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Codex Dreadnaught

2K views 21 replies 9 participants last post by  The_Omnissiah 
#1 · (Edited)
Not too long ago, I thought it would be fun to create an all dreadnaught list, for one-off games. I built the list with some weird stuff in it, primarily so I could model new dreads. I came here and found the Dread platoon codex, and could not post to it - so if you don't mind, I'll add it here.

I'm trying to balance it out, so please, any help would be great.

HQ - Command Dreadnaught
105 Points

FT SD RR | WS BS St In At
12 12 10 | 04 04 06 04 01

LT | RT | Armament
20 | 20 | Assault Cannon
-- | 15 | Multi-Melta
-- | 20 | Plasma Cannon
15 | 15 | Power Fist (S10, +1 Attack per Arm, Stormbolter)
10 | 10 | Upgrade Stormbolter to Heavy Flamer
10 | 10 | Upgrade Stormbolter to Meltagun
-- | 14 | TL Heavy Bolters

PT | Mandatory Upgrade:
30 | Venerable, as per Space Marine Codex

PT | Artificer Upgrade (May only select one):
30 | Ancient, all penetrating hits count as glancing.
25 | Cyclone Missile Launcher
15 | Improved Comms, once per turn, may re-roll reserves.
25 | Sacred Banner, Dreadnaught may join units. Joined units gain the Counter-Attack special ability.

PT | Chassis Upgrades (May select two):
20 | Agile, Sentinal style legs, +D3 move. If on the D6 roll results in a 6, the Dreadnaught is immobilized. Alternativly the Dreadnaught may re-roll any difficult terrain test. This upgrade may only be selected once.
EDIT:
Selecting an item once is the first cost, selecting an item twice is the second cost
10/25 | Improved Bionics (+1/+2 Weapon Skill)
10/25 | Improved Reflexes (+1/+2 Initiative)
15/NA | Improved Sensors (+1 Ballistic Skill)
30/60 | Reinforced Armor (13-13-10 / 14-14-11)

Secondary Upgrades (May select each once):
05 | Enhanced Armor (Extra Armor, as per Space Marine Codex)
01 | Search Light
03 | Smoke Launchers (If no Artificer item is chosen, may select this item twice)
 
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#2 ·
HQ - Chaplain Dreadnaught
105 Points

FT SD RR | WS BS St In A
12 12 10 | 04 04 06 04 01

LT | RT | Armament
20 | 20 | Assault Cannon
15 | 15 | Lightning Claws (Must take both, no Stormbolters)
-- | 15 | Multi-Melta
-- | 20 | Plasma Cannon
15 | 15 | Power Fist (S10, +1 Attack per Arm, Stormbolter)
10 | 10 | Upgrade Stormbolter to Heavy Flamer
10 | 10 | Upgrade Stormbolter to Meltagun
-- | 14 | TL Heavy Bolters

Mandatory Upgrade:
Venerable (30 pts)

Artificer Upgrade (May only select one):
Ancient (30 pts), Cyclone Missile Launcher (25 pts), Improved Comms (15 pts), Sacred Banner (25 pts), or:
Holy relic, as per SM Codex (30 pts)

PT | Chassis Upgrades (May select two):
Agile (20 pts), Improved Bionics (10/25), Improved Reflexes (10/25), Improved Sensors (10/25), Reinforced Armor (30/60 pts)

Secondary Upgrades (May select each once):
Enhanced Armor (5 pts), Search Light (1 pt), Smoke Launchers (3/6 pts, if not Artificer Upgrade, may select twice)
 
#3 ·
EL – Veteran Dreadnaught
105 Pts

FT SD RR | WS BS St In At
12 12 10 | 04 04 06 04 01

LT | RT | Armament
20 | 20 | Assault Cannon
15 | 15 | Lightning Claws (Must take both, no Stormbolters)
-- | 20 | Plasma Cannon
15 | 15 | Power Fist (S10, +1 Attack per Arm, Stormbolter)
10 | 10 | Upgrade Stormbolter to Heavy Flamer
10 | 10 | Upgrade Stormbolter to Meltagun
-- | 14 | TL Heavy Bolters

Mandatory Upgrade:
Venerable (30 pts)

Artificer Upgrade (May only select one):
Cyclone Missile Launcher (25 pts), or:
Storm Shield (25 pts) Always counts as cover (4+ reduce to glance) or 3+ when in cover. It is treated as a Power Fist, however it loses the Stormbolter and +1A from that arm.

Chassis Upgrades (May select two items, only once each):
Agile (20 pts), Improved Bionics (10 pts), Improved Reflexes (10 pts), Reinforced Armor (30 pts)

Secondary Upgrades (May select each once):
Enhanced Armor (5 pts), Search Light (1 pt), Smoke Launchers (3 pts)
 
#4 ·
TP – Dreadnaught
75 Pts

FT SD RR | WS BS St In A
12 12 10 | 04 04 06 04 01

LT | RT | Armament
-- | 20 | Assault Cannon
10 | -- | Missile Launcher
15 | 15 | Power Fist (S10, +1 Attack per Arm, Stormbolter)
10 | 10 | Upgrade Stormbolter to Heavy Flamer
-- | 20 | TL Lascannon

Mandatory Upgrade:
None.

Artificer Upgrade:
Venerable (30pts) - If this is selected, may command up to 2 additional Assault Engines, as per a squadron. (Note Assault Engines are listed below)

Chassis Upgrades:
None.

Secondary Upgrades (May select each once):
Enhanced Armor (5 pts), Search Light (1 pt), Smoke Launchers (3 pts)



TP – Assault Engine (This is the original style dreadnaught, or contemporary Sentinal model styles.)
50 Pts

FT SD RR | WS BS St In A
10 10 10 | 03 03 04 02 01

LT | RT | Armament
05 | 05 | Heavy Bolter (2 Heavy Bolters for 1 Twin-Linked
10 | 10 | Lascannon (2 Lascannons for 1 Twin-Linked)
10 | 10 | Power Fist (S8, +1 Attack per Arm, Bolter)
10 | 10 | Upgrade Bolter to Storm Bolter

Mandatory Upgrade:
Squad: Squadron consists of between 2 and 5 Assault Engines

Artificer Upgrade:
None.

Chassis Upgrades:
Advanced Scout (10 pts) May always deploy at the start of a battle, even in scenarios that they could not normally deploy. No Scout Move.

Secondary Upgrades (May select each once):
Smoke Launchers (3 pts)
 
#5 ·
FA – Dreadnaught
75 Pts

FT SD RR | WS BS St In At
12 12 10 | 04 04 06 04 01

LT | RT | Armament
-- | 20 | Assault Cannon
-- | 15 | Multi-Melta
15 | 15 | Hurricane Bolters (2 Hurricane Bolters for 1 Twin-Linked)
15 | 15 | Power Fist (S10, +1 Attack per Arm, Stormbolter)
10 | 10 | Upgrade Stormbolter to Heavy Flamer

Mandatory Upgrade:
Agile (20pts) or Drop Pod (30/50 pts)

Artificer Upgrade:
None.

Chassis Upgrades:

None.

Secondary Upgrades (May select each once):
Enhanced Armor (5 pts), Search Light (1 pt), Smoke Launchers (3 pts)
 
#6 · (Edited)
HS – Dreadnaught (2 Legs)
75 Pts

FT SD RR | WS BS St In At
12 12 10 | 04 04 06 04 01

Armament, Both Arms
40 | Plasma Cannon (2 Shot)
30 | TL Auto Cannon (4 Shot, Twin-Linked)
30 | TL Heavy Bolter (6 Shot, Twin-Linked)
30 | TL Hurricane Bolter (6 Shot, Twin-Linked, Rapid Fire)
40 | TL Lascannon (2 Shot, Twin-Linked)
30 | Whirlwind (Always allows indirect fire)

Mandatory Upgrade:
None.

Artificer Upgrade (May only select one):
Cyclone Missile Launcher (25 pts) or:
Advanced Targeter (30 pts) All Missile Launchers within 12” and Auto Cannons mounted on this Dreadnaught may fire indirectly. If the Auto Cannons are fired indirectly, then have a minimum range of 24”; roll the scatter die before rolling to hit; if a hit is scored, then proceed as per normal.

Chassis Upgrades:
Reinforced Armor (30 pts)

Secondary Upgrades (May select each once):
Enhanced Armor (5 pts), Search Light (1 pt), Smoke Launchers (3 pts)



HS – Dreadnaught (4 Legs)
75 Pts

FT SD RR | WS BS St In At
12 12 10 | 04 04 06 04 01

Armament, Both Arms
35 | Demolisher Cannon (1 Shot, Twin-Linked)
40 | Plasma Cannon (2 Shot)
30 | TL Auto Cannon (4 Shot, Twin-Linked)
30 | TL Heavy Bolter (6 Shot, Twin-Linked)
30 | TL Hurricane Bolter (6 Shot, Twin-Linked, Rapid Fire)
40 | TL Lascannon (2 Shot, Twin-Linked)
50 | TL Whirlwind (Always allows indirect fire)

Mandatory Upgrade:
Slow and Purposeful (0 pts)

Artificer Upgrade (May only select one):
Advanced Targeter (30 pts), Cyclone Missile Launcher (25 pts)

Chassis Upgrades (May select each once):
Reinforced Armor (30 pts), Venerable (30 pts)

Secondary Upgrades (May select each once):
Enhanced Armor (5 pts), Search Light (1 pt), Smoke Launchers (3 pts)



Techmarine Dreadnaught(4 Legs)
75 Pts

FT SD RR | WS BS St In At
12 12 10 | 04 04 06 04 01

LT | RT | Armament
-- | 20 | Assault Cannon
15 | 15 | Power Fist (S10, +1 Attack per Arm, Stormbolter
10 | 10 | Upgrade Stormbolter to Heavy Flamer
10 | 10 | Upgrade Stormbolter to
10 | 10 | Servo Arm (+1 to repair roll, per arm. Coaxial TL Plasma Pistol and Flamer. Counts as S6, +1A per arm, Power Weapon)


Mandatory Upgrade:
Slow and Purposeful (0 pts)

Artificer Upgrade (May only select one):
Advanced Targeter (30 pts), Cyclone Missile Launcher (25 pts) or:
Servo Harness (35 pts) +1 to repair, may add 1 tech servo arm(10 pts, additional +1 to repair), a Heavy Bolter (10 pts), Multi-Melta (15 pts), Plasma Cannon (20 pts), or additional Power Fist (15 pts, with no Storm Bolter).

Chassis Upgrades (May select each once):
Reinforced Armor (30 pts), Venerable (30 pts)

Secondary Upgrades (May select each once):
Enhanced Armor (5 pts), Search Light (1 pt), Smoke Launchers (3 pts)
 
#7 ·
it would be really cool if u had a librarian dreadnaught. come to think of it, would that even be possible? a librarian encased in a dreadnaught some 2000 years ago and using the the entire dread as a psychic hood. might be an idea. i would love to see what kind of powers it could use or special abilities. about the list, there would only be 10 models in a 1000 pt game. it would be a really powerful army considering that most armies have half anti infantry and half anti armour. if i were to play u, i would probably let u play with it ( im a tau player. railguns would slice right through u :) ). but think of the cost of the army. one dread costs 40 dollars! even if u would only get 15 dreads or something, that = 600 dollars!
 
#8 ·
I've thought about a Librarian one; DN Force weapon would be pretty powerful and a Psychic Hood would go under the Artificer Upgrade section. Psychic powers would probably be limited - but I really don't know enough about the fluff surrouding them to know how to justify the hood.

Someone pointed out at my local group that Librarians, Chaplains, Commanders and a select group of 'continue the fight after death' guys already man Dreads, so I should avoid character dreads in the first place.

On the other hand, I was inspired to make this after reading the SM Omnibus book and the charge of the 100 Chaos Dreads. So I dunno.

Dreads are both powerful and easy to slice through; so there's a bit of balance already established - as to who this list would be fun with, I had IG Armored Company in mind or Mega Battle kind-of-things, were this could be a spearhead unit. Or perhaps the 40k scale epic guys (who's site I can't recall at this time).

As to cost, I already have 11 or 12 dreads, I've bought half as new and the others second hand, so it was not too steep, but I see your point.

Thanks for the feedback!
 
#9 ·
You could make your Main HQ Dread invincible pretty much. For 310 point you get a venerable, front and side armour 14, only able to be glanced glanced, WS and I 6 Dreadnought. Ok it doesnt get many attacks in CC, but thats still a bit extreme. Also, you have got down +1 and +2 BS. Theres no need for the +2 BS because you can only ever go to BS 5. This is a very interesting idea mind. If i had the money to buy all the dreads needed, id try the list lol.
 
#10 ·
Hooray the Forum is back!

I should have clarified that, and I will do so in the next version - selecting +1 (WS/BS/In/etc.) counts as one of the two possible choices. Selecting it again counts as a second choice. So you could have I6 or WS6, but not both. Or you could have the 14's armor but not with any bonus stats.

Do you think the BS should be more expensive, to get to BS 5? (I'll drop the BS 6)

Glad you like it, and thanks for the help!
 
#11 ·
I don't know about the Dreads and psychic powers.

If I remember my fluff correctly, those encased in Dreadnoughts slowly lose their grip on the real world. To me, psychic powers entail a great amount of concentration, which would be hard to achieve if your slowly losing your marbles.

Maybe you have a rebuttal.

I shall venture to the Fluff Masters regarding Libbies and Dreads.
 
#12 ·
I've heard that, but my fluff knowledge is limited. The only bit I've read was in the SM Omnibus and in the 3rd book there were a hundred or so that were wiped out in one charge. Of course it was more 'Epic' (sorry about the implied pun) in scale than 40k. But that's where it started.

I figured the best character that could be pulled off was a Chaplain Dread with the Litanies of Hate. Perhaps they should be 1 per list or something like that? It's been argued that Librarians, Chaplains, Commanders and other heroes are what are entomed in them in the first place, and a particularly vehement or willfull character might retain some of his previous traits.

I guess the only thing that they might keep would be the Hood itself, with no other powers or perhaps a force weapon, but still I'm not sure if even that...
 
#14 ·
With 6" movement, possibly +1-3" with a chance of immobilizing, this is one slow army. With only a total of three possible drop-podders, big tables will be impossible.

One of the benefits of the Armoured Company was it's speed. 12" movement makes that much of a difference; it equals up to good field position followed by the shooting. At turn 3 they're where your units will be at turn 6, leaving 3 turns for ordnance.

Also, the Ancient attribute is under-priced. At 30 points, I wouldn't bother increasing the armor. I suggest a price-tag of at least 50 points to justify the perma-passive-smoke-launchers, or only make it available to the HQ.
 
#17 · (Edited)
Ancient (30 pts) All hits count as glancing.

It's like 6 Smoke Launchers, but the Dread is still allowed to fire, so I made it 30; 35 would be double rounded down to the nearest 5 points, or up to 40, which might be better; but the Necron Monolith is just a few points more, and can do a lot more. The Dread would be 105 +30 (Venerable) +40 (Ancient) +25 (PF’s)= 200 points for two power fists and two storm bolters.

Agile (30 pts) +d3 move, immobilized on roll of 6, or, re-roll difficult terrain test.

Originally, I wanted this to allow the Dread to have a 12” move and 6” charge. The reasons for some of these ideas was that the army list is so slow in the first place, and I didn't think 3 fast guys would upset the balance too much. But when you compare it to say an all Genestealer army or, say a foot-sloggin' IG, it's the same speed, with long range weaponry. So I dunno.

The options so far have been:
1. 6/12/24” (via some souped-up engine thing)
2. 12”
3. 9”
4. 6+d6”
5. 6+d3”
6. Re-roll move through terrain (2D6)
7. Move through terrain using 3D6
8. Combinations (example, 5 and 6, or 4 and 7)

Negatives to this idea include:
1. Have to test when moving over 6” - Immobilized on a roll of 6
2. Have to test when moving over 6” - Immobilized on a roll of 5 or 6
3. Immobilized if a result of 5 or 6 (on the die) is rolled, when rolling D3/D6 distance.
4. Immobilized if a result of 6 (on the die) is rolled, when rolling D3/D6 distance.
5. Move over 6”, only allowed 1 weapon to shoot; over 12" no weapons.

The VDR says that Dreads are Walkers, and so don’t have access to Agile or Fast abilities, in the first place.

What do you think is right?
 
#18 · (Edited)
The thing about the 30-point price tag on the Ancient is that it lacks "convenience cost". The fact is that it's 6 smoke launchers in one upgrade, (convenient since vehicle upgrades such as smoke launchers cannot be purchased multiple times,) and it can be used while still firing, (further breaking away from the smoke launcher's limitations.) This huge benefit should come at an additional cost.

Here's an easier way to look at it:
6 smoke launchers = 30 points, and cannot be put on one vehicle
6 super smoke launchers (what he has) = ?? points
Passive upgrade that acts as 6 super smoke launchers = ?! points

Comparing this unit upgrade's point cost to the monolith is a moot point, as Necrons are balanced in their own way. Remember that the monolith also does a helluva alot more than a land raider, yet costs less than that chummy transport, (same armor, different benefits, and blowing up a monolith means "dead pyramid", while blowing up a land raider usually means entangled command unit.)

Also, concerning the Agile trait, it's not that it upsets balance, (I assume upset balance means it's overpowered,) I mean it's not enough. The problem is that being slow is an inherent trait of a dreadnaught army, much like an army of pure foot-sloggers. But the thing about pure foot-sloggers is that they're usually abundant and cheap, not pricey and singled out.

What I'm trying to say is that this army needs something to make it faster, since it was previously compared to IG Armoured Companies. My suggestion, and dare I say it, is to upgrade Agile, perhaps to simply "move 12 inches", and maybe even tack on a seperate speed booster upgrade that adds Agile's original +D3 idea, (with 6 being immobilized.) In total, if you spend the points, the dreads would move 12" plus +D3" with a chance of immobilizing. If Agile stays as it is, the dread codex will dominate small tables, but not much else, (unless they just plain wipe the enemy out.)

EDIT: I just took a glance at the VDR. Ummm.... can we rename the skills then? :p
 
#19 ·
6 Launchers are 18, and I had it at 30, and conceded to 40. Venerable is 30. Do you think that it should still be more (at 50, I think was said)? Not trying to fight about it, just trying to understand. Would you prefer that Ancient replaces Venerable, perhaps?

�Comparing this unit upgrade's point cost to the monolith is a moot point...�

- You’re absolutely right.

And now I’ll ignore what I said and dig a hole:
All I meant was that it was about equal in points, for less ability. Not that I meant to say, ‘see, they can so we can...’ but that it was similar in concept.
I’ll put the shovel away, now.

On the subject of Agile, perhaps we could call it, “Super Chicken Super Move?� :)

Actually, I think the faster a dread goes, the less fluffy it gets; the less people will be willing to play against it, I guess. But perhaps there’s a compromise somewhere that is better in general.

But that's why I put it here, to figure things out...
 
#21 ·
Not to derail the subject, but I only have early pics (before I set out to make rules for 'em) on photobucket:

Brynjolfr's Photobucket

...and a lot of the ideas came from...

Work in Progress

I've started prototyping the small 'assault engine' but it's no where near done. Mostly it's the legs I'm having problems designing.

But back on topic:

Thanks! I've been on vacation for a bit and have not worked on development for a bit, but I should have some refinements ready soon.
 
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