Chaos Dreadnought
DatafaxVehicle data
- Type
- Walkers
- Ram value
- Str 7 · Dam D10 · Save -4
- Crew
- 1
- Weapons
- Either 2 × Heavy Bolter, twin linked at +20 points, 2 × Autocannon, twin linked at +35 points, Mk 1 Heavy Plasma Gun at +40 points or 2 × Lascannon, twin linked at +55 points, right arm, 90° field of fire. Either Power Claw at +15 points, Thunder Hammer at +20 points or Power Scourge at +20 points, left arm. Combi-Weapon, body or left arm. 2 × Auto-Launcher may be fitted, at +5 points. Havoc Missile Launcher may be fitted, at +30 points.
Weapon data
Heavy Bolter
Sustained Fire 2 · Hellfire- Range
- 0-20 / 20-40
- To hit
- – / –
- Str
- 5
- Dam
- D4
- Save Mod
- -2
- AP
- D6+D4+5
- Range
- 0-20 / 20-40
- To hit
- – / –
- Str
- –
- Dam
- D6
- Save Mod
- -2
- AP
- D6+5
Autocannon
Sustained Fire 1- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- 8
- Dam
- D6
- Save Mod
- -3
- AP
- 2D6+8
Mk 1 Heavy Plasma Gun
Sustained Fire 1 · Blast 1" · Recharge- Range
- 0-20 / 20-40
- To hit
- – / –
- Str
- 7
- Dam
- D4
- Save Mod
- -2
- AP
- D6+D4+7
- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- 10
- Dam
- D10
- Save Mod
- -6
- AP
- D6+D10+10
Lascannon
- Range
- 0-20 / 20-60
- To hit
- – / –
- Str
- 9
- Dam
- 2D6
- Save Mod
- -6
- AP
- 3D6+9
Power Claw
Close Combat- Range
- – / –
- To hit
- – / –
- Str
- 8
- Dam
- 1
- Save Mod
- -5
- AP
- D6+D20+8
Thunder Hammer
Close Combat- Range
- – / –
- To hit
- – / –
- Str
- –
- Dam
- D6
- Save Mod
- -5
- AP
- *
Power Scourge
Close Combat- Range
- – / –
- To hit
- – / –
- Str
- 6
- Dam
- 1
- Save Mod
- -3
- AP
- D6+D12+6
Combi-Weapon
Template To Hit · Catch On Fire · Sustained Fire 1 · Recharge- Range
- 0-12 / 12-24
- To hit
- +1 / –
- Str
- 4
- Dam
- 1
- Save Mod
- -1
- AP
- D6+4
- Range
- – / Medium Flamer Template
- To hit
- – / –
- Str
- 4
- Dam
- 1
- Save Mod
- -2
- AP
- D6+4
- Range
- 0-6 / 6-12
- To hit
- +1 / –
- Str
- 8
- Dam
- D6
- Save Mod
- -4
- AP
- 2D6+8
- Range
- 0-6 / 6-24
- To hit
- +1 / –
- Str
- 7
- Dam
- 1
- Save Mod
- -2
- AP
- D6+7
Auto-Launcher
Blast 2" · Blast Remains · Smoke- Range
- 6 / –
- To hit
- Auto / –
- Str
- 3
- Dam
- 1
- Save Mod
- -1
- AP
- D6+3
- Range
- 6 / –
- To hit
- Auto / –
- Str
- *
- Dam
- *
- Save Mod
- *
- AP
- *
- Range
- 6 / –
- To hit
- Auto / –
- Str
- 6
- Dam
- D6
- Save Mod
- -3
- AP
- 2D6+6
Havoc Missile Launcher
Blast 2"- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- 4
- Dam
- 1
- Save Mod
- -1
- AP
- D6+4
No weapon on this card carries a Targeter. One weapon is chosen for the right arm and one for the left; the points cost does not include those weapons. An auxiliary Combi-Weapon is carried in the body or the left arm at no cost. Two Auto-Launchers, which the card names Assault Launchers, may be fitted with Frag Grenades for 5 points; a Havoc Missile Launcher costs 30 points.
Hit Location Chart (D6)
| D6 | Location | Armour | |
|---|---|---|---|
| Front | Side/Rear | ||
| 1 | Legs | 19 | 19 |
| 2 | Left Arm | 18 | 18 |
| 3 | Right Arm | 18 | 18 |
| 4–6 | Body | 21 | 19 |
Body Damage Chart (D6)
| D6 | Effect |
|---|---|
| 1 | The blow enrages the Chaos Space Marine inside. In its next turn the Dreadnought fails any Leadership test that fire frenzy calls for, with no dice rolled. |
| 2 | The Chaos Space Marine inside is wounded but fights on. Halve every one of the Dreadnought's characteristics, rounding up, for the rest of the game. |
| 3–4 | The engine catches fire and the machine seizes. The pilot may still fire one weapon on emergency power. At the beginning of every player turn, roll a D6: on a 1 or 2 it explodes, dealing D6 Strength 10 hits at -3 to everything within 3". |
| 5 | The Chaos Space Marine inside is badly wounded and fights no more. The Dreadnought lurches D3" in a random direction, colliding with whatever it meets, and then collapses. |
| 6 | The ammunition goes up and the Dreadnought is destroyed, and the Chaos Space Marine dies with it. Every model within 3" takes D6 Strength 10 hits at -2. |
Arm Damage Chart (D6)
| D6 | Effect |
|---|---|
| 1 | The arm is half-paralysed. Weapons built into it still shoot, but it can no longer be used in Hand-to-Hand Combat; reduce the Dreadnought's Attacks by one. |
| 2 | Weapons on the arm jam. Each may be fired only after a D6 roll of 4+. |
| 3–5 | The arm is wrenched off the body. Every weapon mounted on it is destroyed and the Dreadnought's Attacks drop by one. |
| 6 | The arm is destroyed and its weapons detonate. The blast flashes into the body, ignoring armour entirely; roll on the Body Damage Chart for what the second explosion does. |
Leg Damage Chart (D6)
| D6 | Effect |
|---|---|
| 1 | The armour plating holds, but the impact staggers the machine. The Dreadnought may not move next turn. |
| 2 | The Dreadnought is knocked sprawling, lurching D3" in a random direction and colliding with whatever it meets. |
| 3–4 | The leg is badly damaged. From here on the Dreadnought limps D3" a turn. |
| 5–6 | The leg is torn off and the Dreadnought goes down. It cannot move or attack again and counts as destroyed. |