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Thread: Space Hulk Dreadnought

  1. #1

    Space Hulk Dreadnought

    Hi, although not a major player of Space Hulk I thought it might be interesting to involve a Dreadnought. Now obviously this would involve having to remake floor tiles to fit (ie making some corridors 2 squares wide), but has anyone though up rules for such a bad boy.

    We have rules for powerfists and assault cannons, so weapons shouldn't be an issue, it's just about how easily he would get damaged, etc.

    I did have a quick look through the search engine but couldn't find anything (though did find some interesting ideas for new missions [such as the grand hall and elevator]) and I would like to see how it goes.

    Thoughts?

  2. #2

    Re: Space Hulk Dreadnought

    Well, for me Space Hulk is about narrow corridors with lots of crates, cables, boxes and so on getting in your way and slowing down movement and reducing sight. So I don't see a deadnought fitting in such an environment.

    But then again, some corridors could be larger and less crowded, and you have rooms also. So why not after all.

    As for the rules, I'm not an expert at creating them so I won't propose you some ^^
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  3. #3
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    Re: Space Hulk Dreadnought

    I wouldn't really want to use a dreadnaught myself, but if I did I would probably give it:
    4 AP
    move forward 1 ap, can be combined with firing main weapon or storm bolter.
    turn 90 degree 1 ap
    move backward 3 ap
    fire main weapon 1 ap
    fire secondary weapon 2 ap
    fire storm bolter 1 ap
    overwatch/guard 2 ap

    Default armament would be an assault cannon, and power fist with storm bolter. It rolls 1d6 in close combat with no bonus. It gains sustained fire bonuses weather it moves or stands still, a dreadnaught has advanced stabilising mechanisms built into it's weapon housings.
    Id also give it the hard to kill rule, so a genestealer must roll higher than the dreadnaught on 2 dice to kill it in close combat.

    I'd probably give it some extra ammo for it's assault cannon as well.

    I added the option of a secondary weapon in case anyone wanted a missile launcher, or a mortis dreadnaught.

  4. #4

    Re: Space Hulk Dreadnought

    Quote Originally Posted by Necanthrope View Post
    I wouldn't really want to use a dreadnaught myself, but if I did I would probably give it:
    4 AP
    move forward 1 ap, can be combined with firing main weapon or storm bolter.
    turn 90 degree 1 ap
    move backward 3 ap
    fire main weapon 1 ap
    fire secondary weapon 2 ap
    fire storm bolter 1 ap
    overwatch/guard 2 ap

    Default armament would be an assault cannon, and power fist with storm bolter. It rolls 1d6 in close combat with no bonus. It gains sustained fire bonuses weather it moves or stands still, a dreadnaught has advanced stabilising mechanisms built into it's weapon housings.
    Id also give it the hard to kill rule, so a genestealer must roll higher than the dreadnaught on 2 dice to kill it in close combat.

    I'd probably give it some extra ammo for it's assault cannon as well.

    I added the option of a secondary weapon in case anyone wanted a missile launcher, or a mortis dreadnaught.
    Great stuff, very similar to what I was thinking. I thought about maybe having a glancing hit rule - If the genestealer wins by two it does a glancing hit, if it wins by 3 it destroys it outright. Creatures with mighty blows destroy it outright.

    Glancing hit: roll a D6

    1-2 - The assault cannon arm is torn off
    3-4 - The powerfist arm is torn off
    5-6 - The legs are damaged and the dreadnought is immobalised

    If the dreadnought suffers another glancing hit and rolls a damage result that has already happened (ie assault cannon arm ripped off when it has already been torn off) then it is destroyed.

    Edit: Could also have (rather than extra ammo) an automatic reloader, where the dread may not fire in the turn it's reloading but it has its full amount of action points (ie the reload doesn't cost any points but may not fire that turn)


    Plus the fact that having some 2x2 board sections for the dread could mean you could make up rules for Carnifexes (Carnifii?) or other, bigger members of the Hive Fleet.
    Last edited by Daemonslave; 05-08-2011 at 09:38.

  5. #5
    Chapter Master wilsongrahams's Avatar
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    Re: Space Hulk Dreadnought

    Very similar to my own ideas. In general I gave the Storm Bolter infinite ammo, but allowed 3 reloads for the assault cannon but never have it exploding. Without an ammo limit the storm bolter would never get used.

    For the multi melta option I used the heavy flamer rules without the remaind in play effect, but also used 10 ammo and 1 reload.

    For combat I allowed 2D6 or 3 if Furioso, and gave it the Hard To Kill exactly as above.

    I designed this for use in the Deathwing corridors or in a special hangar section I planned to use, where the dreadnought defended the landing site where the marines were getting supplies onto the hulk to rearm and repair the terminators.
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  6. #6
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    Re: Space Hulk Dreadnought

    I do like the idea of a hangar scenario that could be played simultaneously with another mission. any stealers that get past the dreadnaught could enter the second board and go after the marines there.

  7. #7
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    Re: Space Hulk Dreadnought

    Good stuff, I like the ideas here thus far.

    I gave this some thought a while ago and made the attached. Never had a chance to playtest it properly though.

    Goroul
    Attached Files Attached Files

  8. #8

    Re: Space Hulk Dreadnought

    According to your rules, you can't use a dreadnought in a corridor then, can you?
    Visit and rate my fantasy log : A lot of green against a feeble mind
    Models painted 2011= 45 / 2012 = 62 / 2013 = 7
    Quote Originally Posted by snottlebocket
    These finecast threads read like obituaries. They're just lists of models I'll never buy again.

  9. #9
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    Re: Space Hulk Dreadnought

    Not unless you make some bigger corridors.. seems fair to me though, its probably a tight squeeze for a terminator!

  10. #10

    Re: Space Hulk Dreadnought

    Check out Space Crusade (the prelude to Space Hulk...kind of) as it had a big bulky Dreadnought. See something along these lines for details.

  11. #11
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    Re: Space Hulk Dreadnought

    Strange this Thresd has poped up AGAIN, I have alwas used the Tiranid Attack rules for 'dreads in space hulk

    takes up one Square (it is an agile walker after all. and space hulk coridorrs are sposted to be at about 10ft wide by the background) Moves as a teminator. but any speshal movment options are Ignored (so can't climb or fall, be jumped over, knocked about etc...)

    Has 'hard to kill' so you can only harm it with a double 'kill' roll from shooting unless the weapon ignores it (I,E, Melta Gun's and Las Cannons )

    Has 3 wounds, each time shot or Beaten in cc, it's wounded. It loses a weapon, oners choise (or weapon combo in the case of power fist and Storm Bolter).

    Has unlimmited ammo on all weapons even if they have a limit otherwise, but is subject to weapon malfuntions where it loses a wound.

    Rolls 1d6 CC + 1d6 per Deadnought close combat weapon it has left and Deadnought CC weapons have the same rules as there Smaller counterparts if aplicable.
    Last edited by Morty; 03-10-2011 at 17:36.
    Sorry for any miss-spellinging's. I am a severe dixlexic and cant spell for toffy.

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