My friend is putting together a Night Lords army and I've decided to draw up some house rules in an effort to make his army Fluffier.

I figured I'd throw them down here to see what the Interwebs thinks of them.

Night Lords house rules.
Note: These rules apply only to unmarked units that do not have the demon special rule. Units marked by the Chaos Gods, Possessed by demons, or otherwise aligned with the dark powers are considered to be allies enticed or coerced into the warband. Chaos Sorcerers and Dark Apostles are likewise considered to be outsiders and do not benefit from these special rules.

  • The following rules apply to cultists:
  • Ruled through fear: Cultists in a Night Lords warband may reroll failed morale checks (though not pinning or fear checks) when within 12” of a non-cultist Night Lords unit. They’re more scared of their masters than the enemy.

    The following rules apply to Night Lord chaos space marines:
  • Terror Tactics: Units composed entirely of models with this special rule have the Stealth and Fear universal special rules, and their shooting attacks have the Pinning universal special rule. On any round in which they charge fear checks against them are made on 3d6.
  • Covert Operations: One infantry unit with this special rule, chosen at the start of the game, gains the Infiltrate universal special rule. This extends to any character accompanying the unit, but not to any dedicated transport they may have.
  • Strategic Withdrawal: Night Lords may not be Fearless or Stubborn, and lose those special rules if they already had them. A Night Lord Chaos Lord, instead of being fearless, gains the Hit-and-run universal special rule.
  • Terror Specialists: The Night Lords focus on terror tactics has left them less capable than their Loyalist brothers in a straight-up fight. Night Lords have a -1 penalty to their WS score.
  • Sonic Scream: When assaulting, Night Lords often overload their helmet’s vox system with a deafening scream to disable and distract their enemies. Any unit assaulted by Night Lords must make a toughness test. If they fail they may not fire overwatch against that unit. If they succeed, the Night Lords may not take cover saving throws against overwatch fire.
  • Night Vision: All Night Lords have the Night Vision universal special rule, and any battle including the Night Lords starts with night fighting on a 3+ (note, this means that Night Lords vs Raven Guard will have night fighting begin on a total of 2+). However, Night Lords sensitive eyes leave them vulnerable to extremely bright lights. Night Lords roll 2d6 and take the highest when taking Blinding tests.