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Made in us
Deadly Tomb Guard




South Carolina

There are very few dragons that survived since the earliest war with choas, those that have retreated far and wide to keep their presence unknown to the lesser races. The dragons have a deep hatered against all things unnatural in the world and will go out of their way to purge them from their territories.

Dragon of Ancient time: Counts as one lord and two rare slots in a army

1300 points

M: 8
WS: 10
BS: 4
S:9
T:8
W:10
I:2
A:8
Ld: 10

Special Rules:

Flying

Thick as a mountain: Scaly skin 2+, Wounds that would normally cause d3 wounds only cause one while wounds that would cause d6 wounds will only cause d3 wounds.

Ancient Terror: causes fear to terror causeing creatures and terror to fear causeing creatures

Ancient blood: Immune to posion, killing blow attacks, and auto Pass all characteristic tests, except for leadership.


Stubborn

Immune to Psychology

Extra large target: 2+ to hit from shooting attacks

Massive bulk: When charging the Dragon causes d6 str 9 impact hits. Also any wounds caused by the dragon in close combat, due to its insane size, causes d3 wounds.

Hates all choas, undead, forest spirits and will never side with any of those armies, Mortals of Choas, Daemons of Choas, Beastmen, Vampire counts, Tomb Kings, Wood Elves(if there are tree spirits present) and Skaven.

Subject to frenzy: if while in combat with any of the above the dragon causes a wound against, or receives a wound, from any of the above armies it gains frenzy never to lose it.

Never forget: The ancient dragons have never forgoten Malkiths betrayel and will never fiight along side with Dark Elves

Magical Aura: Magic resistance 3 and a 4+ plus ward save. Plus all attacks count as magical, includeing breath weapon attacks. Also counst as a Lvl 2 caster and may choose the Lore of Heavens, Light, Life, and Fire.

Breath Weapons. Can do either or(not both) in the shooting phase: Shoot two fire balls at range 24", useing BS, causeing 1d6 str 4 fire hits or the flame template at str equal to number of wound left also is fire, the template attack can be used in close combat. Any unsaved wounds taken from either fire attack immediatly cause a panic test in the unit. It's very unerving to see your friends turned into crispy critters.

Didnt get this old being dumb: The ancient dragons haven't lived as long as they have by being dumb and taking unessary risks. If the Ancient dragon is reduced to halve its wound take a leadership test at negative 1, if failed the dragon flees the table and your oppenant gets all victory points as if it was destroyed. The dragon then must test at the atart of every movement phase, before charges are called so on and so forth. Also for every wound there after taken a leadership test must be taken and add another negative see chart below. To note every unit of yours that has line of sight of the dragon when it breaks must take a panic test. Seeing something that big run will unerve any soldier!! It must also test at the start of every friendly players turn with the negatives applied to how many wounds are left.

5 wounds left: -1 to leadership test
4 wounds left: -2 to leadership test
3 wounds left: -3 to leadership test
2 wounds left: -4 to leadership test
1 wound left: Auto Flee

Options: Increase to lvl three caster for 100 more points or level 4 caster for 200 points.

This message was edited 14 times. Last update was at 2011/01/19 21:31:23


 
   
Made in us
Master of the Hunt





You gotta love dragons. What is his leadership?

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Deadly Tomb Guard




South Carolina

Knew I forgot something so I edited it with two very important things I forget. His leadership is 10 and all his attacks are magical

 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

This guy looks terrifying! What is the weakness you mentioned (that it has a chance of fleeing from the table if reduced to a low number of wounds?)

To make this worse, you could force it to take the test at the start of each friendly turn once its wounds have been reduced, regardless of whether it has lost more. Or something similar...

I also like the idea of this being a standard set of rules, and a model that could be used with multiple (but not all) armies. This would make it more tempting for a company to produce . It also makes a lot of sense not to allow Dark Elves to use it, since they'd have their own Ancient Hydra. Good stuff!

This message was edited 1 time. Last update was at 2010/04/03 23:38:09


 
   
Made in us
Deadly Tomb Guard




South Carolina

The above could work very well, I'll include it in the rules. Also I think the Forge world dragon would work great for this.

 
   
Made in us
Auspicious Skink Shaman





Greer, SC

you and your dragons man... its bad enough you run the balrog and dragon in WOTR, now you wanna make an uber dragon for Fantasy... lol

Skaven: 3000 pts
Daemons: 3000 pts
Lizardmen: 4000 pts
Rohan: 2000 pts
Retribution: 70 pts (1-2-1 so far)
Jesus: check

 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

FW have 2 sets of rules for thier huge dragons.
The rules for both seem a tad more balanced.

   
Made in gb
Been Around the Block




Your description says that it wants to rid anything unnatural to its world and territories, but your rules only state that it wont Mortals of Choas, Daemons of Choas, Beastmen, Vampire counts, Tomb Kings, Wood Elves(if there are tree spirits present)

Does that mean it would join Skaven ???
   
Made in nz
Major




Middle Earth

I can't see Brets fighting alongside a big dragon, not when they can attempt to slay it!

We're watching you... scum. 
   
Made in gb
Noble of the Alter Kindred




United Kingdom

I am confused by the inclusion of Forest Spirit hatred, possibly due to lack of understanding on my part.

Also unbreakable should read broken
... because I don't think I could come up with a way of countering such a beast!

 
   
Made in us
Sinewy Scourge




Murfreesboro, TN

Still gets insta-gibbed by pit of shades or purple sun...

"I'm not much for prejudice, I prefer to judge people by whats inside, and how much fun it is to get to those insides." - Unknown Haemonculi 
   
Made in us
Dakka Veteran






Swap out unbreakable for stubborn, as unbreakable is broken on this thing. It does need MR3 has MR 2 will still achieve the same results. Perhaps limit it's lore usage? I think Fire and Heavens, both make sense, and maybe a few other. Basicly limit it to three or four.
   
Made in ie
Warp-Screaming Noise Marine






Ireland

I like this idea,but I think it would be a bit counter to the lore.

Since the warhammer world isn't as magical anymore (since the coming of Chaos).That was the reason the Ancient Dragons went back to sleep,they just don't have the energy without all the magic.

 
   
Made in us
Deadly Tomb Guard




South Carolina

Ill make some more fixes to the comments made above, now how do I make the thing immune to purple sun and pit of shades?

 
   
Made in us
Killer Klaivex




Oceanside, CA

nieto666 wrote:Ill make some more fixes to the comments made above, now how do I make the thing immune to purple sun and pit of shades?

Auto Pass all characteristic tests, except for leadership.
Hell, it's only worth 20 points in empire, and it comes with a 6+ ward.

Of course, their is still a 1 in 6 chance of turning into solid gold; but that would just be rad!

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

With toughness 8 and 10 wounds I would say it has too many wounds. I would knock it down to 7 wounds. It still needs a weakness. It just seems you are making something invincible to eat up armies by itself. Maybe make it's abilities focused on how strong you roll for winds of magic.
   
Made in us
Deadly Tomb Guard




South Carolina

Its not quite invincible as it will turn tale and run from a fight when it takes too many wounds. It must take tests starting at half wounds and will autoflee when it only has one left. Ive played with this once so far and it got bogged down by a hoard of skaven that were able to wound it enough to where I had to start checking. In other words it isnt invincible as hoard style armies really hold this thing in check. I've only fielded it in a four thousand point game for fun, which was a free for all with no limits.

 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

Interesting. Well best of luck with fine tuning it. Maybe make its leadership base upon the winds of magic dice roll on your turn? To a maximum of ten? I think that would make an interesting dynamic that would tie into dragonkind being affected by the winds of magics strength.
   
Made in us
Auspicious Skink Shaman





Greer, SC

Lexx wrote:Interesting. Well best of luck with fine tuning it. Maybe make its leadership base upon the winds of magic dice roll on your turn? To a maximum of ten? I think that would make an interesting dynamic that would tie into dragonkind being affected by the winds of magics strength.


That is actually kind of a cool idea i think... would give it a seriously potential weakness (snake eyes! ahhhh) and would also be very flavorful...

Skaven: 3000 pts
Daemons: 3000 pts
Lizardmen: 4000 pts
Rohan: 2000 pts
Retribution: 70 pts (1-2-1 so far)
Jesus: check

 
   
Made in us
Deadly Tomb Guard




South Carolina

Lexx wrote:Interesting. Well best of luck with fine tuning it. Maybe make its leadership base upon the winds of magic dice roll on your turn? To a maximum of ten? I think that would make an interesting dynamic that would tie into dragonkind being affected by the winds of magics strength.


I like it!! I will incorperate it into the rules at the soonest moment, as Im gearing up to run some tournaments this weekend.

 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

nieto666 wrote:
Lexx wrote:Interesting. Well best of luck with fine tuning it. Maybe make its leadership base upon the winds of magic dice roll on your turn? To a maximum of ten? I think that would make an interesting dynamic that would tie into dragonkind being affected by the winds of magics strength.


I like it!! I will incorperate it into the rules at the soonest moment, as Im gearing up to run some tournaments this weekend.


Heh thanks! It would add an element of chance to fielding such a beastly thing and likely make your opponents more likely to not mind facing off against it. But without you losing control like stupid animosity rules for Orcs and Gobbos.
   
 
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