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As far as I can see this wasn't announced anywhere, but you can download a Night Lords unit for CSM:

https://assets.warhammer-community.com/eng_nemesis_claw_datasheet_card-hbjsmqk8aw-5gdhkm3hzf.pdf

Edited by Indy Techwisp
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https://bolterandchainsword.com/topic/384641-random-nemesis-claw-unit-download/
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Just now, gaurdian31 said:

So they don't seem to be under legends, instead under other rules so they would be tournament legal then?

They're in the normal units section of the app, so this is just a brand new legal unit, like the updated Vespid Stingwings and the Tempestus Aquillions were.

(This is also how the Traitor Guard, Traitor Enforcer and Fellgor Ravagers were added to CSM in 9th ed)

This is the kind of stuff GW could do with just upgrade kits to give the vanilla chapters /legions some flavor in the form of a generic unit with a spin. So good job GW.

 

These guys look fun, if I ever jump into CSM it's gonna be Night Lords.

Interesting.  I like the voice eater, though only affecting infantry you're in combat with does reduce the utility a little bit.

 

Would an attached character gain the unit's Stealth ability?  I assume yes, and if so, sticking a Sorcerer with them lets you stack hit debuffs to counter any hit buffs an enemy may have.

Just now, Iron Father Ferrum said:

Interesting.  I like the voice eater, though only affecting infantry you're in combat with does reduce the utility a little bit.

 

Would an attached character gain the unit's Stealth ability?  I assume yes, and if so, sticking a Sorcerer with them lets you stack hit debuffs to counter any hit buffs an enemy may have.

 

As far as I'm aware, attaching a character would remove the stealth Keyword since the whole unit needs the Keyword for it to work (Same As Deep Strike and Infiltrate)

3 hours ago, Indy Techwisp said:

They're in the normal units section of the app, so this is just a brand new legal unit, like the updated Vespid Stingwings and the Tempestus Aquillions were.

(This is also how the Traitor Guard, Traitor Enforcer and Fellgor Ravagers were added to CSM in 9th ed)

Pardon my ignorance but I don’t see it on the app.  I’m looking under data sheets in the CSM codex.  Is that where you mean?

20 minutes ago, crimsondave said:

Pardon my ignorance but I don’t see it on the app.  I’m looking under data sheets in the CSM codex.  Is that where you mean?

 

Make sure the app is updated to the latest version.
They're not a Battleline unit, so they should be under the "Other Units" section.

3 hours ago, Iron Father Ferrum said:

Interesting.  I like the voice eater, though only affecting infantry you're in combat with does reduce the utility a little bit.

 

Would an attached character gain the unit's Stealth ability?  I assume yes, and if so, sticking a Sorcerer with them lets you stack hit debuffs to counter any hit buffs an enemy may have.

They don't confer stealth, which is part of why the unit isn't very good. They have little synergy with characters, they don't get Lascannon access at 5 dudes (actually they don't in general) and I'd rather have two Power Fists in a squad with two Chainswords vs the melee options these guys get. Also these guys have worse OS. 

 

If they came down in price maybe they could be disruptive with the anti-Strat rule, but Cypher has a similar effect for cheaper. 

6 hours ago, Iron Father Ferrum said:

Would an attached character gain the unit's Stealth ability?  I assume yes, and if so, sticking a Sorcerer with them lets you stack hit debuffs to counter any hit buffs an enemy may have.

 

I would give them a Master of Executions.
With him the unit is getting +1 to hit and re-rolls to hit on units under starting strength as well as +1 to wound and re-roll wounds on units below half strength.
That'll blender a lot of stuff. It also bumps the Executioner's Strength 7 axe up with +1 to wound which gives it the breakpoints it needs.

They will lose stealth but I'd take a full squad at that point and just load them in a rhino. Vroom-vroom.

Edited by AutumnEffect
22 minutes ago, AutumnEffect said:

 

I would give them a Master of Executions.
With him the unit is getting +1 to hit and re-rolls to hit on units under starting strength as well as +1 to wound and re-roll wounds on units below half strength.
That'll blender a lot of stuff. It also bumps the Executioner's Strength 7 axe up with +1 to wound which gives it the breakpoints it needs.

They will lose stealth but I'd take a full squad at that point and just load them in a rhino. Vroom-vroom.

It's a pretty redundant effect though. Yeah they're definitely gonna hit, but their wounding is already pretty bad regardless. Remember, they're paying for that Stealth to begin with. 

20 minutes ago, HeadlessCross said:

It's a pretty redundant effect though. Yeah they're definitely gonna hit, but their wounding is already pretty bad regardless. Remember, they're paying for that Stealth to begin with. 

 

They are complimentary, not redundant.
Without re-rolls, a full squad with all the fixings will do 13.46 wounds to a Space Marine profile.
With re-rolls, a full squad with all the fixings will do 19.19 wounds to a Space Marine profile.
42% increase in output, which is a lot.
The stealth bonus is cute but if you have to choose between getting shot at -1 to hit or not getting shot at all because you are in a transport I'd just take the transport.

Edited by AutumnEffect

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