Monday, December 15, 2025

Horus Heresy 3e Review: Night Lords Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
3.5/5 stars. Rounded up. The rules are mixed to good. 

Background.
Of all the traitor legions, the Night Lords ever were close to censure and skirted the edge of acceptable results against monstrous behaviour. Already close to being declared renegade, it is little wonder they threw in their lot with Horus. Nearly unique among the legions, they pretty much splintered during the Heresy itself and dissolved into much smaller warbands. Temporarily reunited for the Siege of Terra, they were a spent force after Thramas and ultimately did dissolve into renegades and those who would still visit their "justice" on the Emperor. 

Armoury. 

Trophies of Judgement. A tradition within the legion and in every edition. For a small points cost, command and champions get Fear (1). Almost always worth taking. 

Notraman Chain Weapons (chain glaive and headsmans axe) are a modest points cost for the benefit of higher S, better AP and some special rules (breaching and shred for the former, with critical hits for the latter). Almost always worth taking. 

Atramentar grants a prime slot advantage to a terminator to gain the deep strike and Impact (I) special rule. This is certainly worth taking and very fluffy - the Night Lords ever being one of the legions with reliable deep strike access. 

Finally in Legacies, we also get the Escaton Power Claw. This is more expensive, but massively impactful. Worth considering here and there. 

Tactica. 
Talent for Murder returns in third edition to give WS+1 when facing enemies that have tactical statuses. This fundamentally alters the playstyle of the legion from one with massed infantry to encourage outnumbers, to one that wants to inflict lots of statuses on enemies. These are not mutually exclusive either, and I think retention of large blobs of Night Lord units is still beneficial and fluffy (not least because of the points cost implications). 

Gambit.  
Nostraman Courage lets you swap out your challenger for someone else. The cowards literally get someone else to fight their battles! Very appropriate. Very frustrating for your opponent as well perhaps! But actually subtly powerful when done right.  

Additional Detachements. 
Terror Assault and Atramentar Hunt brings some nice extra units in the for of compulsory terror squads in the former (for extra fast attack), and an apex detachment of terminators but restricted to them all having teleporter transponders as their prime advantage. This is actually an incredible strong apex detachment and very fluffy - top marks! 

Advanced Reaction. 
Better Part of Valour lets you fall back when charged - because you are Night Lords and don't tangle with stuff you don't want to! 

Overall, the rules for the Night Lords are average with some stand outs like the teleport transponders and various upgrades. Their play style shifts in third edition from massed blobs (still valuable) to inflicting as many statuses as you can and ending your enemy up close and personally. 

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