Naga Nightlurker

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Legion Light Warbeast

As the hosts of Everblight’s legion advance, they are preceded on the ground by the fearsome naga. These draconic horrors first spew caustic venom upon their victims before closing to tear the wounded apart with fanged maws. Though seemingly simple in form, the naga are in truth complex spawn representing Everblight’s genius in the manipulation of blighted flesh.

Basic Info[edit]

Naga Nightlurker
NagaNightlurker
SPD 6
STR 6
MAT 5
RAT 6
DEF 13
ARM 15
HP 19
FURY / THR 3 / 8
Cost 8
See also How to Read the statblock

Weapons[edit]

  • Night's Venom - 10" range, POW12 gun
  • Bite - 1" reach, P+S10 melee attack.
    • Critical Shadow Bind - As above

Abilities[edit]

  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good.
  • Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Soulless - This model doesn't have a soul.
  • Prowl - While concealed this model has stealth.
  • Serpentine - This model can't slam, can't trample, and can't be knocked down.

Animus[edit]

Wraithbane - Cost 2, 6" range

Target friendly Faction model's weapons gain Blessed and Magic Damage for one turn.


Thoughts on Naga Nightlurker[edit]

Naga Nightlurker in a nutshell[edit]

The Naga is largely unchanged from his Mk 2 incarnation, and that's a very good thing. He was a superb support warbeast with a competent gun, and that remains true. He won't be putting out as much damage with his spit, but it does now offer a way to apply Shadow Bind at range, something that could drastically improve the success of a clutch assassination attempt, or just ensure the elimination of a normally flighty enemy threat. This is however a critical effect, so be wary of planning your strategy around it, and instead save it as a last ditch effort, or a pleasant surprise.

Most importantly, however, is the Naga's animus. One of Legion's very few animi not restricted to RNG SELF and thankfully one of the better animi in Hordes, Wraithbane is an amazing tool against enemies that rely on DEF or ARM buffs to stay relevant. On it's own it can help a Warlock or model that struggles with ARM stacking, and can be combined with your own STR or MAT buffs to drastically turn the tide of battle when an enemy expected to be safe from all harm.

The Naga is a nice mobile gun in his own right, with built in defensive tech via Prowl, but he's invariably brought for his animus, so plan to leverage him as such.

Combos & Synergies[edit]

Anything Warlock lacking a STR or MAT buff will love the Naga, and he will love any Warlock that can indirectly buff his shooting. He's not worthy to get a single upkeep usually, but army or battlegroup wide spells will make him a happy, slithery snake.

  • Lylyth2 lets him shoot twice and gives gunfighter on the feat turn. Additionally, if he's shooting at a pincushion target, he'll appreciate the slight increase to hit, damage, and critical chance. For Lylyth, she'll enjoy Wraitbane as Pincushion alone isn't always enough to break armored targets, so if the enemy is rocking upkeeps she'll love the Naga's animus.
  • Lylyth3 lacks any sort of damage buffs, so the Wraithbane can go a long way in her lists. The Naga can contribute on the feat turn as an extra gun to assassinate a stationary warlock or warcaster, or just as an extra Death Chill source himself.
  • The Twins might appreciate Wraithbane, but they don't offer the Naga much themselves, and he doesn't offer much more than that. Reach for other things first, or look to stack multiple damage buffs first, then consider the Naga with the Twins if your points can spare.
  • Thagrosh1 can automatically trigger Prowl for the Naga, regardless of the board's terrain by keeping Fog of War active. Additionally, Thagrosh only brings a targeted STR buff, which means he may find use for Wraithbane when taking on multiple armored threats. The presence of a decent gun helps keep some models honest as well, helping to force engagements with an otherwise melee-centric warlock.
  • Vayl, Consul of Everblight is much the same as others listed. She brings no damage buffs on her own, and is also in the unique position of being able to easily arc the Naga's animus wherever she pleases with her Oraculi. On top of that, her feat allows a free cast of Wraithbane, which can help with Fury management on the feat turn tremendously.

Drawbacks & Downsides[edit]

  • Relies heavily on Prowl to keep itself alive.
  • It's gun is okay, but also has a short range, which forces it to play risky if you intend to utilize it.
    • He lacks enough FURY to fully boost his gun and use Wraithbane, which can cause some headaches.
  • Wraithbane is a high cost animus, which can tax lower FURY warlocks.

Tricks & Tips[edit]

Placeholder.


Other[edit]

Trivia[edit]

Released in Hordes: Domination (2011)

Theme Forces[edit]


Other Legion models[edit]

Legion Logo.jpg

(Edit)

Battlegroups
Warlocks Absylonia1 - Absylonia2 - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
L
E
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Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger
Warbeast Packs: Blight Wasps
Light Warbeasts Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Warbeasts Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Character Warbeasts Azrael - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
 
Units, Solos, & Battle Engines
Units Blighted Nyss Archers - Blighted Nyss Hex Hunters - Blighted Nyss Legionnaires - Blighted Nyss Raptors - Blighted Nyss Scather Crew - Blighted Nyss Swordsmen - Blighted Ogrun Warmongers - Blighted Ogrun Warspears - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel Character Units
Blackfrost Shard
Solos Beast Mistress - Blighted Nyss Shepherd - Blighted Nyss Sorceress & Hellion - Blighted Nyss Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Warmonger War Chief Character Solos
Annyssa Ryvaal - Fyanna the Lash
Battle Engines Throne of Everblight
 
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minion Legion.jpg

(Edit)

Minion Battlegroups
Warlocks Barnabas - Calaban - Dr. Arkadius - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang
Requires a 2+ caster game
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Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion battlegroup members you can include in a Legion army depends entirely on which minion is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Shamblers - Gatorman Posse - Gobber Bellows Crew
Solos Mist Speaker - Trawler - Croak Hunter - Feralgeist - Witch Doctor - Tinker - Gremlin Swarm - Gobber Chef - Ogrun Bokur - Thrullg - Totem Hunter
Agata - Eilish Garrity - Gudrun - Maximus - Rorsh & Brine - Wrong Eye & Snapjaw
Battle Engines Meat Thresher - Sacral Vault


Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Shadow Bind and/or Force Hold and/or Force Lock and/or Quagmire     (Edit)

  • Models affected by Shadow Bind/Force Hold may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only. If you manage to free strike a charging warjack and Shadow Bind it, their charge continues (an effect which prevents charging isn't retroactive if applied after the charge has already been declared).


Rules Clarification:  : Warbeast      (Edit)
Warning: This is a long one.

See also the Warbeast page for a recap of the core warbeast rules.

Animi

  • A single Animus can be on several models at the same time. (Infernal Ruling)
  • If a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
  • An animi cast by a warlock is an animi and spell. (Infernal Ruling)

Frenzy

  • Step 4 of Frenzy was errata'd in 2016. Make sure you're using the latest version of the rules.
  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
  • A warbeast may not make an Assault shot as part of a Frenzy activation. (Refer latest errata)
  • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Confirmation)

Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Soulless - None yet. (Edit)

Rules Clarification : Prowl      (Edit)

  • You can still benefit from Prowl even if the attacker "ignores concealment".
    Because even though they ignore it that doesn't change the fact that you have it, and all you need to do is have it in order to get Prowl.

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Serpentine - None yet. (Edit)


Rules Clarification : Wraithbane      (Edit)

  • Since it only applies to weapons, it won't apply to Power Attacks. It will, however, apply to Mount Attacks.

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).