u/Artifiscal-Ignorance

Image 1 — Tried my hand at custom detachment after watching episdoe
Image 2 — Tried my hand at custom detachment after watching episdoe

Tried my hand at custom detachment after watching episdoe

OK so I've been working on this for about a week. I know there are a bunch of Night Lords detachment but none of them felt right.

Thematically, I like the battle-shock, but mechanically its meh. Further, disruption... Not good mechanically and stealthy recon feels more Night Lords anyway.

I tried to fix those problems what do y'all think?

EDIT: My late night brain thought this was Poorhammer. Lol. Thanks for the feedback and sorry for any confusion.

u/Artifiscal-Ignorance — 12 days ago

Need feedback. Tried to fix problems by making custom detachment.

EDIT: Late night brain means this suffered from power creep. Still apriciate feedback as I pull back how broken this became.

OK so I've been working on this for about a week. I know there are a bunch of Night Lords detachment but none of them felt right.

Thematically, I like the battle-shock, but mechanically its meh. Further, disruption... Not good mechanically and stealthy recon feels more Night Lords anyway.

I tried to fix those problems what do y'all think?

u/Artifiscal-Ignorance — 12 days ago

In Midnight Clad - 2DP - Recon

OK so I've been working on this for about a week. I know there are a bunch of Night Lords detachment but none of them felt right.

Thematically, I like the battle-shock, but mechanically its meh. Further, disruption... Not good mechanically and stealthy recon feels more Night Lords anyway.

I tried to fix those problems what do y'all think?

IN MIDNIGHT CLAD

[Reconnaissance]

2 Detachment Points

DETACHMENT RULE

LEGACY OF THE NIGHT HAUNTER

HERETIC ASTARTES INFANTRY FLY and NEMESIS CLAW units from your army gain the [NIGHT LORDS] keyword.

Enemy units that are Battle-shocked gain the [TERRIFIED] keyword.

[NIGHT LORDS]

All NIGHT LORDS units from your army have the Fearsome (Aura) ability.

In addition, at the end of any Movement phase, each enemy unit within range of one or more NIGHT LORDS units' Fearsome (Aura) ability must take a Battle-shock test.

Weapons equipped by NIGHT LORDS models have [ANTI-TERRIFIED 3+].

[TERRIFIED]

Weapons equipped by models in this unit have [HAZARDOUS] while targeting a NIGHT LORDS unit.

While this unit is within range of a NIGHT LORDS unit's Fearsome (Aura) ability, it cannot pass a Battle-shock test.

ENHANCEMENTS

TALON OF THE SCREAMING VOID — 30 pts

LEADER: WARP TALONS

NIGHT LORDS FLY model only.

This model's melee weapons have +1 Strength.

This model has the [DAEMON] keyword.

While the bearer is leading a unit, melee weapons equipped by models in that unit have [LANCE].

SHROUD OF THE EIGHTH — 15 pts

UPGRADE

HERETIC ASTARTES INFANTRY unit only.

This unit has the [NIGHT LORDS] keyword.

VOX OF THE SCREAMING DEAD — 20 pts

HERETIC ASTARTES INFANTRY model only.

Once per battle round, the first time an enemy unit within 12" of the bearer becomes TERRIFIED, you gain 1CP.

MANTLE OF SHADOWS — 15 pts

HERETIC ASTARTES INFANTRY model only.

At the end of any Fight phase, if the bearer's unit is within Engagement Range of one or more enemy units that are not TERRIFIED, you can remove the bearer's unit from the battlefield and place it into Strategic Reserves.

STRATAGEMS

WE HAVE COME FOR YOU — 1CP

WHEN: Any Movement phase, just after an enemy has passed a Battle-shock test.

TARGET: One NIGHT LORDS unit that has that enemy unit within range of its Fearsome (Aura) ability.

EFFECT: Until the end of the turn, that enemy unit is TERRIFIED.

FEAR FEEDS THE HUNT — 1CP

WHEN: Your Shooting phase or the Fight phase, just before a HERETIC ASTARTES unit from your army is selected to shoot or fight.

TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a TERRIFIED unit, you can re-roll the Hit roll.

If your unit is a NIGHT LORDS unit, you can re-roll Wound rolls of 1 as well.

SCREAMING DESCENT — 1CP

WHEN: At the end of your Movement phase, before resolving any abilities that trigger at the end of the Movement phase.

TARGET: One NIGHT LORDS unit from your army that arrived from Reserves this turn.

EFFECT: Until the end of the turn, increase the range of that unit's Fearsome (Aura) ability to 9".

FROM THE SHADOWS — 1CP

WHEN: Start of the Charge phase.

TARGET: One HERETIC ASTARTES unit from your army that Advanced this turn.

EFFECT: That unit is eligible to declare a charge even if it Advanced this turn.

If that unit is a NIGHT LORDS unit, until the end of the turn, each time a model in that unit makes a melee attack that targets a TERRIFIED unit, that weapon has [DEVASTATING WOUNDS].

THEY FEAR THE DARK — 1CP

WHEN: Any phase, after an enemy unit becomes TERRIFIED.

TARGET: One NIGHT LORDS unit whose Fearsome (Aura) ability is within range of that TERRIFIED enemy unit.

EFFECT: Select one other enemy unit within range of the target's Fearsome (Aura) ability. That enemy unit must take a Battle-shock test, even if it has already taken a Battle-shock test this phase.

AND NOW YOU SEE US — 1CP

WHEN: Fight phase, after a NIGHT LORDS unit from your army has fought.

TARGET: That NIGHT LORDS unit.

EFFECT: If that unit destroyed one or more enemy units this phase, it can make a Normal move as if it were not within Engagement Range of any enemy units.

It cannot end that move within Engagement Range of an enemy unit.

u/Artifiscal-Ignorance — 13 days ago

Advice on League List

Wondering what y'all think about my league list? I'm thinking it's biggest weakness is going to be against Purge the Foe armies. Especially ones with big vehicles.

+++++++++++++++++++++++++++++++++++++++++++++++

+ FACTION KEYWORD: Chaos - Chaos Space Marines

+ DETACHMENT: Nightmare Hunt (Terror Made Manifest)

+ TOTAL ARMY POINTS: 1000pts

+

+ WARLORD: Char2: Chaos Lord with Jump Pack

+ ENHANCEMENT: Sorrowscent Vulture (on Char1: Chaos Lord with Jump Pack)

& Warp-fuelled Thrusters (on Char2: Chaos Lord with Jump Pack)

+ NUMBER OF UNITS: 9

+ SECONDARY: - Bring It Down: (1x2) - Assassination: 2 Characters

+++++++++++++++++++++++++++++++++++++++++++++++

CHARACTER

Chaos Lord with Jump Pack (125 pts)

• 1x Twin lightning claws

• Sorrowscent Vulture (+35 pts)

Chaos Lord with Jump Pack (110 pts)

• 1x Power fist

• 1x Plasma pistol

• Warlord

• Warp-fuelled Thrusters (+20 pts)

OTHER DATASHEETS

Chaos Rhino (75 pts)

• 1x Armoured tracks

• 1x Combi-bolter

Nemesis Claw (110 pts)

• 1x Visionary

• 1x Power fist

• 1x Plasma pistol

• 4x Legionary

• 4x Bolt pistol

• 4x Close combat weapon

• 1x Nostraman chainglaive

• 1x Paired accursed weapons

• 1x Flamer

• 1x Astartes chainsword

• Voice eater

Raptors (110 pts)

• 1x Raptor Champion

• 1x Heavy melee weapon

• 1x Plasma pistol

• 4x Raptor

• 3x Bolt pistol

• 2x Heavy melee weapon

• 1x Mutations

• 1x Astartes chainsword

• 1x Plasma pistol

Raptors (110 pts)

• 1x Raptor Champion

• 1x Heavy melee weapon

• 1x Plasma pistol

• 4x Raptor

• 3x Bolt pistol

• 2x Heavy melee weapon

• 1x Mutations

• 1x Astartes chainsword

• 1x Plasma pistol

Red Corsairs Raiders (110 pts)

• 1x Red Corsairs Raider Champion

• 1x Boltgun

• 1x Reaver's blade

• 1x Hand flamer

• 4x Red Corsairs Raider

• 4x Bolt pistol

• 3x Boltgun

• 3x Reaver's blade

• 1x Meltagun

• 1x Power fist

Warp Talons (125 pts)

• 4x Warp Talon

• 4x Warp claws

• 1x Warp Talon Champion

• 1x Warp claws

Warp Talons (125 pts)

• 4x Warp Talon

• 4x Warp claws

• 1x Warp Talon Champion

• 1x Warp claws

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u/Artifiscal-Ignorance — 2 months ago
▲ 266 r/Necrontyr

Trazyn sticky jumping

Ok so first let me say that I KNOW this is not optimal AT ALL. But I'm just curious if this is even legal.

  1. Muster army with Trazyn not leading anything. 1DP for Hand of Dynasty. 2DP for Hypercrypt.
  2. Give unit of 10 warriors with Overlord Scout -> move them onto natural before turn 1
  3. Turn 1 begin command phase kill Overlord and replace with Trazyn. Now objective is sticky, because now he is leading a unit.
  4. Turn 2 begin command phase jump Trazyn into Royal Warden attached to Immortals. Now that objective is sticky.
  5. (This is the part I'm not sure). End of command phase 2 reanimation protocols on Overlord that died turn 1 because "we Necrons and that's somehow legal."

Optional: Use Crucible to make a praetorian leader that you can jump into behind enemy lines. Now your home is sticky to me.

Would this even be legal? Yes I know with Hand of Dynasty you can just give warriors/immortals sticky for 1CP. But maybe the praetorian one makes sense?

I honestly don't think this is competitive, but maybe there is something there.

Edit: made step 5 more clear that I was thinking Reanimation protocols would bring back leader

u/Artifiscal-Ignorance — 2 months ago