Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Charged with the extermination of a the Tyranid forces occupying the hollow remnant of a world on the eastern fringe which had once housed a large mining colony, the Ultramarines of the 9th Company were presented with a unique problem: The massive caverns in the husk of the planet proved to be nesting grounds for a deadly range of flying Tyranid organisms, but point of access were to small and the ground too uneven for the use of the Whirlwind Hyperios, and Hyperios platforms were not mobile enough to support the purgation campaign.
The solution, conceptualised by the Captain Ixion and adapted for use by Techmarines Dercius and Eridriachos of the Ultramarines, was the first "Watchtower" Dreadnought. Brother Bregus had his standard missile launcher replaced with the specialised missile launcher and target acquisition systems from a Whirlwind Hyperios, and his existiting twin-linked autocannon was adapted with an AA mount and slaved to the same targeting systems.
This proved highly effective for Bregus, and later Brother Pamean, who was refitted with two pairs of Autocannons to enable him to more efficiently tackle the faster of the Tyranids' flying forces.
Since this time the Ultramarines and other chapters have begun to arm Dreadnoughts in a similar fashion when the situation dictates and have evolved the design, making them a popular choice where the Hyperios Whirlwind or Defence Platforms are not practical for use.
Watchtower Dreadnought.........................................120 points
WS:4 BS:4 S:6 F:12 S:12 R:10 I:4 A:2
1 Watchtower Dreadnought
Twin-Linked Autocannon in AA Mount
Dreadnought Close Combat with built-in Storm Bolter
Replace Storm Bolter w/ Heavy Flamer...........................+10 pts
Replace Dreadnought Close Combat Weapon with a
Twin-Linked Autocannon in an AA Mount.........................+20 pts
Replace Twin-Linked Autocannon and/or Dreadnought
Close Combat Weapon with a Twin-linked Hyperios
Anti-Aircraft Missile Launcher.........................................+30 pts
Take up to two Hunter-Killer Missiles in AA mounts
(these may only be fired at flyers).................................+15 pts each
Take Extra Armour.......................................................+15 pts
May Select a Drop Pod (See Page 135 of Codex: Space Marines)
Hyperios Anti-Aircraft Missile Launcher
Range:48" Str:8 AP:3 Type:Heavy 1/AA Mount
(note that unlike the Whirlwind Hyperios, the Watchtower Dreadnought can fire the Hyperios Anti-Aircraft Missile Launcher after moving).
Thoughts? I reckon he is quite nice whilst about the right points, what does everyone else think?
Sounds good to me seeing as the basic dread in the new dex it 105, the base cost seems right for the speacilazation. And nice fluff behind it also.
Who is to judge what and what is wrong? In these days we cannot afford the luxury of mortality. - Saint Aqueis
sweet! I could use one of these in my campaign if my opponents will allow it
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
What is your reasoning behind the dread being able to fire if it moves when the tank can not?
My only other problem with it would be that perhaps the missile firing would be too strong for the stabilising systems on the dread. How do you feel about these points?
Dear Game Developer,Caps-Lock, its like cruise-control for AWESOMENESS!
Rock is cheese, Paper is just fine
WWP and other Dark Eldar how to
Well this is how I see it:
The Dreadnought is capable of greater range of movement for weapons mounts on all axis while still mobile, and the fact that it is a walker makes it a more stable firing platform.
Also, the weapons are controlled by mind-impulse link with the interred marine rather than by conventional methods.
as long as the back end of the missile system is open, there will be no need for stablaising, as al the dread has to do is hold the missile, it pushes off the air. therse a little movement (watch a guy shoot a bazooka) but im pretty sure a futurisic advanced super killing machine can handle a wee bit of recoil.
We could but hope!
The Tank also no longer seems to need to stay still to fire as of the latest IA2 update from Forge World, which is nice as it backs up my assumption
I was looking at this post while doing a blog entry and a thought struck me. I think it could be nice to add the new rule from the Hydra in the new Guard Codex, and make it so that the Watchtower denies the cover save for fast vehicles. This would make it a lot more useful in regular games as well as Apocalypse.
As I mentioned in the blog I'm also going to actually do something about converting one up.
What do you folks think?
I like it! 1 point though, are autocannons really the best choice? I would make em long barreled Autocannons to begin with, like FW does with their hydra weapons systems. Or perhaps long barreled Hvy Bolters, more shots and a tyranid doesn't need a full autocannon round to get it down.
I really like the fluff, you've gracefully explained why whirlwinds or fighter support can't be used and painted a very cool, alien warzone. REP
Got a "good" rumour from a GW staffer? Forget about it, LO'ers know more than any random GW shop staffer.
Voor alle nederlanders:
The Dutch Legion