Deamon Wolf Posted June 29, 2011 Share Posted June 29, 2011 right i am loving the bigger games with the Grey knights i know how 4 dread knights and need some ideas for apocalpse data sheets what do you guys think Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/ Share on other sites More sharing options...
Reclusiarch Darius Posted June 30, 2011 Share Posted June 30, 2011 Hmmmm....something like this? 3-6 Dreadknights: - All must deploy within 3" of another Dreadknight - You make a single Reserve roll for the entire strikeforce - If one Dreadknight passes his force weapon test, the remaining Dreadknights also gain the bonus (ie they all cause ID with any unsaved wounds they inflict) - Daemons within 12" of any member of the strikeforce suffer -2 their Leadership Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2806874 Share on other sites More sharing options...
Deamon Wolf Posted June 30, 2011 Author Share Posted June 30, 2011 what about increasing the blast radius or strenght or AP value of their weapons? Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2807212 Share on other sites More sharing options...
ValourousHeart Posted June 30, 2011 Share Posted June 30, 2011 I was thinking that dark excomunion would always be on in the middle area of the squad of DKs... like the monolith field. And perhaps granting them access to one additional power. Finally the squad leader could get a little better profile or attack styles... Like a GM or champion that is in a DK suit leading the unit. Squad would be 1-6 Have to nominate 1 as leader Min of 3 to get the DE always on. Min of 4 to get an additional power. Power could be something new. Any ideas? Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2807256 Share on other sites More sharing options...
Deamon Wolf Posted June 30, 2011 Author Share Posted June 30, 2011 I like the idea of having shrouding on the Dread knights Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2807274 Share on other sites More sharing options...
The Rose Princes Posted July 1, 2011 Share Posted July 1, 2011 there's something in fantasy that i always wanted to see how it would work in 40k, but it's such a bit thing that it might fit in dreadknight apoc. when you have the squad of dreadknights, anyone with a nemesis thunder hammer may opt to instead make a single attack in close combat. for this attack if you hit place the large blast marker (not apoc one, just the regular large one) on the edge of the dreadknight's base. any enemy models hit or partially hit by the large blast marker are considered to be hit by the nemesis thunder hammer. it needs some fine tuning, but it's out there for you to tinker with it. (in case anyone is wondering it's the rules for the thunder hammer magic weapon from the ogre kingdoms army book) Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2807763 Share on other sites More sharing options...
Reclusiarch Darius Posted July 1, 2011 Share Posted July 1, 2011 what about increasing the blast radius or strenght or AP value of their weapons? Why? Even just three heavy psycannons will annhilate most infantry, and thats before you factor in Rending. Psilencers remain bad, heavy incinerators remain awesome I was thinking that dark excomunion would always be on in the middle area of the squad of DKs... like the monolith field. And perhaps granting them access to one additional power. As an extention of that, maybe we could make a rule like so; - Nominate one Dreadknight as the Master - If the Master successfully casts a power, all Dreadknights in the formation benefit - The other Dreadknights can attempt psychic powers like normal (DE, Hammerhand, force weapon) That way, the Master is important enough to kill, but you can still do different things with the rest of the unit Finally the squad leader could get a little better profile or attack styles... Like a GM or champion that is in a DK suit leading the unit. Well, the dude piloting it is pretty much a Paladin in all but name, so he's already as badass as you want. Making the Master a squad conduit/buff is more in keeping with the flavour of the unit than arbitrary statline boosting. Other similiar formations don't bother with it, we don't have to (Dreadknights are scary enough on their own) Squad would be 1-6 Have to nominate 1 as leader Min of 3 to get the DE always on. Min of 4 to get an additional power. Power could be something new. Any ideas? Sounds good. I'd get rid of the minimum requirements for powers, just incorporate into the Master as I've outlined above. I don't think Dreadknights need any powers really. Hammerhand is for making them even better at smashing tanks and monsters, DE for Daemons, and force weapon for characters/multi-wound monsters. I like the idea of having shrouding on the Dread knights Make it possible to attach a Librarian to the formation? Or, make the Master = Librarian? +50pt upgrade, obviously he can only select doomfist/greatsword/hammer like the others, but can select any powers. I'd get rid of the wargear/servo-skull options too, just leave it as powers (in a Dreadknight chassis he's pretty tank) there's something in fantasy that i always wanted to see how it would work in 40k, but it's such a bit thing that it might fit in dreadknight apoc. when you have the squad of dreadknights, anyone with a nemesis thunder hammer may opt to instead make a single attack in close combat. for this attack if you hit place the large blast marker (not apoc one, just the regular large one) on the edge of the dreadknight's base. any enemy models hit or partially hit by the large blast marker are considered to be hit by the nemesis thunder hammer. it needs some fine tuning, but it's out there for you to tinker with it. (in case anyone is wondering it's the rules for the thunder hammer magic weapon from the ogre kingdoms army book) Nah, it's silly and unccessary. Dreadknights steamroll infantry single-handedly, this formation will easily overwhelm most squads and characters. They already get the quite significant bonus of hammers at Initiative (which, if you have the Librarian giving the strikeforce I10, is huge), so it just strikes me as shoe-horning in something they already do well. Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2807824 Share on other sites More sharing options...
Darkmagi Posted July 1, 2011 Share Posted July 1, 2011 Make it possible to attach a Librarian to the formation? Or, make the Master = Librarian? +50pt upgrade, obviously he can only select doomfist/greatsword/hammer like the others, but can select any powers. I'd get rid of the wargear/servo-skull options too, just leave it as powers (in a Dreadknight chassis he's pretty tank) How about a Librarian Dreadknight same options as the origional but gives you the option to purchase powers like the base libby... maby +50 points to start then also give the mastery lvl 3 for +50 Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2807837 Share on other sites More sharing options...
Elric the Silvercoat Posted July 1, 2011 Share Posted July 1, 2011 Ok my idea for the data sheet is: Point cost: Point of models + 100 Squads size: 2-5 Dreadknights (One is picked at Dreadknight Master) All Dreadknights (including Master) have Personnel Teleporter at no addiontal cost. Assault into Fire: All Dreadknights will start in reserve and be Deep Striked on turn two with no need for roll. They will scatter the full 2D6 no matter what even with next to a teleport homer. They will not scatter into terrian and move the shortest distance to not land in terrian. After scatter place Master and place all Dreadknights within 2" of the Master. The formation can do a leadership test with -2 to there leadership and if they pass they may assault that turn instead of shotting. Master is the same as a normal Dreadknight but with one more WS and Int. Master my be give a Brotherhood Banner at +30 points with gives all Dreadknights in the formation +1 Attack. Master maybe upgraded to a Libraian at +50 points with one more Wound. Libraian can get the get the same powers at the same point cost. Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2808033 Share on other sites More sharing options...
Reclusiarch Darius Posted July 4, 2011 Share Posted July 4, 2011 Thats a pretty sexy formation man. I'd get rid of the free PT's though, they have to pay for jump infantry movement and shunt moves (otherwise it would be too OP). Otherwise, very nice stuff Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2809699 Share on other sites More sharing options...
Deamon Wolf Posted July 4, 2011 Author Share Posted July 4, 2011 what about increasing the area effect of cetian psykik powers? Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2810118 Share on other sites More sharing options...
Elric the Silvercoat Posted July 5, 2011 Share Posted July 5, 2011 In the need to update and refine the data sheets I have been working on it and now have a more finished version here. Dreadknight Phalanx Point cost: Point of models + 100 Squads size: 2-5 Dreadknights (One is picked at Dreadknight Master) All Dreadknights (including Master and Libraian) can buy any Dreadknight upgrades for its point cost. The Dreadknights (including Master or Libraian) use the rules for Unit for all rules (including psyker powers, shooting, covers and Leadership tests). Assault into Fire: All Dreadknights will start in reserve and be Deep Striked on turn two with no need for roll. They will scatter the full 2D6 no matter what even with next to a teleport homer. They will not scatter into terrian and move the shortest distance to not land in terrian. After scatter place Master and place all Dreadknights within 2" of the Master. The formation can do a leadership test with -2 to there leadership and if they pass they may assault that turn instead of shotting. Master is the same as a normal Dreadknight but with one more WS and Int and as one more Mastery lvl over the normal Dreadknight so the Dreadknight Phalanx can use that many psyker powers. (this includes activiting force weapons so the unit only needs one psyker test to activite all force weapons) Master my be give a Brotherhood Banner at +30 points with gives all Dreadknights in the formation +1 Attack. Master maybe upgraded to a Libraian at +50 points with one more Wound and one more Mastery lvl increasing the number of psyker powers the Dreadknight Phalanx can use. Libraian can get the same psyker powers as a Grey Knight Libraian at its point cost. Both Master or Libraian may buy a Nesmsis Great Spear at +70 points. They can reroll hit and to wound with this weapon. The Nesmsis Great Spear can be used as a shooting attacking with the following profile. Str 8 Ap 4 Assault 3. These can reroll hit but not to wound. Ok this is my idea for the data sheet I don't have a real data sheet to put it on so if anyone wants to do that, it would be cool just give me credit for it lol. If you guys want to add anything to it that would be cool. Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2810725 Share on other sites More sharing options...
Reclusiarch Darius Posted July 6, 2011 Share Posted July 6, 2011 Dreadknight Phalanx Point cost: Point of models + 100 Squads size: 2-5 Dreadknights (One is picked at Dreadknight Master) All Dreadknights (including Master and Libraian) can buy any Dreadknight upgrades for its point cost. The Dreadknights (including Master or Libraian) use the rules for Unit for all rules (including psyker powers, shooting, covers and Leadership tests). Just some wording changes, so it's more clear whats going on; Formation: Dreadknight Master and 2-5 Dreadknights United In His Service: The formation is considered a single unit for all purposes, including movement, shooting, assault, psychic and leadership tests Brotherhood of Psykers: As per Codex: Grey Knights. In addition, for the purposes of any 'Perils of the Warp' attacks, these are resolved first on the Master or Librarian. If neither is alive, a randomly determined Dreadknight will be subject to the 'Perils of the Warp' instead. Assault into Fire: All Dreadknights will start in reserve and be Deep Striked on turn two with no need for roll. They will scatter the full 2D6 no matter what even with next to a teleport homer. They will not scatter into terrian and move the shortest distance to not land in terrian. After scatter place Master and place all Dreadknights within 2" of the Master. The formation can do a leadership test with -2 to there leadership and if they pass they may assault that turn instead of shotting. Good rule, but I'd remove the Leadership test to assault, it's too token. Having essentially 'Divine Intervention' is good enough, and considering the points cost of this formation, it's reasonable. I'd add the caveat that in order to assault after Deepstriking, they can't shoot. That would balance things enough for people to accept it. Master is the same as a normal Dreadknight but with one more WS and Int and as one more Mastery lvl over the normal Dreadknight so the Dreadknight Phalanx can use that many psyker powers. (this includes activiting force weapons so the unit only needs one psyker test to activite all force weapons)Master my be give a Brotherhood Banner at +30 points with gives all Dreadknights in the formation +1 Attack. I'd simplify this to as follows: Dreadknight Master: While the Master is alive, the Dreadknight formation is treated as Stubborn. In addition, any psychic power successfully cast by the Master is considered to affect the entire formation. Duplicate powers may not be attempted by other Dreadknights in the formation if the Master is successful. For example, if the Master were to successfully pass his psychic test for 'Hammerhand', both he and all Dreadknights in the formation would recieve +1 Strength. However, no other Dreadknight would be able to attempt to cast 'Hammerhand'. Statline bonuses are not required, this formation will roll most monsters and heroes handily, and a 'Quicksilver' from the Librarian is all you need to ninja people. Brotherhood Banner is clunky and not required either. Master maybe upgraded to a Libraian at +50 points with one more Wound and one more Mastery lvl increasing the number of psyker powers the Dreadknight Phalanx can use.Libraian can get the same psyker powers as a Grey Knight Libraian at its point cost. Librarian: The Master may be upgraded to a Dreadknight Librarian for +50 points. This increases his Psychic Mastery Level to 2, and allows him to purchase additional psychic powers for the points cost listed in the Librarian entry of Codex: Grey Knights. I think this is cleaner. Again, statline changes are not required (Librarian is identical to Paladin statline), and Mastery 3 isn't neccessary (two powers per player turn, on top of the formation casting various powers on themselves, is more than enough). Both Master or Libraian may buy a Nesmsis Great Spear at +70 points. They can reroll hit and to wound with this weapon. The Nesmsis Great Spear can be used as a shooting attacking with the following profile. Str 8 Ap 4 Assault 3. These can reroll hit but not to wound. Kinda silly TBH. The standard shooting upgrades for Dreadknights will prove more than enough to smash most other units apart, and the greatsword is so much cheaper and more effective than this. I'd cut it out, it's not required. So, with the above changes, this is the formation I would write; Dreadknight Phalanx: Utilised only when the most powerful and monstrous of the servants of Chaos claw their way into reality, the Dreadknight Phalanx has only been deployed a handful of times in the Chapters history. Most notably, a Dreadknight Phalanx under then Chief Librarian Nicodemus was responsible for the banishment of no less than eight of the twelve bloodthirsters that accompanied the Daemon Primarch Angron, during the First War of Armageddon. Only the mightiest of the Greater Daemons of Chaos can hope to stand before such an awesome congregration of strength. Formation: Master or Librarian, and 2-5 Nemesis Dreadknights Points cost: Models+upgrades+100 points United In His Service: The formation is considered a single unit for all purposes, including movement, shooting, assault, psychic and leadership tests Brotherhood of Psykers: As per Codex: Grey Knights. In addition, for the purposes of any 'Perils of the Warp' attacks, these are resolved first on the Master or Librarian. If neither is alive, a randomly determined Dreadknight will be subject to the 'Perils of the Warp' instead. Assault Into Fire: The formation always arrives on Turn 2 from Reserve, and must always scatter the full distance rolled (if a hit is rolled, move the formation in the direction indicted by the smaller arrow). Once the final position of the unit has been determined, it may elect to not shoot in the Shooting phase. If the formation chooses to do this, you may assault with the formation in the same turn. Dreadknight Master: While the Master is alive, the Dreadknight formation is treated as Stubborn. In addition, any psychic power successfully cast by the Master is considered to affect the entire formation. Duplicate powers may not be attempted by other Dreadknights in the formation if the Master is successful. For example, if the Master were to successfully pass his psychic test for 'Hammerhand', both he and all Dreadknights in the formation would recieve +1 Strength. However, no other Dreadknight would be able to attempt to cast 'Hammerhand'. Librarian: The Master may be upgraded to a Dreadknight Librarian for +50 points. This increases his Psychic Mastery Level to 2, and allows him to purchase additional psychic powers for the points cost listed in the Librarian entry of Codex: Grey Knights. Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2811482 Share on other sites More sharing options...
Elric the Silvercoat Posted July 6, 2011 Share Posted July 6, 2011 Thanks for going through and cleaning it up and changing it and not losing the feel of the formation. I do understand the changes I really didn't like the Great Spear it was a try to do something different. Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2811541 Share on other sites More sharing options...
FusionHS Posted July 7, 2011 Share Posted July 7, 2011 Datasheet: Mighty Morphing Dread Knights +150pts 5 Dread Knights. Must deploy within 12" of the Red Dread Knight. Once per game, at the end of the Dread Knights' movement phase, if all five the Dread Knights are in base to base contact with each other(can be a chain) They can attempt to perform the Mighty Morphing Dread Knights GO! ability. *Mighty Morphing Dread Knights GO!: For rest of the game turn, the Dread Knights can do no other voluntary actions (unable to shoot or assault that turn). They also will not be able to respond in any way to an assault (unable to do the Defenders React move, or return any blows). During this time, the controlling player must place an MP3 player with speakers of some kind in base contact with the formation. The MP3 player MUST play the Mighty Morphing Power Rangers theme song, during the entirety of the game turn. If the controlling player is unable to produce said MP3 Player or track to be played. The Controlling player must sing or hum the theme song. If during the game turn, if at any moment one of the Dread Knights die, the MP3 stops playing(or the controlling player stops singing/humming) the ability fails. If however none of this happens, in the Dread Knights' next movement phase, remove all five Dread Knights and replace them with a warhound titan, the Dread Knights have combined to form their Zord! Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2812482 Share on other sites More sharing options...
Elric the Silvercoat Posted July 7, 2011 Share Posted July 7, 2011 Datasheet: Mighty Morphing Dread Knights +150pts 5 Dread Knights. Must deploy within 12" of the Red Dread Knight. Once per game, at the end of the Dread Knights' movement phase, if all five the Dread Knights are in base to base contact with each other(can be a chain) They can attempt to perform the Mighty Morphing Dread Knights GO! ability. *Mighty Morphing Dread Knights GO!: For rest of the game turn, the Dread Knights can do no other voluntary actions (unable to shoot or assault that turn). They also will not be able to respond in any way to an assault (unable to do the Defenders React move, or return any blows). During this time, the controlling player must place an MP3 player with speakers of some kind in base contact with the formation. The MP3 player MUST play the Mighty Morphing Power Rangers theme song, during the entirety of the game turn. If the controlling player is unable to produce said MP3 Player or track to be played. The Controlling player must sing or hum the theme song. If during the game turn, if at any moment one of the Dread Knights die, the MP3 stops playing(or the controlling player stops singing/humming) the ability fails. If however none of this happens, in the Dread Knights' next movement phase, remove all five Dread Knights and replace them with a warhound titan, the Dread Knights have combined to form their Zord! we are seriously trying to work on a datasheet for Dreadknights. Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2812526 Share on other sites More sharing options...
Reclusiarch Darius Posted July 8, 2011 Share Posted July 8, 2011 Lol I would play that in Apoc, if only for the lulz of watching it eat the obligatory triple Reaver formation Link to comment https://bolterandchainsword.com/topic/233182-dread-knight-data-sheets/#findComment-2813144 Share on other sites More sharing options...
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