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==Overview== On paper, the Chaos Dreadnought is ''amazing'' save for one major flaw (which is described in detail below) - same cost as a loyalist Dreadnought, with one more attack. Its close-combat weapon can take a variety of forms (Many players like giving them Defiler claws, Chainfists, or giant sledgehammers), but regardless of what it is, it counts as a Dreadnought Close-Combat weapon. This Dread CCW comes equipped with a twin-linked Bolter by default, and can be replaced by a Heavy Flamer for a surprisingly low points-cost. The arm can be replaced with a Missile Launcher, just like a loyalist Dreadnought, and this reduces its melee capacity significantly (but does not remove it). The other arm (which you need to pay for) can be any of several options. You can put on another close-combat weapon with another twin-linked bolter (which can be upgraded to a Heavy Flamer just like the other one), and it can pack twin-linked Lascannons, Twin-Linked Heavy Bolters, or a Plasma Cannon, just like the loyalist flavor. The Chaos Dreadnought cannot take Assault Cannons, but it also has an option <s>the Loyalist version doesn't</s> HA HA NOT ANY MORE which is pretty decent (twin-linked Autocannon). The Plasma Cannon (which costs surprisingly little) is widely considered its best option and is widely-regarded as one of the best ways to get a no-risk Plasma Cannon onto the table (with default config this will run you only 105 points!), but all are pretty viable. With all these options and a low cost, the Chaos Dreadnought, in theory, is amazing. Unfortunately, it suffered from the '''Crazed''' rule. ===Crazed=== The old Crazed rules basically means that the Chaos Dreadnought, overpowered with [[grimdark|pain and rage]], has a small chance (about 1 in 3) to act other than how its owner desires. The table below covers the effect of the dice rolls on 1d6: * '''1: Fire Frenzy''' - the Dreadnought may not move or assault this turn. Instead it must turn towards the closest unit(friend or foe) and fire all of its weapons. ''Twice''. If the Dreadnought cannot fire any ranged weapons (due to everyone being out-of-range or its ranged weapons being offlined), this is treated as a 2-5: Sane result instead. *'''2-5: Sane''' - the Dreadnought controls normally this turn. *'''6: Blood Rage''' - the Chaos Dreadnought may not shoot until the end of the turn, gets the '''Fleet''' special rule. It must move towards the closest enemy unit as fast as possible and assault the enemy in the assault phase, if possible. If the Chaos Dreadnought is immobilized, this counts as a 2-5: Sane result. For reasons obvious, the Chaos Dreadnought is one of those tabletop units that is either insanely good or insanely bad, with no real middle ground, depending on where and how it's used and whether or not the blessing of the dice god decides to cooperate. If used correctly and deployed carefully with lucky dice-rolls, it will bring a heaping pile of ownage to the table for a disturbingly low points cost - 100 or so points for a Dreadnought with a Plasma Cannon is ''amazing'' for efficiency, especially given that its crazed rules can actually work ''for'' you on occasion (Fire Frenzy + Firing line of Necrons = lots and lots of Necron casualties). If you get bad rolls it will spend most of the game pointlessly chasing a unit or worse, firing on your own troops. It wasn't a unit for the faint of heart. But anyone who can maintain the blessings of Lady Luck and Admiral Awesome would have found a place in their hearts (and armies) for the Chaos Dreadnought. ===Notable Chaos Dreadnoughts=== *Sor Talgron, the Warmonger: The Warmonger, of the Word Bearer's 34th Host stands out among his peers namely for the fact he's sane-ish. This may be due to his faith or the fact that since Sor was the former Dark Apostle of the host and fought at the siege of Terra he's not treated like a weapon and chained to a wall. Rather he hangs around the host's base giving out advice to his brothers and in turn they all treat him like their cool grandpa, kinda like an evil Bjorn who likes telling stories. However he's not fully there and so still thinks he's fighting the Horus Heresy and that Horus is alive and kicking. *Berossus, Warsmith of the Iron Warriors (Deceased): At the time of the Horus Heresy, Berossus was the arrogant and dickish Captain of the Second Grand Company of the [[Iron Warriors]]. As one of the elite officers of the Legion, Berossus was granted the dubious honor of serving as the adjutant to his Primarch, [[Perturabo]]. During the Battle of Phall, it fell to Berossus to inform his Primarch that the Iron Warriors weren't doing so great against the [[Imperial Fists]] and that, as the excrement icing on the crap cake, there was no way they could capture First Captain [[Sigismund]] during the battle because he wasn't even there. Surprise surprise, this enraged Perturabo (doesn't really take much), who proceeded to bitch-slap Berossus so hard, not only did his long-dead mother on distant, gutted Olympia feel it, but it mortally wounded him as well. Either as a gesture of regret over his team kill or further punishment (let's be honest, it's probably the latter), Perturabo entombed the broken Berossus in a Chaos Dreadnought. Despite his new situation, Berossus maintained command of his Company and even took to the whole trapped-forever-in-a-tin-can-whether-you-like-it-or-not-thing pretty well, learning to love the power of his new form. He didn't even go that crazy. Berossus remained a Warsmith even after he decided to throw in his lot with Warsmith Toramino to throw down against a particularly evil half-breed Iron Warrior named [[Honsou]], thinking that he'd finally get in on the whole team killing thing in a way that finally benefited him. Unfortunately, Honsou ended up ripping out the mortal remains of Berossus from his dreadnought chassis, crushing what was left of the Warsmith's brain and thus team killing him for the second time. Some guys just never get a break.
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