RED ELF
(NIGHT LORDS LEGION)

Night Lords use the following units from Codex Chaos Space Marines:

HQ

0-1 Chaos Lord or Daemon Prince, Sorcerer

ELITES

Chaos Terminators (no Cult Terminators), Chaos Space Marine Veterans

TROOPS

Chaos Space Marine Veterans, Chaos Space Marines

FAST
ATTACK

Chaos Space Marine Bikers, Chaos Raptors (see below)

HEAVY
SUPPORT

Chaos Havocs, Chaos Dreadnoughts, Chaos Predators, Chaos Land Raiders, Chaos Obliterators

A copy of Codex Chaos Space Marines is necessary to field a Night Lords Chaos Space Marine army. The following rules and Codex changes apply. Note that the entire Chaos army must be Night Lords, not just one or two squads.

FORCE ORGANISATION

Whichever Force Organisation chart is being used, the Night Lords may drop two choices from the Heavy Support section and replace them with a single extra Fast Attack choice. They may not reduce the number of Heavy Support choices below one. On Standard Missions, therefore, the Night Lords could limit themselves to one Heavy Support choice which will in turn provide them with one extra Fast Attack choice.

Night Lords may take any number of units of Chaos Raptors subject to the Force Organisation chart, not 0-1 as it states in Codex Chaos Space Marines.

SPECIAL RULES

Chaos Undivided: No member of a Night Lords army can bear a Mark other than that of Chaos Undivided, or use gifts requiring another mark.

Night Vision: The Night Lords' peculiar physiology is adapted to Nostramo's state of constant darkness. This means that they can see almost as well at night as a human can in the middle of the day. To represent this, you may reroll the dice when rolling to see how far a Night Lords unit can see when fighting at night.

Expert Infiltrators: When fighting a mission with the Sentries special rules, all sentries must subtract one from their Initiative when attempting to detect a Night Lords attack.

Terror Attack: The Night Lords specialise in staging attacks at night, sowing confusion amongst the enemy, and disrupting their communications. These rules do not apply if the Night Lords are the defenders in any given scenario.

  • In a scenario that uses the Reserves special rule, the Night Lords player may force his opponent to re-roll one successful Reserves roll per turn (the Night Lords player chooses which). The opposing player must accept the result of the second roll.

  • All comm-links, improved comms, scanners and auspexes are ineffective in a battle against the Night Lords due to the disruptive effects of the communications breakdown.

  • In any scenario in which the Night Lords are the attacker, the Night Lords player may choose to attack at night. If this is the case, use the Night Fighting rules regardless of the scenario being played.

Masters of Stealth: A favoured Night Lords tactic is to infiltrate behind enemy lines and then stage a devastating frontal assault, thus forcing their prey to fall back into the clutches of their brethren. To represent this, one Chaos Space Marine Veterans squad may set up anywhere on the table, provided it is 18" away from the enemy, in cover and not mounted in a vehicle, regardless of the scenario limitations. This means that even if the Veterans unit would not normally start on the table, they may set up during deployment nonetheless. This replaces the existing Chaos Space Marine Veterans Infiltrators special rule. This rule does not apply if the Night Lords are the defenders in any given scenario.

NEW WARGEAR Stealth Adept 5 points

A Stealth Adept can maximise the benefits of any cover available, and therefore gains an extra -è to his cover save. For example, a cover save of 5-t- would count as a cover save of 4+ for a Stealth Adept. A Stealth Adept still gets no cover save when in open ground.

Jump packs 15 points for Night Lords (Independent characters only)

Many of the Night Lords favour the mobility and speed lent to them by jump packs, and there is a preponderance of these within the upper echelons of their ranks. See the wargear section in Codex Chaos Space Marines for the rules for Jump Packs.