Night Lords Custom

Homebrew (Unpublished) by Shimmer
Composition
Common Abilities and Options

Astartes:
During each friendly NEMESIS CLAW operative's activation, it can perform either 2 Shoot actions or 2 Fight actions. If it is 2 shoot actions, a bolt pistol, boltgun or scoped bolt pistol must be selected for at least one of them. Each friendly NEMESIS CLAW operative can counteract regardless of its order.

Visionary
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Prc1, Hot, Lethal 5+)
4
3+
4/5
Nostraman Chainblade (Rnd)
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Power Maul (Shock)
5
3+
4/6
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesIn Midnight Clad1AP: PremonitionPrescience

In Midnight Clad: Whenever an enemy operative is shooting a friendly NEMESIS CLAW operative, that friendly operative is obscured if both of the following are true:

  • It is more than 8" from enemy operatives it is visible to.
  • t’s within 1" of Heavy terrain that’s not lower than it, or any part of its base is underneath Vantage terrain.

Premonition (1AP): PSYCHIC Spend 1 of your Prescience points to gain 1CP.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Prescience: PSYCHIC

In the ready step of each Strategy phase, you gain 1D3 Prescience points. At the end of each turning point, discard your Prescience points. You can spend your Prescience points in the Firefight phase as follows (you cannot use each of the following rules more than once per turning point).

  • Foreboding: PSYCHIC Whenever it is your turn to activate a friendly operative, you can spend 1 of your Prescience points to skip that activation.
  • Portent: PSYCHIC Whenever an attack dice inflicts normal damage on this operative, you can spend 1 of your Prescience points to ignore that inflicted damage.

You cannot gain or spend your Prescience points if this operative is incapacitated.

32NEMESIS CLAW, CHAOS, HERETIC ASTARTES, LEADER, PSYKER, VISIONARY
Vigilator
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Bolt Sniper Rifle
Executioner (Hvy(Dash), Sat, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Blast 1", Hvy(Dash), Silent)
4
2+
2/4
Mortis (Dev3, Hvy(Dash), Prc1, Silent)
4
2+
3/3
Fists
4
3+
3/4
Abilities
AstartesCamo Cloak1AP: OpticsStealthy
Options
[CT] Aggressive[CT] Dueller[CT] Hardy[CT] Mobile[CT] Resolute[CT] Sharpshooter[CT] Siege Specialist[CT] Stealthy

Camo Cloak: Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy CHAPTER TACTIC. If you selected that CHAPTER TACTIC, you can do both of its options (i.e. retain two cover saves – one normal and one critical success).

Optics (1AP): Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Stealthy: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

[CT] Aggressive: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
This operative’s melee weapons have the Rending weapon rule.

Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.

[CT] Dueller: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

[CT] Hardy: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

[CT] Mobile: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

  • This operative can perform the Fall Back action for 1 less AP.
  • This operative can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).

[CT] Resolute: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

You can ignore any changes to this operative's APL stat and it is not affected by enemy operatives' Shock weapon rule.

[CT] Sharpshooter: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
Whenever this operative is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.

[CT] Siege Specialist: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.
This operative's ranged weapons have the Saturate weapon rule.
Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

[CT] Stealthy: When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ANGEL OF DEATH operatives to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

40CHAOS, HERETIC ASTARTES, SNIPER
Apothecary
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes1AP: Helix GauntletMedic!Omni-Scrambler

Helix Gauntlet (1AP): Select one friendly PHOBOS STRIKE TEAM operative within this operative's control range to regain up to 1D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Medic!: The first time during each turning point that another friendly PHOBOS STRIKE TEAM operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action.

After that action, that friendly operative can immediately perform a free Dash action, but must end that move with this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Omni-Scrambler: STRATEGIC GAMBIT if a friendly INFILTRATOR operative is in the killzone. Select one enemy operative visible to a friendly INFILTRATOR operative, or within 6" of a friendly VOXBREAKER operative. In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:

  • Your opponent has activated a number of enemy operatives equal to the number of friendly INFILTRATOR operatives in the killzone when this STRATEGIC GAMBIT was used.
  • It is the last enemy operative to be activated.
32CHAOS, HERETIC ASTARTES, MEDIC, INFILTRATOR
Equipment
Ploys
TacOps
Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.