Dreadnought
DatafaxVehicle data
- Type
- Walkers
- Ram value
- Str 6 · Dam D8 · Save -3
- Crew
- Special
- Points
- 160 points†
- Weapons
- 2 × Power Fist, arm, with Targeter. Either 2 × Shuriken Catapult or 2 × Flamer, arm, 90° field of fire, with Targeter. Either Distort Cannon at +25 points, Lascannon at +30 points, Missile Launcher at +30 points, Heavy Plasma Gun at +30 points or Scatter Laser at +30 points, arm, 90° field of fire, with Targeter may be fitted.
- Special
Each arm holds a Power Fist and a built-in weapon, and the same built-in weapon is fitted to both. One arm may instead carry a single upgraded weapon; for 15 points that upgrade goes on a shoulder mount in place of the arm, keeping the same field of fire.
† The arm upgrade is not included.
Weapon data
Power Fist
- Range
- – / –
- To hit
- – / –
- Str
- 8
- Dam
- 1
- Save Mod
- -5
- AP
- D6+D20+8
Shuriken Catapult
Sustained Fire 1- Range
- 0-12 / 12-24
- To hit
- +1 / –
- Str
- 4
- Dam
- 1
- Save Mod
- -2
- AP
- D6+4
Flamer
Template To Hit · Catch On Fire- Range
- – / Medium Flamer Template
- To hit
- – / –
- Str
- 4
- Dam
- 1
- Save Mod
- -2
- AP
- D6+4
Distort Cannon
Anti-Grav Platform- Range
- 0-16 / 16-32
- To hit
- – / –
- Str
- *
- Dam
- *
- Save Mod
- –
- AP
- Auto
Lascannon
- Range
- 0-20 / 20-60
- To hit
- – / –
- Str
- 9
- Dam
- 2D6
- Save Mod
- -6
- AP
- 3D6+9
Missile Launcher
Blast 2" · Blast 1" · Anti-Plant · Blast Remains · Blast 1.5"- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- 4
- Dam
- 1
- Save Mod
- -1
- AP
- D6+4
- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- 8
- Dam
- D10
- Save Mod
- -6
- AP
- D6+D10+8
- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- 8
- Dam
- D6
- Save Mod
- -4
- AP
- 2D6+8
- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- *
- Dam
- *
- Save Mod
- *
- AP
- *
- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- *
- Dam
- *
- Save Mod
- *
- AP
- *
- Range
- 0-20 / 20-72
- To hit
- – / –
- Str
- 5
- Dam
- 1
- Save Mod
- -2
- AP
- D6+5
Heavy Plasma Gun
Blast 1.5" · 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
Scatter Laser
Anti-Grav Platform- Range
- 0-20 / 20-60
- To hit
- +1 / –
- Str
- 6
- Dam
- 1
- Save Mod
- -1
- AP
- D6+6
Hit Location Chart (D6)
| D6 | Location | Armour | |
|---|---|---|---|
| Front | Side/Rear | ||
| 1–2 | Legs | 18 | 18 |
| 3 | Left Arm | 18 | 18 |
| 4 | Right Arm | 18 | 18 |
| 5+ | Head | 22 | 18 |
Head Damage Chart (D6)
| D6 | Effect |
|---|---|
| 1 | The controls run wild. The Dreadnought may move or attack only after a D6 roll of 4+. |
| 2 | The Spirit Stone steering the Dreadnought takes serious damage. Halve every one of the Dreadnought's characteristics for the rest of the game. |
| 3 | The cooling pipes are cut and the engine begins to overheat. At the beginning of every player turn, roll a D6: on a 1-2 it explodes, dealing D6 Strength 10 hits at -3 to everything within 3". |
| 4–5 | The Spirit Stone steering the Dreadnought is shattered. The Dreadnought lurches D3" in a random direction, colliding with whatever it meets, and then collapses. The psychic energy loosed deals D3 wounds, with no save allowed, to every Eldar Psyker within D6". |
| 6 | The ammunition goes up and the Dreadnought is destroyed. Every model within 3" takes D6 Strength 10 hits at -3. |
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+ | The leg is torn off and the Dreadnought goes down. It cannot move or attack again and counts as destroyed. |
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 head, ignoring armour entirely; roll on the Head Damage Chart for what the second explosion does. |