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Made in gb
Lit By the Flames of Prospero





Bearing Words in Rugby

I've already got a general FoC thing sorted out (though any cool additions would be great!!)
HQ
Chapter Master Dread (WS6, BS5, A4, I5, HP4, Armor 13, Iron halo, orbital bombardment, options to take any dreadnought weaponry for either arm. Add in grav cannons/w amp as an option. with a 4+ invuln at 55pts)
Captain Dread (WS6, BS5, A3, I5, HP3, Armor 13, Iron halo, orbital bombardment, options to take any dreadnought weaponry for either arm. Add in grav cannons/w amp as an option.)
Librarian Dread (Same as the BA dex)
Chaplain Dread (Vanilla Dread which gives Hatred to all Dreadnoughts within 24", also has a TL HB and some sort of awesome Power Maul)
Need some help with some named characters that aren't just 'Bjorn'

Troops
Vanilla Dreads
DC Dreads

Elites
Venerable Dreads
Contemptor Dreads
Any more suggestions would be great

Fast Attack
Some sort of fast, combat dreadnought??
Storm Raven (carries 2 dreads in stead of one)
Any more suggestions would be great

Heavy Support
AA Dread? Thinking basically a mobile ADL Gun, 2 TL Autocannnons stock, can be swapped out for Lascannons (I forget what it's called). Had an idea: If anybody's played Dark Crusade, this will be similar to the broadsides that have to dig in. If it doesn't move for a turn, it has dug in, and gets +1 BS and Skyfire, but if it doesn't do that, it has regular BS and no Skyfire (this could just be an upgrade for the Mortis Dread)
Artillery Dread? Was thinking essentially a Heavy Mortar mounted on a dreadnought chassis. Same dig-in thing as the AA dread
Mortis Dread
Ironclad Dreads

Also any sort of Relics/equipment suggestions would be fantastic
Thanks for your help




Automatically Appended Next Post:
Eihnlazer wrote:
HQ's
Chapter Master dreadnought- WS6, BS5, A4, I5, HP4, Armor 13, Iron halo, orbital bombardment, options to take any dreadnought weaponry for either arm. Add in grav cannons/w amp as an option.
Captain Dreadnought-same as chapter master only 3 attacks, 3 hull points, and no orbital bombardment.
Librarian Dreadnought- (as per blood angels only with standard librarian psychic spell options)
Chaplain Dreadnought- (like the forgeworld one)
Master of the Forge- (like standard space marine one)

Troops
Techmarine/w servitor squad-same options as standard marine book, only must include 2 servitors and be attatched to them at start of game.
Standard Dreadnought (can now claim objectives)

Fast attack
Quadro-dreads-standard dread profile except moves 12" and 1 extra attack because its got 4 legs. Has scout rule and can take locater beacons.
Servo skull squadron- 3-6 servo skulls. WS2, BS2, S2, T2, W1, A1, I2, LD10. Equipped with lazpistol and auspex. Has scout and infiltrate. Moves as jet infantry

Elite
Contempter Dreadnoughts- as per forgeworld rules

Heavy
Ironclad dreadnoughts- as per standard marine codex


All dreads have access to drop pods or lucius pattern drop pods.

THIS SORT OF STUFF ^_^

Points values to be discussed

This message was edited 3 times. Last update was at 2013/09/15 00:54:20


Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
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You'd need a special rule that lets Troop dreads hold objectives, otherwise this codex wouldn't have a single unit that would help in objective games.

 
   
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Bearing Words in Rugby

 SlaaneshiChooChoo wrote:
You'd need a special rule that lets Troop dreads hold objectives, otherwise this codex wouldn't have a single unit that would help in objective games.

Troop choices can hold objectives, if I'm right?
EDIT: Scratch that, yes, I'll have to have a special rule obviously .-. This is no Armoured Company dammit! THERE SHALL BE NO TABLING!!!

This message was edited 1 time. Last update was at 2013/09/15 00:50:14


Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
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Yeah im gonna ammend my servo skull stats a bit.

Servo skull squadron- 3-6 servo skulls. WS2, BS2, S2, T2, W3, A1, I2, LD10. Equipped with lazpistol and auspex. Has swarm, scout, infiltrate, shrouded, and anti-gravetic (gains a secondary move during the assault phase as if jump infantry, if wounds from a grav weapon are inflicted roll a dice. on a 4+ the wound is ignored, on a 1-3 inflicts instant death.)

squad is 30 points base with 9 points per extra swarm base.




As for points cost on other stuff, i'll add here at the bottom when i come up with appropriate amounts.
We would have to make up an armory section for weapon costs, but most should be standard marine codex costs.

Chapter master dreadnought should be about 113 points more than an ironclad. remember this is not including weapon option costs.
Captain should be about 53 ponts more than an ironclad.
Quadro-dreads (crappy name i know) should be about 25 points more than a standard dread.

This message was edited 2 times. Last update was at 2013/09/15 01:18:55


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Bearing Words in Rugby

Eihnlazer wrote:
Yeah im gonna ammend my servo skull stats a bit.

Servo skull squadron- 3-6 servo skulls. WS2, BS2, S2, T2, W3, A1, I2, LD10. Equipped with lazpistol and auspex. Has swarm, scout, infiltrate, shrouded, and anti-gravetic (gains a secondary move during the assault phase as if jump infantry, if wounds from a grav weapon are inflicted roll a dice. on a 4+ the wound is ignored, on a 1-3 inflicts instant death.)

squad is 30 points base with 9 points per extra swarm base.

What does an auspex do again? And would these be part of the FoC, or attached to a Dread? (I was thinking of having them as not part of the FoC)

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
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They would definately take up a FA slot.

Auspex is used by a model in lieu of shooting. target unit within 12" gets -1 cover.

This means a unit of 5 skulls completely negates a 2+ cover save.

Since they are so cheap it would be too strong for them to not take up a slot.

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Eihnlazer wrote:
They would definately take up a FA slot.

Auspex is used by a model in lieu of shooting. target unit within 12" gets -1 cover.

This means a unit of 5 skulls completely negates a 2+ cover save.

Since they are so cheap it would be too strong for them to not take up a slot.

I just sat here literally now and thought: WE NEED FAST ATTACK. FAST ATTACK xD I definitely agree, but they'll probably get shot up before they get there, despite their fast movement..

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
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Ehh..... with infiltrate, and shrouded, they could go to ground in terrain 18" away and get a 2+ cover save possbly out of line of sight. since ld10 reliably get up and move on your turn and auspex away.

they will probably only last 1 turn, but hopefully denying all cover for a turn to 2 or 3 units will let you kill what you need too.


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Eihnlazer wrote:
Ehh..... with infiltrate, and shrouded, they could go to ground in terrain 18" away and get a 2+ cover save possbly out of line of sight. since ld10 reliably get up and move on your turn and auspex away.

they will probably only last 1 turn, but hopefully denying all cover for a turn to 2 or 3 units will let you kill what you need too.


Infiltrate and shrouded would really rack the points up for a 1 turn thing.. I think they should have a special rule: Hard To Hit 'The Servo Skull is a small head whizzing across the battlefield, and as such, is indescribably hard to take aim at. All shots fired at a unit of Servo Skulls resolves their shooting at BS1 with no modifiers. Blast weapons are not affected by the Hard To Hit special rule'
Sound good?

This message was edited 2 times. Last update was at 2013/09/15 01:40:04


Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
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R'lyeh

I think for fast attack, use normal dreds but bring back the old rules for lucius pattern drop pods, so they can assault the turn they arrive. That way a single FA slot is taken by a dred and the drop pod. Also maybe think about adding a cyclone missile launcher but dred sized.

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
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What about a quadropedal (or tripedal) heavy dreadnought? I'm thinking it would have a heavy tank gun or a flak cannon on its back. In the range of Tyrannofex for cost. I had a much bigger post but it got deleted, sadly.

   
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Ok for the armory im thinking a layout similar to the new space marine codex using the following tables. Feel free to suggest point costs as you see appropriate. I think with the way i did it, you could use the Current prices on all dreadnoughts from the codex space marine and forgeworld books without any issue but i dont have all the forgeworld points lists so could be wrong on those.

Example using the tables would be:
A codex space marine tactical dreadnought can take one weapon system from the Tactical and one from the Seige list.



Dreadnoughts will be able to choose weapons systems from the following tables as directed by their appropriate entry in the codex.

Tactical:
Twin linked heavy bolter - free
Assault cannon -free
Multi-Melta -free
Twin linked assault cannon-10pts
Twin linked Multi-melta -10pts
Auto-Cannon -10pts
Lazcannon/w coaxle plasma gun -15pts
Plasma Cannon -20pts
Twin linked Lazcannon -25pts

Seige:
Missle Launcher/w frag and krak missles -free
#may add flakk missles for 15pts
Hurricane Bolter -free
Dreadnought Close Combat weapon/w underslung storm bolter -free
Dreadnought Close combat weapon/w underslung Heavy flamer -10pts
Dreadnought Close combat weapon/w underslung melta gun- 10pts
Chainfist/w underslung storm bolter -10pts
Chainfist/w underslung heavy flamer -20pts
Chainfist/w underslung melta gun -20pts
Siege hammer -15pts

Special:
Twin linked Auto-cannon -25pts
Grav cannon/w grav amp -25pts
Typhoon missle launcher (frag and krak missles) -25pts
Storm Claw (str 7 AP1 armorbane, shred) -25pts
Kheres Assault Cannon (24" str 6 AP4 Heavy6 rending) -25pts
Multiple Grenade Launcher (24" str6 AP4 Heavy3 small blast twin-linked) -25pts

Vehicle Upgrades:
Extra armor -10pts
Hunter Killer Missle -10pts
Redundant Systems (grants It will not die) -50pts

This message was edited 2 times. Last update was at 2013/09/15 19:10:45


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Eihnlazer wrote:
Ok for the armory im thinking a layout similar to the new space marine codex using the following tables. Feel free to suggest point costs as you see appropriate. I think with the way i did it, you could use the Current prices on all dreadnoughts from the codex space marine and forgeworld books without any issue but i dont have all the forgeworld points lists so could be wrong on those.

Example using the tables would be:
A codex space marine tactical dreadnought can take one weapon system from the Tactical and one from the Seige list.



Dreadnoughts will be able to choose weapons systems from the following tables as directed by their appropriate entry in the codex.

Tactical:
Twin linked heavy bolter - free
Assault cannon -free
Multi-Melta -free
Twin linked assault cannon-10pts
Twin linked Multi-melta -10pts
Auto-Cannon -10pts
Lazcannon/w coaxle plasma gun -15pts
Plasma Cannon -20pts
Twin linked Lazcannon -25pts

Seige:
Missle Launcher/w frag and krak missles -free
#may add flakk missles for 15pts
Hurricane Bolter -free
Dreadnought Close Combat weapon/w underslung storm bolter -free
Dreadnought Close combat weapon/w underslung Heavy flamer -10pts
Dreadnought Close combat weapon/w underslung melta gun- 10pts
Chainfist/w underslung storm bolter -10pts
Chainfist/w underslung heavy flamer -20pts
Chainfist/w underslung melta gun -20pts
Siege hammer -15pts

Special:
Twin linked Auto-cannon -25pts
Grav cannon/w grav amp -25pts
Typhoon missle launcher (frag and krak missles) -25pts
Storm Claw (str 7 AP2 shred) -25pts
Kheres Assault Cannon (24" str 6 AP4 Heavy6 rending) -25pts
Multiple Grenade Launcher (24" str6 AP4 Heavy3 small blast twin-linked) -25pts

Vehicle Upgrades:
Extra armor -10pts
Hunter Killer Missle -10pts
Redundant Systems (grants It will not die) -50pts

Are we specifying which arms they can have? Or we might end up with some hench-ass dreadnoughts with two Kheres Assault Cannons just monstering through stuff xD And, your points costs seem absolutely fine, now we just need to sort out some relics etc. for the characters. Me and my friend have been talking and we said:
*Insert Awesome Name Here*: AP2, Armourbane, Fleshbane, Unwieldy (So you're not scoring extra attacks for a power fist) Points cost: ??
*Insert Awesome Shield Name Here*: Grants a 4++ Points cost: ??

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
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Well like in the above example, a standard dreadnought gets one arm from the seige list, and one arm from the tactical list.

A comtemptor dreadnought would be able to take 1 arm from any list, and a second arm from the special list.

The chapter master could take 2 arms from any list.

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Eihnlazer wrote:
Well like in the above example, a standard dreadnought gets one arm from the seige list, and one arm from the tactical list.

A comtemptor dreadnought would be able to take 1 arm from any list, and a second arm from the special list.

The chapter master could take 2 arms from any list.

Any thoughts on the relics?

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
Made in us
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TBH they probably wouldnt have much in the way of relics due to the fluff, but if we have to add somthing in, lets go with stuff inspired from the martian cult and the Techno magus's.


i.e

The Red Shroud- This revered piece of technology is from the earliest days of the great crusade. Housed on mars for tens of thousands of years, it has finally been put back to use. A Dreadnought equiped with the Red Shroud gains It Will Not Die, and shrouded. Also during each round the model is engaged in combat, all enemy models engaged must take a toughness test or take a wound. Armor saves are allowed as normal. (65pts)

The Emperor's Fist- An exceptionally masterful piece of technology crafted by an insane magos under the assumption the Emporer's body would be entombed in a Dreadnought sarcophigi, this fist was unearthed recently from withing a vault on the red planet. The Emperor's Fist is a Master-crafted Dreadnought close combat weapon with a twin-linked heavy flamer and both the Armorbane and Poisoned (2+) rules. (30pts)

Skysheath- This unorthodox relic is potentially dangerous to the dreadnought using it, but allows for an impressive increase in mobility. A dreadnought equipped with the Skysheath can choose to move as though it were Jump infantry in the movement phase. If used instead during the assault phase, inflict D6 hammer of wrath attacks. (40pts)




EDIT: added some points costs in

This message was edited 1 time. Last update was at 2013/09/15 19:22:20


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How much do you think these relics should cost? (I especially like the Red Shroud)

Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile.
 
   
 
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