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		<title><![CDATA[Latest posts for the thread "Dreadclaws"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Dreadclaws"]]></description>
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				<title>Dreadclaws</title>
				<description><![CDATA[ <a href="/dakkaforum/jforum.page?action=findUser&module=user&username=MarsNZ">MarsNZ</a> and I often wish we could use Dreadclaws in our Chaos forces, so I had a look at the Droppod rules and made some adjustments. What do you think?<br /> <br /> -----<br /> <br /> The Dreadclaw is an early pattern Droppod from the time of the Heresy. Though it is more lightly armoured than later Droppods as seen in the use of loyal Space Marines, the Dreadclaw uses more space for powerful thrusters and assault support systems such as frag launchers and multi-spectrum blind flares.<br /> <br /> These differences create a slightly different role for the Dreadclaw, allowing it to deploy horrifying Chaos marauders right to the heart of their victims’ forces, only to roar into the skies once more, carrying more bloodthirsty warriors to the fray.<br /> <br /> To use a Dreadclaw, make the following adjustments to the Dropod rules as found in Codex: Space Marines:<br /> - Change Points to 45.<br /> - Change F/S/R Armour to 11<br /> - Change Storm Bolter to Combi-Bolter.<br /> - Change Whirlwind Launcher to Havoc Launcher.<br /> - Remove Locator Beacon.<br /> - Remove the ‘Immobile’ special rule.<br /> - Remove “…and no models can embark for the rest of the game.” from the Transport rule.<br /> - Add the ‘Boarding Craft’ special rule.<br /> <br /> <i>Boarding Craft: </i><br /> Units that disembark from a Dreadclaw gain ‘Shrouding’ until the beginning of their next turn.<br /> A Dreadclaw counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a hull point. However, it may move in the following way only – At the end of your turn, you may declare the Dreadclaw is Redeploying. Leave the model in place. It may only be hit by Snap Shots until it is redeployed. At the beginning of your subsequent turns, roll to see if the Dreadclaw returns as though it was being kept in Reserve (Note: Not Ongoing Reserves). If it returns, you may immediately redeploy it using the Deep Strike rules.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 Aug 2014 23:58:57]]> GMT</pubDate>
				<author><![CDATA[ Slaanesh-Devotee]]></author>
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				<title>Dreadclaws</title>
				<description><![CDATA[ There are rules for Dreadclaws. They're not exactly up to date but they can be found in 'Imperial armor 6 The Siege of Vraks Part 2' on page 157.<br /> <br /> They have similar behavior to what you're describing here.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/612286/7152118.page</guid>
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				<pubDate><![CDATA[Wed, 27 Aug 2014 09:07:02]]> GMT</pubDate>
				<author><![CDATA[ DaPino]]></author>
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				<title>Dreadclaws</title>
				<description><![CDATA[ The most uptodate Dreadclaw rules are contained in the Horus Heresy Legion books from Forgeworld.<br /> <br /> It is now called the Anvillus Pattern Dreadclaw.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/612286/7152131.page</link>
				<pubDate><![CDATA[Wed, 27 Aug 2014 09:18:17]]> GMT</pubDate>
				<author><![CDATA[ Voodoo_Chile]]></author>
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				<title>Dreadclaws</title>
				<description><![CDATA[ Yeah, but as far as I can tell, those rules are really crappy for no real reason other than 'Yay Loyalist Equipment Works Better'.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/612286/7154345.page</link>
				<pubDate><![CDATA[Thu, 28 Aug 2014 02:26:21]]> GMT</pubDate>
				<author><![CDATA[ Slaanesh-Devotee]]></author>
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