Naga Nightlurker

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Naga Nightlurker
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
Missing Info
NagaNightlurker.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Medium
SPD 6
STR 6
MAT 5
RAT 6
M.A. N/A
DEF 13
ARM 15
CMD N/A
FOCUS N/A
FURY 3
THRS 8
HP 19
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 8
N/A
N/A
FA U
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

Weapons[edit]

  • Night's Venom - 10" range, POW 12 ranged attack
    • Damage Type: Magical - This weapon deals Magical damage.
    • Critical Shadow Bind - Models critically hit by this attack can't advance (except to spin in place) and suffer a -3 DEF penalty.
  • Bite - 1" reach, P+S10 melee attack
    • Critical Shadow Bind

Animus[edit]

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]

It's a superb support warbeast with a competent gun. 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.

Most importantly 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.

He won't be putting out much damage with his spit but it does offer a way to apply Shadow Bind at range. This could drastically improve the success of a laat-ditch assassination attempt or just ensure the elimination of a normally flighty enemy threat. It is a critical effect though, so be wary of planning your strategy around it and instead save it as a last ditch effort (or when it happens when you don't need it, treat it as a pleasant bonus).

Combos & Synergies[edit]

Any Warlock lacking a STR or MAT buff of their own will love the Naga, and it will love any Warlock that can indirectly buff its shooting. It's generally not worth buffing him directly, but army- or battlegroup-wide buff 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. Last but not least, he can cast Wraithbane for free thanks to Attuned Spirit.
  • 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.
  • Its gun is okay but also has a short range, which forces it to play risky if you intend to utilize it.
  • Not 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.
  • If you need only the Magic Damage ability from the animus, the Mist Speaker is a cheaper solution.

Tricks & Tips[edit]

  • Your ranged attack's Shadow Bind works the best on Battle Engines - especially on those which rely on their melee capabilities to stay relevant. Usually their defense is pretty low, which means a boosted attack roll will cause a critical hit on any double or triple results (outside a triple 1, of course) - which is roughly 44% chance.
    • Your melee attack also has this special effect, but you better have a very good reason to commit the Naga into melee with its sub-par MAT and fragile frame.

Other[edit]

Trivia[edit]

Released in Hordes: Domination (2011)

Theme Forces[edit]

Other Legion models[edit]

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
Other Warbeast Controllers Beast Mistress
Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger - Warbeast Packs: Blight Wasps
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2018.10

Rules Clarifications[edit]

RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will 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.")
RC symbol.png

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

  • Models affected by this ability 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 model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.


RC symbol.png

Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

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

Forcing

  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)

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)

Transferring Damage

  • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)

Frenzy

  • 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 Ruling)
  • If a frenzying warbeast can't reach its charge target, then it will make a failed charge and end its activation. (Locked thread)
RC symbol.png

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.
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Soulless - None yet. (Edit)

RC symbol.png

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.
  • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
RC symbol.png

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)


RC symbol.png

Rules Clarification : Wraithbane      (Edit)

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

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will 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.")
RC symbol.png

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

  • Blessed ignores buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
  • 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).