By Tim DuPertuis
In an attempt to streamline the vehicle and Dreadnought rules I'm offering this revised set of rules to be used in conjunction with the new weapons and Titan rules from Inquisitor #3 and revised vehicle rules in Inquisitor #4. Shooting to hit and damage remain basically the same as the original vehicle rules (exceptions listed below). Two- and four-weapon Chaos Dreadnoughts from Space Crusade with a standard Khorne Dreadnought. Games Workshop has made major changes in the Dreadnought rules in WD 146 by using the new style of damage and hit charts and adding some special rules for Eldar Dreadnoughts (Wraithguard) and the Tyranid Killer Screamer. This article provides stats and a new crit chart for the original hit and damage system and suggests that you use the special rules for Wraithguard and the KillerScreamer. Also added are stats for both two armed and four armed Ork Dreadnoughts. MOVEMENTSee the movement rules in WD 146 (move like infantry, double move if not firing) and the last two paragraphs of Crashes And Collisions for leaping out of the way of a careening Dreadnought, also in WD 146. For actual collisions see rules in Inquisitor #4. Dreadnoughts may no longer have Jump Packs. SHOOTINGIs it a Slaaneshi Dreadnought with the Face of a Greater Deamon attribute or a Keeper of Secrets in Terminator Armor? Dreadnoughts now have a 90 degree front fire arc instead of the old 180 degree arc. Shooting at Dreadnoughts is the same as the old rules with the following exceptions:
CLOSE COMBATClose combat rules are as in the White Dwarf Dreadnought article except that close combat hits are randomized by the crit chart and the special attacks damage effects are as follows:
Tear: A successful hit and damage roll (+1 to damage roll) tears off any nominated exterior feature (gun, track, wheel, hatch etc. and destroys it. Trip: A successful hit trips opponent who falls on his back causing 3+D6 Damage. Opponent may get up at the beginning of his turn on a D6 roll of 4,5 or 6. May not shoot and has WS of 1 while down. Crush/Hug: Must have two combat arms to use this attack, does D6 Damage per turn, opponent escapes on D6 roll of 5 or 6 after each attack. These special attacks are not compatible with the new Close Combat systern from the Battle Manual. I assume that GW will deal with the problem in due course. All of the new Point Values for vehicles (WD 135), Walkers (WD 149) and Dreadnoughts (WD146) are also adopted. A Slaaneshi Dreadnought with Heavy Plasma Gun, Powerclaw and two Shuriken Catapults. Target Facing and Collisions: Target Facing and Collision rules are covered in the vehicle rules in Inquistitor #4. Dreadnought and Walker Data Cards in the Pullout Section. These cards have all of the information necessary for play except for weapons stats. Movement and Speeds: Movement and turning for Dreadnoughts are from the new Dreadnought rules in WD 146, page 52. Speeds, movement and turning for the Walkers (Sentinel, War Walker) are from the new vehicle rules in WD 128. WS and BS: +T means plus Targeter
D: The amount of damage the Dreadnought or Walker can take before being destroyed. Any vehicle whose damage has reached 0 points is destroyed, unusable and the crew is dead. Save Mod: This is the Save Mod for any Close Combat attacks. Weapons Choices: These are the standard allowable weapons available for the Dreadnought or Walker. Missile Launcher ammo includes Frag and your choice of one other type at no cost. Any other ammo costs extra. OPTIONAL RULESThese optional rules may only be used if all players know and accept them before armies are selected. Stomps and Powerclaw (Ork and Chaos) attacks do only one point of damage causing me to wonder why anyone would use a Powerclaw instead of another weapon. I suggest a Strength of 8, with D6 damage and -5 Save Modifier for Powerclaws. A Chain-fist might also be fitted to a Dreadnought (S10, D4 Damage, -6 Save Modifier). You may want to limit the availability of Dreadnoughts considering their supposed rarity in the 40K universe. One or two Dreadnoughts maximum per 1000 points would be appropriate. Armor FieldsPowerfields, Holoftelds and Ork Force Fields are covered in more detail elsewhere in this issue and are available for use with Dreadnoughts at an additional points cost. Weapons Upgrades: Space Crusade introduces a two weapon Chaos Dreadnought and its expansion set Mission Dreadnought introduces a four weapon Chaos Dreadnought. To allow these Dreadnoughts to be used in 40K the following rules discuss weapons upgrades beyond the allowable weapons limits of WD 146. Additional Class I weapons can be added (or replace combat arms) for 100 points per addition or exchange (maximum four Class I weapons total whether shooting or combat). Weapons other than the officially allowed weapons may be exchanged for 50 points each. A Dreadnought with no close combat arms subtracts 3 from its WS, 2 from its Initiative and loses all attacks except a single stomp attackas well as the Save Modifier for its one remaining stomp attack. Dreadnoughts carry only Class I heavy weapons and may never carry Class 2 weapons. Back to Table of Contents -- Inquisitor #5 Back to Inquisitor List of Issues Back to MagWeb Master List of Magazines © Copyright 1992 by Tim DuPertuis. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |