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Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Hi all, I've been pondering the idea of a Big Mek with insane delusions of grandeur and greenness, that takes command of a Waaagh! after getting themselves wired into a Deff Dread. Basically I want to see a swarm of Ork robots ripping everything to bits.

It's purely for fun, but thought I would share with you guys. C&C very welcome.

Dreadboss - 160pts

M6"
WS3+
BS4+
S6
T7
W9
A3
LD8+
Sv3+

Weapons
2x Dread Klaws
2x Kustom Mega Blastas
1x Tellyport Blasta

Selections
Can replace Tellyport Blasta with a Kustom Force Field for 20pts

Can replace both Kustom Mega Blastas with a Shokk Attack Gun for 40pts

Can replace both Dread Klaws with Fixin' Klaws for free.

Can take the Extra Kustom Weapon Mek Kustom Job for 25pts

Can take the Enhanced Runt Sucka Mek Kustom Job of armed with a Shokk Attack Gun for 15pts

Keywords: Big Mek, Character, Faction: <Clan>, Faction: Orks, HQ, Vehicle, Walkerz


Rules
Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.

Ramshackle
Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)

'Ere We Go!
You can re-roll charge rolls made for units with this ability.

Da Biggest Bot
Each detachment in your army may only include one Dreadboss, and may not share a detachment with any ORKS unit that has the WARBOSS or SPEEDBOSS keywords.

Dreadwaaagh!
If your WARLORD is a DREADBOSS, then once per battle, in your Command phase, you can call a Dreadwaaagh!. To do so, that DREADBOSS must be on the battlefield.

A Dreadwaaagh! has two stages. The first stage is active from when the Dreadwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Dreadwaaagh! is no longer active, and has no further effect.

DREADWAAAGH!
Stage 1: Stompamatic Overload
- ORKS WALKERZ units from your army are eligible to declare a charge even if they Advanced this turn.
- ORKS WALKERZ models from your army gain the Objective Secured rule until the beginning of your next turn.
- ORKS CORE units add 1 to charge rolls made against units within engagement range of ORKS WALKERZ units.

Stage 2: Krush 'Em Flat!
- ORKS WALKERZ models from your army gain the Objective Secured rule until the beginning of your next turn.
- ORKS CORE units add 1 to charge rolls made against units within engagement range of ORKS WALKERZ units.


Weapon
Fixin' Klaws
Range: Melee
Type: Melee
Strength: +2
AP: -1
Damage: 2
Abilities: A model armed with Fixin' Klaws gains the Big Mekaniak special rule.

This message was edited 4 times. Last update was at 2021/10/27 11:46:26


 
   
Made in gb
Lord of the Fleet






London

I like it, my only thought is that the Dreadwaaagh seems a bit limited, only affecting Dreads and Kans. At the least I'd expand it to include Gorka/Morkanaughts and Stompas, and maybe a smaller effect affecting Core units.
   
Made in it
Waaagh! Ork Warboss




Italy

Footslogging warboss has S6 base, it seems odd to give only S5 to a walker Dreadboss, even the tiny Big Mek with KFF is S5. Also standard Dreads are S5, which are basically boyz piloting walkers.

In case it wasn't clear I'd raise his strenght to 6 .

The concept of a proper Dreadwaaagh could be a lot of fun indeed.

 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Valkyrie wrote:I like it, my only thought is that the Dreadwaaagh seems a bit limited, only affecting Dreads and Kans. At the least I'd expand it to include Gorka/Morkanaughts and Stompas, and maybe a smaller effect affecting Core units.


I was thinking of that, but didn't want to potentially overpower things. But then again it's only for two turns. I'll change it to Walkerz units.

I added a +1 to charge rolls for Core Units, similar to Follow Me Lads, just so it offers something to the rest of the list.

Blackie wrote:Footslogging warboss has S6 base, it seems odd to give only S5 to a walker Dreadboss, even the tiny Big Mek with KFF is S5. Also standard Dreads are S5, which are basically boyz piloting walkers.

In case it wasn't clear I'd raise his strenght to 6 .

The concept of a proper Dreadwaaagh could be a lot of fun indeed.


Not a bad point. Changed to S6.

This message was edited 2 times. Last update was at 2021/10/27 11:45:42


 
   
Made in us
Stabbin' Skarboy





For how bad they are right now, I’d suggest making the kff a free option, and the shokk attack gun 5-10 points. 2 kmb is great, and tellyport blastas have been doing work for me.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

 Some_Call_Me_Tim wrote:
For how bad they are right now, I’d suggest making the kff a free option, and the shokk attack gun 5-10 points. 2 kmb is great, and tellyport blastas have been doing work for me.


Looking at the other data sheets, a KFF is worth about 20pts and a SAG about 50. I didn't want to change that up too much because there's no real reason to make it that much cheaper.
   
Made in ca
Gargantuan Gargant






I really like it! Lots of flavour without making it too bespoke and full of unnecessary rules.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Why not just base him off the olde Custum Meka Dread HQ from the now defunct dread waagh rules from 4th edition



Automatically Appended Next Post:
Why not just base him off the olde Custum Meka Dread HQ from the now defunct dread waagh rules from 4th edition..Very similar to the heavy slot meka dread just more customisable

This message was edited 1 time. Last update was at 2021/11/01 01:36:07


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
 
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