Ork Dreadnought?

By Ecthelias, in Black Crusade House Rules

So, Ork Dreadnoughts, how would you fellas stat them? I've had a look at Into The Storm from Rogue Trader, and it mentions walkers, like Dreads and such, and contains rules for combat, movement, etc. But the only walker they have statted is an IG Sentinel, which is sadly nothing like a dread at all.

I've been told that one of the Death Watch books contains stats for an Astartes Dread, but also that they are ridiculously powerful, since they are "piloted" by an Astartes hero. Still, I suspect that some of information on the Astartes Dread could serve as source of inspiration. But I have never seen them in print.

And so now I'm back where I started. How would you guys stat an Ork Dread?

Just SWAG'ing this based on RoB's Dreadnoughts.

Deff Dread:

WS: 40 BS:20 S: 60 (12) T: - AG: 15 INT: 20 PER: 25 WP: 25 Fel: 20

Type: Walker

Tactical Speed: 7m

Cruise Speed: 10 kph

Maneuver: +10 (lower if using a piloted version as opposed to an implanted pilot)

Armor: Front - 37, Side - 37, Rear - 20

Size: Enormous

Carry: None

Crew: One implanted Ork (or Pilot in some versions)

Weapons: Two Ork Dreadnought Power Klaws (Melee, 2d10+22 R, Pen 8, Tearing, Unwieldy)(it goes back and forth whether these have a Power Field or not)

Choose two of the following:

-Another Power Klaw
-Big Shoota (per Into the Storm , but bump Clip to 160)
-Rokkit Launcher (per Into the Storm , but Clip to 6-8)(also recommend giving it Blast [1])
-Kustom Mega-Blaster (Range - 90m, S/-/-, 2d10+8, Pen - 8, Clip 160)
-Skorcha (Range - 30m, S/-/-, 2d10+4, Pen 4, Clip 40, Flame)

Special Rules: Walker, Combat Walker, Reinforced Hull (that's for the Armor Plates), (any suggestions for Grot Riggers? Figure a regular ability for damage control and/or some Regeneration ability to a point)

One correction…when writing up the damage for the Power Klaw, I was using the Unnatural Characteristic as presented in Deathwatch. But I see that in Black Crusade instead of it being a multiple of the stat bonus it's a tacked on modifier. So…if an Astartes is Unnatural Strength (4), then something like a Deff Dread or Dreadnought would be…Unnatural Strength (6)?

So that would change the damage on the Power Klaw (base 2d10+10) from 2d10+22, to…okay, well that does stay the same. But least wanted to go back over it since I realized that Trait descriptions were different between the two.

Course now as I look over the numbers and compare them to non-Dreadnought Power Fists and Klaws…well I guess a decision; what bonus to damage and Penetration do you think is appropriate for something meant for a Dreadnought-class melee weapon?

You could get rid of tearing and add razor sharp quality onto it and call it a day (onto the 2d10+22 pen 8).

This is how I see it, as power klaw isn't that much of serrated nor chain weapon.

PnPgamer said:

You could get rid of tearing and add razor sharp quality onto it and call it a day (onto the 2d10+22 pen 8).

This is how I see it, as power klaw isn't that much of serrated nor chain weapon.

Well I gave it Tearing as that's what you see for it in Rogue Trader and is consistent with other Walker close combat weapons. I held off on Power Weapon, even if 60-70% of the material gave it to Klaws, the notion that Ork tech went brute approach in general and didn't need a high tech field to get the job done.

But one doesn't need serrated teeth to get Tearing. Bolt guns get it as their base ammo is explosive. Dreadnaughts get it, even with their blunt fingers, by being able to tear and rotate out large hunks of material when they hit something.

Ah I see. I haven't inspected RT that much.

Well on the Power Klaw, looking at the Kronous Bestiary we get a non-Dredd Klaw as 2d10 plus double the SB bonus, and Traits of Tearing, Power Field, and Unwieldy. Can't remember the Penetration at the moment. So the question is, does any of this scale up for a Dreadnaught weapon? Looking at a Marine Dread, I'm not sure it does, the SB bonus taking care of that. Oh, and personally for me, I'd rather see Power Field as an upgrade with the Orks going the brute force approach for the basic Klaw.

I agree, there should be power field.

after all:

"Powa klaw? Naw dats flash!"