Post by Nick P on Feb 17, 2016 9:04:56 GMT -6
Leviathan Dreadnought - WS5 BS5 S8 AV 13 13 12 I4 A4 HP4
1. You take a grav-flux bombard on one arm (18" range, Heavy 1, large blast, ignores cover, pinning) which forces models to take a 2d6 strength test or take a wound, and is AP2. It also does 3d6 armor pen, and causes 2x hull point damage if/when it glances/pens a vehicle (which is, on average, never).
2. Take a siege claw in the other hand - S10 AP2, for every unsaved wound on a non-vehicle model roll a D6; on a 4+ it suffers an additional D3 wounds that must be saved for separately. It also has an in-built melta gun.
3. Strap on a Phosphex discharger for a one-use-only, 18" range Heavy 3 barrage (small blast) S5 AP2 Poison 3+. Oh, and it lets you move the blast template up to 2" once scatter is resolved, and after its shot you leave the blast markers where they lie and they count as dangerous terrain for the rest of the game.
4. Upgrade your two heavy flamers to two TL Vulkite Calivers, for an additional 4 S6 AP5 shots at 30". Also they have the "deflagrate" rule, which causes an additional automatic hit for each unsaved wound caused. Basically the heat rays from Mars Attacks.
5. Put it in an dreadnought drop pod.
Now you're dropping in on turn 1, per drop pod assault, and basically landing exactly where you want to (thanks inertial guidance!).
The dreadnought drop pod counts as an open topped transport, so you can shoot out of it without having actually disembark; and, on the turn it arrives, it and the dreadnought aboard count as being shrouded (due to the dust you kick up from landing). Turn 1, land - fire all 5 weapons at something juicy. Turn 2, disembark, shoot, and assault something - and rip it to pieces as they struggle to hurt AV12. Oh, and this thing gets 2 HoW on the charge, and +1 Initiative. And it has a 4+ invuln. And extra armor.
And all for a measly 380 points.
1. You take a grav-flux bombard on one arm (18" range, Heavy 1, large blast, ignores cover, pinning) which forces models to take a 2d6 strength test or take a wound, and is AP2. It also does 3d6 armor pen, and causes 2x hull point damage if/when it glances/pens a vehicle (which is, on average, never).
2. Take a siege claw in the other hand - S10 AP2, for every unsaved wound on a non-vehicle model roll a D6; on a 4+ it suffers an additional D3 wounds that must be saved for separately. It also has an in-built melta gun.
3. Strap on a Phosphex discharger for a one-use-only, 18" range Heavy 3 barrage (small blast) S5 AP2 Poison 3+. Oh, and it lets you move the blast template up to 2" once scatter is resolved, and after its shot you leave the blast markers where they lie and they count as dangerous terrain for the rest of the game.
4. Upgrade your two heavy flamers to two TL Vulkite Calivers, for an additional 4 S6 AP5 shots at 30". Also they have the "deflagrate" rule, which causes an additional automatic hit for each unsaved wound caused. Basically the heat rays from Mars Attacks.
5. Put it in an dreadnought drop pod.
Now you're dropping in on turn 1, per drop pod assault, and basically landing exactly where you want to (thanks inertial guidance!).
The dreadnought drop pod counts as an open topped transport, so you can shoot out of it without having actually disembark; and, on the turn it arrives, it and the dreadnought aboard count as being shrouded (due to the dust you kick up from landing). Turn 1, land - fire all 5 weapons at something juicy. Turn 2, disembark, shoot, and assault something - and rip it to pieces as they struggle to hurt AV12. Oh, and this thing gets 2 HoW on the charge, and +1 Initiative. And it has a 4+ invuln. And extra armor.
And all for a measly 380 points.