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Codex: Crimson Dragons (Elites)


dragonknight4275

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Ok, here are the Elites choices of Codex: Force Dragons. I've been getting really little homework lately (Warp disturbance?) so I've kicked into overdrive for all this Chapter development stuff. I've even started on Troops already..... Anywho, check out these bad boys (there are a couple units I made up, so give me feedback on them!) and I hope you like them!

 

Flame Brethren Terminator Squad 230 points

WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+

Unit Composition: Sergeant and 4 Flame Brethren Terminators

Unit Type: Infantry

Wargear

Terminator Armour

Storm Bolter

Power Fist (Sergeant has power sword)

Special Rules

Fearless

Veterans - Masters of the art of warfare, all Flame Brethren Terminators Squads must take one of the following skills: Furious Charge, Tank Hunters

Options

Any model may replace its power fist/power sword with a chainfist for +5 points per model.

One Terminator may replace its storm bolter with an assault cannon at +25 points, a heavy flamer at +15 points, or a cyclone missile launcher at +30 points.

The Sergeant may replace his power sword with a flame weapon at +25 points.

 

Transport - A Flame Brethren Terminator squad may take a Land Raider or Land Raider Crusader transport at the appropriate cost.

 

Teleport - A Flame Brethren Terminator may always start the game in Reserve and Deep Strike into battle, even if Reserves are not allowed.

 

Flame Brethren Assault Terminator Squad 200 points

WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+

Unit Composition: 5 Flame Brethren Terminators

Wargear

Terminator Armour

Twin lightning claws or thunder hammer & storm shield

Special Rules

Fearless

Veterans - Masters at the art of warfare, all Flame Brethren Terminators must take one of the following skills at +3 points per model: Furious Charge, Tank Hunters

Options

One Terminator may replace his standard weaponry for a flame weapon & storm bolter at +25 points.

 

Transport and Teleport - see Flame Brethren Terminator Squad entry.

 

Dreadnought 100 points

WS4 BS4 S6(10) I4 A2 F12 S12 R10

Unit Type: Walker

Wargear

Assault Cannon

Dreadnought Close Combat weapon (with storm bolter)

Smoke Launchers

Options

Replace assault cannon with:

Multi-melta or twin-linked autocannon for free

Twin-linked lascannon for +20 points

Plasma Cannon for +15 points

Replace Dreadnought close combat weapon with a missile launcher for +10 points

Take extra armour for +5 points

Replace storm bolter with heavy flamer at +5 points

 

Flame Brethren Dreadnought 130 points

WS5 BS4 S6(10) I4 A3 F12 S12 R10

Unit Type: Walker

Wargear

Assault Cannon

Flame Fist (with heavy flamer)

Smoke Launchers

Special Rules

Fleet of Foot

Venerable - Mighty veterans of a thousand battles, Flame Brethren Dreadnoughts offer wisdom and strength to any battlefield. You may ask an opponent to reroll the D6 for the Vehicle Damage chart, but you must take the second roll, even if it is worse!

Options

Replace assault cannon with:

Twin-linked heavy flamer for +10 points

Flamestorm cannon for +25 points

Take extra armour for +5 points

Replace Flame Fist with Fire Claw at +30 points

 

Headhunter Squad 140 points

Headhunter: WS5 BS4 S4 T4 W1 I4 A1 Ld8 Sv3+

Hunter Knight: WS5 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+

Unit Composition: Hunter Knight and 4 Headhunters

Unit Type: Infantry

Standard Wargear

Power Armour

Frag/Krak Grenades

Additional Weaponry

Headhunters may choose to have any of these weapon selections:

1) Power weapon and bolt pistol

2) CC weapon, Hidden Poisoned Blade

3) Sniper rifle, bolt pistol

4) Bolter and bolt pistol

The Hunter Knight is armed with a power weapon, a bolt pistol, and a Hidden Poisoned Blade.

Special Rules

Assassins - Deadly assassins, Headhunters count as having both the Infiltrate and Move Through Cover special rules.

Hidden Poison - Many Headhunters are known to employ the use of hidden blades that are coated with a deadly poison.

Each Headhunter (or Hunter Knight) with a Hidden Poisoned Blade gets one extra attack after all other attacks have been

struck. This extra attack hits based on Weapon Skill but always wounds on a 3+, no matter the target’s Toughness value.

Options

The Hunter Knight may replace his power weapon with a flame weapon at +15 points or a Flame Gauntlet at +20 points.

One Headhunter with a bolter & bolt pistol may take an auspex device at +2 points.

One Headhunter with a bolter & bolt pistol may replace his bolter with a combi-weapon at +10 points.

Any Headhunter with a bolter & bolt pistol as their standard weapons may add a sniper rifle to their existing wargear at +5 points per model.

Any Headhunter with a sniper rifle & bolt pistol may exchange its bolt pistol with a Hidden Poisoned Blade for free or add a Hidden poisoned Blade to his armaments at +5 points per model.

Any Headhunter may take meltabombs at +5 points per model.

 

Veteran Squad 100 points

WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+

Unit Composition: Sergeant and 4 Veterans

Unit Type: Infantry

Wargear

Bolt pistol and bolter or chainsword

Frag/Krak Grenades

Power Armour

Special Rules

Combat Squads

And They Shall No Know Fear

Options

The squad may include up to 5 additional Veterans at +20 points per model.

Up to 3 models may replace their bolter or chainsword with:

A power weapon or plasma pistol for +15 points per model

A power fist or single lightning claw for +25 points per model

A pair of lightning claws or a thunder hammer for +30 points

A combi-weapon or a flame weapon for +10 points per model

A Flame Gauntlet for +20 points per model

A storm bolter for +5 points per model

One Veteran may replace his bolter with a flamer for +5 points, a meltagun for +10 points, or a plasma gun for +15 points.

One Veteran may replace his bolter with a multi-melta or missile launcher for +10 points, or a plasma cannon or a lascannon for +20 points.

Any Veteran may take a combat shield at +5 points per model or a storm shield at +10 points per model.

Any Veteran may take meltabombs at +5 points per model.

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The terminators should really be 230 and include the skills. If they must have the skills, they shouldn't be options.

They are basically Deathwing terminators (fearless) with a Black Templar mix (skills and 2 heavy weapons).

230 points per unit which has either the furious charge or tank hunters skill, and limit the heavy weapons to one.

 

Your assault cannons are cheaper than everyone elses and you can take two...

The terminators should really be 230 and include the skills. If they must have the skills, they shouldn't be options.

They are basically Deathwing terminators (fearless) with a Black Templar mix (skills and 2 heavy weapons).

230 points per unit which has either the furious charge or tank hunters skill, and limit the heavy weapons to one.

 

Your assault cannons are cheaper than everyone elses and you can take two...

Everything you said is fine except the 230 points part. Why should they be 230 points instead of 200? Look at C:SM, Terminators are 20 points a pop. With mine, Terminators are 40, just like BT Terminators. So why add an extra 30 points? Even with the skills included, it should be more like 215-220, don't you think?

 

I'll make sure to limit the heavy weapons. Oh and do you mind telling me how much more expensive the assault cannons are too? I came up with 25 because it said 20 in the BT Codex and 30 in the DA Codex.

 

Thanks for all the feedback.

 

I see a terminal case of uber-unit design.

And which unit would that be?

Always go with the most recent price - so assault cannons, Heavy Flamers and CML should be the C:SM price, or if you are using them as a successor from a different codex then go with their prices. Try and stay away from BT though, their codex is old and well out of date compared to DA, SM and BA.

 

A basic terminator in all the codices is 40 points - a deathwing terminator (your fearless special rule) is 43 points (or 215 / 5) - veteran skills from the BT dex are 3 points each - so your terminators should be 46 points each, or 230 for 5.

A basic terminator in all the codices is 40 points - a deathwing terminator (your fearless special rule) is 43 points (or 215 / 5) - veteran skills from the BT dex are 3 points each - so your terminators should be 46 points each, or 230 for 5.

ohhh......I see now. Ok!

I see a terminal case of uber-unit design.

And which unit would that be?

 

All of them. Every one of these is just taking standard unit and making it better than codex (for your use only) for little to no cost.

So help me out here, what should I do with them?

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