one of the One model may take a Personal following upgrades: Dedicated transport: Icon....................................+5 pts Jump packs............+3 pts / model If the unit does not take jump packs, Infiltrate................+3 pts / model they may select a Rhino or a If the squad numbers ten or more Outflank................+1 pts / model Dreadclaw as a dedicated transport models, a second model may replace his bolter with one of the following: Flamer...................................free The unit may buy one Terror Pod ........................................+35 pts Meltagun or Plasma gun......+5 pts Heavy bolter, Missile Launcher or Autocannon..........................free Lascannon........................+10 pts
TERROR POD........................................................35 Points Page 12 You may include one Terror Pod (up to a maximum of 3) for every unit of Legion Claw/Raptor Cult in your army.
Armour BS FA SA RA
Terror Pod Composition: 1 Terror Pod Unit type: Vehicle (Open-topped) 0 12 12 12 Transport Capacity: None Wargear: Screaming Sculptures Warp Icon Special rules: Screaming Sculptures Fear the Skies! Immobile
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- DEDICATED TRANSPORTS NIGHT LORDS RHINO................................35 Points (Page 42 & 96 in C:CSM) Page 13
A Rhino is bought from Codex: Chaos Space Marines (Page 42 & 96) and follow the rules in that codex with the following addition: Special Rules: Night Lord
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Furies are bought from Codex: Chaos Space Marines (Page 61, 63 & 102) and follow the rules of Lesser Daemons with the following changes: Special Rules: Daemonic Flight Point Cost: 15 points per additional model Force Organisation (non-)Slot: Fast Attack
Page 10
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A Greater Daemon is bought from Codex: Chaos Space Marines (Page 61, 62 & 102) and follow the rules in that codex.
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Page 8
The squad may exchange their "Hit & Run" special rule with one of the following: One model may take a Personal Outflank................................free Icon....................................+5 pts Furious charge.......................free
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4 4(5) 1 4 1 9 3+ 4 4(5) 1 4 2 10 3+ Special rules: Night Lord Hit & Run The squad may exchange their "Hit & Run" special rule with one of the following: Outflank................................free Furious charge.......................free
Composition: 1 Claw Champion 2 Bikers Unit type: Bikes Wargear: Power armour Bike with twin-linked bolter Bolt pistol Close combat weapon Frag and krak grenades
Options: May include up to seven additional Bikers.................+30 pts per model The Claw Champion may replace his bolt pistol/close combat weapon Up to two models may replace their with: bolt pistol and/or close combat a plasma pistol or hand weapon with: flamer............................+10 pts Plasma pistol....................+10 pts a Power Weapon or Lightning Power weapon..................+15 pts Claw .............................+15 pts Lightning claw..................+15 pts a Power Fist.....................+25 pts Power fist........................+25 pts The Claw Champion may take melta Or take one of the following: bombs.................................+5 pts Flamer...............................+5 pts Meltagun.........................+10 pts One model may take a Personal Plasma gun......................+15 pts Icon....................................+5 pts
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Page 9
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Page 13
Options: Replace autocannon with: May take one of the following pintle Twin-linked lascannon........+45 pts mounted weapons: Twin-linked bolter................+5 pts May take side sponsons with: Combi weapon..................+10 pts Heavy bolters...................+30 pts Havoc launcher.................+15 pts Autocannons....................+50 pts Lascannons......................+65 pts
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May take one of the following pintlemounted weapons: Twin-linked bolter................+5 pts Combi weapon..................+10 pts Havoc launcher.................+15 pts
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May take any of the following: Dirge caster.......................+5 pts Extra armour....................+15 pts May take one of the following pintlemounted weapons: Twin-linked bolter................+5 pts Combi weapon..................+10 pts Scrap Code Shrieker..........+10 pts Havoc launcher.................+15 pts
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Obliterator Cults are bought from Codex: Chaos Space Marines (Page 35 & 100) and follow the rules in that codex.
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- CREDITS Codex Writer: Seregon The Night Lords TCP Team: Seregon, talos, MrManson Art & Images: saint-max (front cover) [http://saint-max.deviantart.com/] Design-Jobber [http://design-jobber.deviantart.com/] cmartek [http://cmartek.deviantart.com/] Dan the Deamon
Ideas & Inspiration: Aekond Helbrass, Sykosis, Tempus Fugitives, Games Workshop, Black Library, Forge World Special Thanks to: The Codex Project, Ciaphas Cain, Stucarius, Big Jim, bladebaka and all playtesters.
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