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Discussion Starter · #1 · (Edited)
These homebrew rules are an attempt to create a balanced entry for the Void Dragon for games of 40k. From a design perspective, I wanted it to sit somewhere between the Deciever and the Nightbringer in terms of raw combat power, with a likewise approach for it's powers. It is similar to the Deciever in that it's powers hamper the enemy as well as augment the Necrons, but are more directly damaging than the Deciever's.

The Void Dragon

The third C'tan to awaken from it's entombment of untold millenia, the Dragon is a cruel and ostentatiously mocking god; it enjoys making great theatric displays of it's power. Its control of the material universe is by far the greatest among the C'tan, making these displays terrifyingly effective at destroying any who stand against it.

The Dragon Awakens:

The Dragon rose from a region of Mars known as the Noctis Labyrinth. Early miners on Mars had discovered a Necron tomb buried deep beneath the soil of Mars, perishing to a man. For whatever reason the Necron beings had returned to their slumber, and the site had been cordoned off as a fatal mystery. Over time additional measures were taken by the Adeptus Mechanicus to ensure whatever evil tained the mines never spread; the greatest of these was the irradiation of the majority of the mine complex, along with sealing all entrances with consecrated wards. Prime Magos Eston Regal was petitioning for additional measures to be taken, specifically to fusion bomb the entire site and flood whatever remained with ferrocrete, when what is now known as the Noctis Labyrinth Incident took place. The Dragon easily tore through the protective wards sealing the mines, and slaughtered all before it, sparing only the occasional survivors to be mopped up by the Necrons that followed in it's wake.

It is unknown what exactly took place as the records of the Incident were lost in the conclusion of the massacre*. At a great sacrifice to the Adeptus Mechanicus, the Dragon, weak from it's slumber was defeated and it's living metal body destroyed. The tomb complex it rose from was also destroyed in a cataclysmic explosion that left a crater in Mars over a thousand kilometers wide and half as many deep. The explosion had all the telltale signs of Necron Gauss technology, suggesting it was some terrible parting revenge of the defeated C'tan. The Dragon's essence retreated to a tomb world in the western fringes of the galaxy, a fresh Necrodermis constructed for it, as the indignant C'tan awakens it's Necron servants and plots venegance on the upstart human race.

*I've written quite a lot of homebrew fluff on the awakening of the Void Dragon and the Noctis Labyrinth Incident, which I will be posting here over the next few weeks.

The Dragon
385pts

WS 4
BS 5
S 8
T 8
W 5
I 4
A 3
Ld 10
Save 4+*

SPECIAL RULES
Coruscating Fireball
:The Dragon earned it's namesake from it's ability to agitate matter on an atomic level, creating sheets of flame from thin air. Mortals must find a way to avoid being caught in the blaze or be ravaged to their very core. Make a shooting attack against an enemy unit within 24". On a hit, the target unit can either immediately Go To Ground or take D6 wounds with no Armour Save. Units that are Fearless, falling back or otherwise unable to Go To Ground take D6 wounds with no Armour Save. Invulnerable Saves may be taken as normal.

Deus Ex Machina: The Dragon has the ability to simply crush tanks at will with raw kinetic energy, but prefers a more dramatic approach. Track links will weld together, shells detonate in their chamber and instruments will explode in a shower of smoke and sparks. This power can only be used on vehicles. Make a shooting attack on a vehicle within 24". On a hit, the vehicle suffers an automatic Glancing Hit, and the player controlling the Dragon may choose the result. This attack may destroy vehicles by reducing them to a Wreck (e.g. Immobilizing a vehicle that has no weapons left). Note that against vehicles against which only Glancing Hits are possible (such as smoke launchers), or against which Glancing Hits are considered Penetrating (such as the Imperial Hellhound), a Glancing Hit is still inflicted. Other modifiers such as Open-topped vehicles also have no effect.

Blessings of the Omnissiah: The Void Dragon counts as both a Tomb Spyder and as being equipped with a Ressurection Orb with a range of 12" for the purposes of calculating "We'll be back!"
 

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I think it's shooting attacks need a little explaining.

The first one.
A unit takes D6 wounds...at what strength? Or do you mean the unit must take D6 armour saves? (assuming auto wounds). Seems a little weak to me. I think you should make this a regular shooting attack with a profile such as:
Rng:24" Str:6 Ap:2 Type:AssaultD6+3

The second:
I think is too strong, destroying any vehicle on a 2+....far too strong.
Try this:
Rng:24" hits on a 2+, vehicle takes an automatic glancing hit. The Dragon's controlling player may chose to Add or subtract 1 from the rolled result on the glancing chart. If a 6 is rolled and the player chooses to add 1, then the player counts as rolling a 6 on the penetrating hit Chart.

And I'd make him 400 points bang on. Up his WS and A by 1.

There you are, my input :)
 

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Discussion Starter · #4 ·
I think it's shooting attacks need a little explaining.

The first one.
A unit takes D6 wounds...at what strength? Or do you mean the unit must take D6 armour saves? (assuming auto wounds). Seems a little weak to me.
I considered making the wounds ignore Armour Saves, as the armour itself could potentially be what's on fire, but feared that may be a little overpowered.

The second:
I think is too strong, destroying any vehicle on a 2+....far too strong.
Considering you can't destroy a vehicle with a single Glancing Hit in 5th edition, I don't think it's all that overpowered. Even the most minimally armed vehicles would take at least two turns to reduce to a wreck (one Weapon Destroyed result and an Immobilized), as the Dragon itself can only inflict a single Glancing Hit. Most vehicles worth attacking would take four or more turns to destroy!

I avoided giving the shooting attacks plain stats like a gun; it somehow implied it's more difficult to unravel the molecular structure of some beings compared to others...
 

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At that point cost it would be fine only allowing invul saved on 1d6 wounds. As it is he wouldnt be played since it takes him 2 rounds to take out a vech and he dosent have the pure firepower required to take on swarms. There is no reason to take him over another monolith.
 

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Discussion Starter · #6 ·
The Deciever has no shooting attacks whatsoever yet plenty of people take him. I liked the idea of the Dragon breaking the upstart mortals' pretty toys and forcing them into the dirt, rather than outright killing them all. As it stands I was worried it would be too powerful; you can effectively grind assaults to a halt or make them walk through autowounds, or keep a vehicle Stunned for an entire game...
 

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385 pts to keep a Land Raider stunned for the entire game is to much though. There are better answers to this for a much lower cost. The Deciever gives you the ability to move the other armies forces around prior to the start of the fight, the Nightbringer slaughters things in close combat and can destroy vehicles. This guy not only cost more but has less of a benifit to the overall battle.

He is tough and strong, he will keep a unit of marines ties down for 2 rounds before the PF/thunder hammers make him go down.

If I were to create him along these lines at that point cost I would make his Tomb Spider/Ress Orb ability cover atleast 24" if not the whole battle field.
 

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Discussion Starter · #8 ·
385 pts to keep a Land Raider stunned for the entire game is to much though. There are better answers to this for a much lower cost. The Deciever gives you the ability to move the other armies forces around prior to the start of the fight, the Nightbringer slaughters things in close combat and can destroy vehicles. This guy not only cost more but has less of a benifit to the overall battle.
Actually the Deceiver moves it's own army around, not the opponent's.

The general feedback so far hasn't been "He's total bullshit" so I think I'll give the Void Dragon some playtesting to see how he fares. I'm thinking for 385pts his powers could be ramped up, but a good rule for homebrew is to start light and simple and tailor from there.
 

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This may be just me, but when I think of the void dragon, Id make it more of an apoc-only thing (sort of like roboute guilliman for ultramarines), since the fluff u mentioned stated a giant crater 1000km wide, i dont think that would relate at all to the 2D6 inches explosion (not sure exactly, dont have codex on me) of the nightbringer/deciever.
 

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Seeing as how it's hypothesized that the Void Dragon is the Machine Spirit, I think it would be a fun idea if the Void Dragon could turn his opponents vehicles against him. Something like this.

Machine God: Unlimited range. Roll to hit a vehicle within the Void Dragon's line of sight. If successful, you may fire any weapons the vehicle has as though it were under your control. A stunned vehicle may only fire one weapon.

That would certainly provide a great tactical advantage as well as loads of fun.
 
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