Welcome to the Y-Mod Series. This is a string of player modifications to some units in the game that have, sadly, become obsolete. Y-Mod will not change any units that are considered overpowered, but instead will look at units that exist and yet never see play even by hobby purists. The aim is to create something of the same points value that would be enjoyed by both new and old players, but likely still dismissed by the top tournament players. Suggestions for future Y-Mods will be taken below, and modifications to posted Y-Mods will be addressed in Series 2.
The Deff Dread
Oh boy, here we go, getting into the Dreadnaught-category. You might have seen this coming when thinking of "almost-useless-models-no-one-uses", as all dreadnaught-type units seem to share this problem. Space Marine Dreadnaughts, Chaos Space Marine Defilers, Chaos Daemon Soulgrinders, even the Wraithlord. Of all of them, the Deff Dread is Deff-initely the worst offender

.
What makes these units "bad" though? Fundamentally, I think it's that Dreadnaughts have the combined weaknesses of Infantry and Vehicles, with none of the benefits. Unlike Infantry, Dreadnaughts have arcs. Unlike vehicles, a Dreadnaught can't simply move 12 inches and fire snap shots - it's restricted to 6 inches, and it can't guarantee a 6" Run, it has to contend with a variable run.
The Deff Dread exemplifies these bad aspects. It's not very survivable, it can't take a Drop Pod to get in sooner, its ranged weapons are terrible, but it's attacks are also very slow. With but a few exceptions, not only is the Deff Dread one of the least survivable models out there for its points cost, but it's also one of the slowest, and still most likely to be randomly outclassed.
The Y-Mod
Ork Deff Dread
Front
AV 12 - Side
AV 12 - Rear
AV 10
WS;4 -
BS;2 - S;5 - I;2 - A;4 -
HP;3
Unit Type: Walker
Wargear:
4 Dreadnaught Close Combat Weapons
Special Rules:
'Ere We Go
Da Big 'Un;
An Ork Deff Dread within 2 inches of a friendly unit of Orks cannot be targeted by an enemy shooting attack unless it is the closest enemy model to the unit wishing to make the shooting attack.
Wargear Options:
May exchange any number of close combat weapons for any of the following:
- Big Shoota
- Deffgun
- Grotzooka
- Kustom Mega Blasta
- Rokkit Launcha
- Skorcha
The Breakdown
So what's going on here? Well, I've made 5 changes - two of them major, and the rest mostly cosmetic.
First off, the big change that I think is just a necessity is giving Deff Dreads the 'Ere We Go special rule. Now when you Waaagh!, this thing can run and charge like a propa Ork, and can reroll one die of its charge range. The fact that Deff Dread can't do this naturally is so mind-bogglingly ridiculous, that I'm sure someone reading this Y-Mod is going to ask themselves "wait, couldn't they do this already?" or may have even already been playing like this without realizing they're wrong. Note; the Dread Mob alternate force-org gives 'Ere We Go to Deff Dreads already.
The next major change is the addition of "Da Big 'Un" special rule. The biggest difference that I think hampers dreadnaughts in this edition is that, unlike l infantry units, Dreadnaughts can't play "hide the powerfist". When you boil it down, Dreadnaughts are just a very powerful infantry model that happens to have an armour value rather than a toughness value. I know there was a question posed in the last Y-Mod about "if you give this bonus to this thing's lascannons, why not give this bonus to all lascannons?". That's a totally valid question, and I think that person if they're reading this now will be asking the same about Da Big 'Un rule. They're right in that these kinds of things shouldn't be common, but that doesn't mean that perhaps some things shouldn't strive for it. In fact, most of the special rules we know in the game right now come from a single model or weapon's special rule. Eldar were the first to Run (the original Fleet of Foot rule), the Tyranids were the first to It Will Not Die (2nd Edition Tyranid Carnifex's regeneration), and Titans used to be the only things with D-weapons.
In the case of Da Big 'Un, every artwork image I've ever seen of a Deff Dread shows it surrounded by other Orks. Da Big 'Un works not just with Ork Infantry, but also with other Deff Dreads too! It allows you to turn the Deff Dread into a pseudo-Independent Character. Might a similar change help other Dreadnaughts? Sure! Totally! Will I add this rule into every other Dreadnaught-type model? Likely not.
The rest of the changes were pretty cosmetic, but significant. The attacks have gone up from 3 to 4, dual sets of dreadnaught
CCWs are now the norm, and now any weapon can be replaced with any shooty gun available to basic Orks or the Killa Kanz. Not having a Shooty-Dread option for Orks just struck me as plain weird, so I figured this was a must.
Comments/Suggestions
As always, comments or suggestions are welcome! Looking forward to seeing what people think of these changes - specifically Da Big 'Un!