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The Book of Dreadnoughts of Caraway Cavern

Myriadite

Well-known member
The Book of Dreadnoughts of Caraway Cavern
Age of Annihilation - Embers of War - Crimson Widow and Dreadnoughts of Caraway Cavern

full

Basic Side Army Card
Spoiler Alert!

Character Bio: In a stone coliseum carved into the lava-encrusted crags of the Kyrien mountains, the tribes of Bleakewood have long held brutal contests of strength and devotion. During his rise to power, Utgar oversaw these blood-drenched battles, using them to separate the strong from the weak. It was in this arena that the Kyrie warrior Taelord earned his place as Utgar’s commander.

Under Utgar’s rule, Taelord expanded the tradition, allowing combatants from other worlds - both prisoners and volunteers - to enter the fray. Once warriors from beyond Valhalla joined the arena, the spectacle was forever changed: Kyrie now battled alongside and against fierce Humans, razor-toothed Selachians, raging Primadons, and the few spine-scaled Durgeth left after the Lindesfarme Purge. For many, the arena was more than just a trial of strength; it was an opportunity - one rare chance to rise from mere conscript to a commander in Utgar’s war machine.

Among these fearsome fighters, the Dreadnoughts flourished. A championship team famed for their finishing tactics and unshakeable ferocity, they dominated the arena for years. But in Utgar’s coliseum, no champion reigns forever. When they inevitably fell in battle, they faced the fate of all defeated warriors: execution.

Their rescue came from an unexpected source: a renegade human. She offered them something greater than glory-coin, vengeance, and a place far bigger than the coliseum. In exchange, they would help her build a fleet unlike anything Valhalla had ever seen.


DREADNOUGHTS OF CARAWAY CAVERN
Utgar / Various / Varied/ Unique Squad / Pirate / Wild / Medium 5
Life 2 / Move 6 / Range 1 / Attack 3 / Defense 3 / Points 80

THE CAPTAIN'S WAY
At the start of the game, choose one Unique Captain you control to be the Dreadnoughts of Caraway Cavern's Captain for this game. Dreadnoughts roll one additional defense die against attacks from non-adjacent figures when their chosen Captain is within 4 clear sight spaces.

CAPTAIN'S ORDERS
Before taking a turn with the Dreadnoughts of Caraway Cavern, you may first take a turn with their chosen Captain or a Pirate Hero you control.

MORTAL BLOW
After attacking an opponent's figure, roll 1 attack die for each wound inflicted in that attack. For each additional skull rolled, inflict 1 wound on that figure.


-Rulings and Clarifications-
N/A

-Combinations and Synergies-

Synergy Benefits Received
  • ADMIRAL EJ-1M: Admiral's Orders
    As Pirates, Dreadnoughts of Caraway Cavern may benefit from Admiral EJ-1M's ADMIRAL'S ORDERS.

  • ADMIRAL EJ-1M: Boarding Party Special Attack
    As Pirates, Dreadnoughts of Caraway Cavern may be moved by Admiral EJ-1M's BOARDING PARTY.

  • BOK-BUR-NA: Intimidate
    As Pirates, Dreadnoughts of Caraway Cavern may benefit from First Officer Bok-Bur-Na's INTIMIDATE.

  • THE CAPTAIN'S WAY: Unique Captains
  • CORNELIUS BREECH, THE DERELICT PRINCE: Mutiny
    As a Pirate squad, if Dreadnoughts of Caraway Cavern's chosen Captain receives a wound or is destroyed, they may choose Cornelius Breech to be their chosen Captain for the rest of the game through MUTINY.

  • CRIMSON WIDOW: Midnight Raid
    As Pirates, Dreadnoughts of Caraway Cavern may be moved by Crimson Widow's MIDNIGHT RAID.

  • CRIMSON WIDOW: Pirate Commander
    As Pirates, Dreadnoughts of Caraway Cavern may benefit from Crimson Widow's PIRATE COMMANDER attack enhancement.

  • DORIM THE BULKHEAD BRAWLER: Charge!!!
    Being able to take a turn after Dorim the Bulkhead Brawler without revealing another Order Marker, Dreadnoughts of Caraway Cavern may benefit from Dorim's CHARGE!!! movement bonus.

  • TORIN: Evil Eye Protection
    As Medium units who follows Utgar, Dreadnoughts of Caraway Cavern may benefit from Torin’s EVIL EYE PROTECTION.
Synergy Benefits Offered

Disadvantages
  • OTONASHI: Attack the Wild 2
    Having a Wild personality, Dreadnoughts of Caraway Cavern grant Otonashi additional attack dice when she attacks them.

C3V and SoV Custom Synergies
Spoiler Alert!


-Heroscapers Community Contributions-
Power Rankings
ryguy266: Dreadnoughts of Caraway Cavern: The best pirate squad by miles and a threat to most armies, especially when the Admiral is involved. A
Mike (OEAO): (Research is still ongoing)
Foudzing: Dreadnoughts of Caraway Cavern: Excellent hero killers, Captain's way paired with 2 lives makes it so they are very likely to get to get one big turn of attacks, but after that, much less so. A-
Unit Strategy Review
- TBD​
Dreadnoughts.png

-Haslab Promotional Materials-

Spoiler Alert!

 
Last edited by a moderator:
So the way the 2 life squads were supposed to work is that AoA would come packaged with "small" wound markers that could be slotted somewhere into the squad figures' bases. You would slot a small wound into a squaddie's base when it lost its first life, and then take the figure off the map as normal when it was fully destroyed. Presumably, this is how the Frostclaws, Dreadnauts, and Wraithriders will function after Renegade Studios publishes the AoA stuff - it's hard to imagine how else they'd do it - but Renegade hasn't technically confirmed they're going to package the figures with their small wound markers (though, again, I can't imagine why they wouldn't be included with the new stuff).
 
A really good question, and thanks for the response! I have added this to the "Rulings and Clarifications" part of the book, specifically quoting the beta rulebook.

If I recall correctly, even the Haslab did not show how the small wound markers would work, but it mentioned they would be included. It may be an R&D item that Renegade will have to figure out.

It would be neat if they could incorporate it into the sculp, somehow.

How does a 2 life squad work?
So the way the 2 life squads were supposed to work is that AoA would come packaged with "small" wound markers that could be slotted somewhere into the squad figures' bases. You would slot a small wound into a squaddie's base when it lost its first life, and then take the figure off the map as normal when it was fully destroyed. Presumably, this is how the Frostclaws, Dreadnauts, and Wraithriders will function after Renegade Studios publishes the AoA stuff - it's hard to imagine how else they'd do it - but Renegade hasn't technically confirmed they're going to package the figures with their small wound markers (though, again, I can't imagine why they wouldn't be included with the new stuff).
 
A really good question, and thanks for the response! I have added this to the "Rulings and Clarifications" part of the book, specifically quoting the beta rulebook.

If I recall correctly, even the Haslab did not show how the small wound markers would work, but it mentioned they would be included. It may be an R&D item that Renegade will have to figure out.

It would be neat if they could incorporate it into the sculp, somehow.
Seems renegade has said "screw the tiny wound markers, figure it out yourself." When I play with wraithriders or frostclaws I usually just use the wound marker to cover the los image of the figure that took the wound. It's not a perfect solution, but it's worked for me
 
Seems renegade has said "screw the tiny wound markers, figure it out yourself." When I play with wraithriders or frostclaws I usually just use the wound marker to cover the los image of the figure that took the wound. It's not a perfect solution, but it's worked for me

The AH wound marker idea wouldn't have worked well anyway. Having tiny little wound markers that stick out from underneath the base would be harder to see and make the base wobble.
 
Yeah I agree. The AotP had those little wound markers and they are just so eh. They can easily get lost. Obviously a normal wound marker can get lost as well, but they are much more easier to see. It really isn't that big of a deal to be honest. There are multiple ways you can go about marking them. Heck just construction paper pieces can be used to keep track.
 
The AH wound marker idea wouldn't have worked well anyway. Having tiny little wound markers that stick out from underneath the base would be harder to see and make the base wobble.
While I agree, it's kind of upsetting that Renegade hasn't even attempted to give us a solution
 
While I agree, it's kind of upsetting that Renegade hasn't even attempted to give us a solution

I use these. They click on and off the bases very nicely, and they're quite inexpensive as well. Highly recommend.

Someone at me lgs uses them too. They are a decent solution, but I don't like that they make the base bigger, i.e. making the figure harder to fit on the hex in some cases
 
Why, oh why did they lose an attack point? Is it worth the 20 point reduction?
 
Why, oh why did they lose an attack point? Is it worth the 20 point reduction?

We had heard this through the grapevine some time ago, so it was apparently something that had happened all the way back during Avalon Hill testing but was just never made public since the funding for that failed.
 
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