Thursday, September 9, 2010

The Night Lords

They are remorseless hunters and killers, that prey upon the dying Imperium of Man. They are The Night Lords.

It would be simple for GW to come out with the traitorous legions rule set, and make them fun and exciting again. I for one cannot wait to dive deep into my old favorite The Night Lords. I am tired of waiting,  as the 2012 rumored chaos codex is too far out for me, so here are some very simple additions to make the Night Lords playable and fun to enjoy.

These rules are for friendly games and are based upon 3rd edition  white dwarf rules. They are not so overpowered or game changing that they would over-balance or tip any scales on game play. K.I.S.S.

The Night Lords
Chaos Undivided Night lords are a chaos undivided army and therefore may not bear an icon or mark of the chaos gods. Chaos Glory and Psychic powers not requiring a mark of a chaos god is allowed.

Force Organization. Night Lord players may drop a heavy support choice to include an additional Fast Attack choice. You may not reduce the number of heavy support choices below 1. So you may only do this twice to a maximum of 5 Fast attack choices with 1 Heavy support.

Units:  Possessed, lesser demons, khorne beserkers, plague marines, noise marines, thousand sons, and chaos spawn may not be used in a Night Lord Army. However Chosen may be taken as both elites and as troops choices.

Night Vision: Night Lord units do not need to roll for how far they can see during a night fight. They can see the maximum distance of 36" automatically.

Reserves: A Night lords player may elect to force a re-roll of one reserve roll per round, either his own, or his opponents, but not both.

That's it. Simple and fun, with a strong Night Lords flavor.