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CHAPTER APPROVED

## DREADNOUGHTS

Though the subject was originally covered in the Warhammer 40,000 rulebook (page 119), further development in the field of powered armor and recently acquired intelligence reports on its use by various races have necessitated a thorough reassessment of the most powerful type of personal armor-the Dreadnought suit.

### THE ULTIMATE PERSONAL ARMOR

The Dreadnought is the ultimate form of personal armor. Inside his giant armored suit, the wearer or more correctly pilot controls the Dreadnought’s movement, armament and defenses. To an extent, a pilot’s awareness becomes merged with his suit controls, sometimes to the point where man and machine are inseparable. As a result of this peculiar biomechanical relationship, experienced Dreadnought pilots cooped inside their suits for long periods run a high risk of insanity. Perhaps it’s fortunate that so few live long enough to go mad! Of those that do survive, some go rogue, joining the notorious ‘Dreadnought Bands’ that roam the galaxy, hiring out as mercenaries or living upon the spoils of wanton pillage.

## The Development Of The Dreadnought

Dreadnoughts are complex machines, requiring special materials to construct and special skills to pilot. Nevertheless some are more complex than others. Ork built machines are among the most primitive and least reliable. Human machines are solidly built and efficient. Eldar Dreadnoughts are probably the most sophisticated of all. The special gaming rules for each type reflect these vital racial differences.

Amidst the hammering of iron and chanting of runes, the weapon-shops of Mars turn out Imperial Dreadnoughts to time-honored and hallowed designs. The most enduring types are the Imperial Battle Armor classes Contemptor, Deredeo, and Furibundus, whimsically known by the troops as Chuck, Eddy and Fury. These war-machines are built for the Imperial armies and Space Marine chapters. Many find their way into the private armies of Imperial Commanders. Marine Dreadnoughts are commonly modified by the purchasing chapter in order to meet the unit’s specific needs. Some chapters even go to the trouble of building their own Dreadnoughts, but most rely upon the legendary construction skills of the Adeptus Mechanicus.

Unlike the Imperium, which has a centralized arsenal, weapons manufacture on Ork worlds is dependent on the individual patronage of great Warlords. Skilled Ork weapon-smiths - or mekaniacs as they are called - are employed by the richer and more influential Warlords to make weapons for their forces. In Ork society, Dreadnoughts are a costly, high-prestige weapon. Only the more powerful can afford to buy them. Only the most powerful of all can afford to armor retainers in the same fashion.

The technically advanced Eldar house giant automated factories in their craft-worlds. These factories not only build all the mundane items and military artifacts used by Eldar, but they design them too! The Eldar craftsmen who operate these machines have only to select the aesthetic form of their creations; this being the most important element of design as far as Eldar are concerned. Eldar Dreadnoughts are tall and elegant machines whose waspish lines conceal enormous killing-potential.

### Dreadnought Construction

The powerplant that lies at the heart of each Dreadnought may be a crystal battery, a nuclear engine, a polarizing gravitic bed, or a conventional combustion engine. The actual technology used is not strictly important except, of course, in terms of refueling and supply. Crystal batteries are commonly used by Humans and Eldar, whilst Ork machines normally employ combustion engines. The dark smoke given off by these engines has inspired Humans to give Ork Dreadnoughts the nickname of ‘boilers’.

Power transmission is also varied, but the most common system uses hydroplastics coupled to powered actuators. These operate the weapon systems and other, minor facilities throughout the machine. Limb manipulation is achieved by electrically motivated fiber-bundles which function very much like muscles, contracting and relaxing to drag the Dreadnought’s huge bulk forward.

The shell of the Dreadnought is made from tough ceramite moldings. Some Ork Dreadnoughts are built from metals, but these tend to be ridiculously heavy and cumbersome. Ceramite begins life as a thin white liquid that is injected into moulds under pressure. The mould is gradually heated to 3000 degrees and then allowed to cool. The molding is then both tough and durable. The illustrations show you some we prepared earlier.

Imperial and Eldar Dreadnoughts are further protected by armored plates made from adamantium. This material is produced in the processing factories in orbit around Mars as well as on Eldar craft-worlds. Each wheel-shaped factory consists of a vast spinning centrifuge several kilometers across. The inside of the rim is maintained at a constantly high temperature by plasma held in place by magnetic fields. Only under these conditions is it possible to melt adamantium so that it flows into molding chambers built on the outside of the factory rim.

### Control Systems

Dreadnought control systems vary from primitive ‘driving’ controls to sophisticated mind-impulse links. These differ considerably in efficiency. Orks, whose technological know-how is more limited, prefer to rely on a ‘driving’ system rather like a vehicle. These are slow compared to the mind-impulse systems, but are relatively cheap to build. Mind-impulse links are used by Eldar as a matter of course, allowing the pilot to literally become the Dreadnought - controlling its movements, actions and senses by the power of thought alone. Imperial mind-impulse technology is rather unreliable. An alternative is to use surgery to merge the pilot to his Dreadnought’s control systems. This has all the advantages of the mind-impulse link and is far cheaper. The pilot is surgically implanted into his armored capsule, suspended in a special amniotic fluid which sustains him for the remainder of his life. Once encapsulated in this way, the pilot becomes part of the machine and cannot leave it unless the Dreadnought is damaged or destroyed, when an ejector seat permits his escape.

## GAMING WITH DREADNOUGHTS

The rules that follow describe several specific types and classes of Dreadnoughts available to the Human, Eldar and Ork forces. In addition, there is a special build system that permits players to design their own Dreadnoughts. Players should decide before the game whether they are going to stick to the classes given or design their own machines. There is no reason why players shouldn’t mix their own designs with those given. The Citadel component system is ideal for this as it allows you to produce a large number of variations from the basic pattern.

## DESIGNING THE DREADNOUGHT

In the Imperium, Dreadnoughts are built as basic shells. The customer, be it the army, Space Marines or an Imperial Commander, has the option of fitting extra armor and control systems. The same is true of Eldar Dreadnoughts where the designer can specify these particulars during production. Ork Dreadnought are usually constructed to the specific requirements of the proud owner. These may include such cultural refinements as ‘go faster stripes’, ‘flared leg arches’ and ‘furry dice’ in the pilot’s capsule. Ork Dreadnoughts are often painted red because, as the Orks say, ‘Red wunz go fasta’.

## CONSTRUCTING DREADNOUGHTS FROM BUILD-POINTS

Every Dreadnought comprises countless technically advanced sub-systems including armored shells, weapon installations, stowage for equipment, power-plant and provision for the pilot. A Dreadnought’s general size and fighting ability is determined by the total number of build points (BPs) used in its construction.

BPs are expended to provide the Dreadnought’s profile as shown on the charts below. Each of the profile characteristics uses 1 or more BPs, some using more than others. Players must balance the available number of BPs between the different characteristics in order to create the best fighting machine possible. In some cases, a race may be limited in the maximum number of BPs its can expend in a certain area. For example, Orkish technology reduces the maximum toughness of their Dreadnoughts compared to Eldar and Human ones.

BPs are expended to provide hard-points or stowage space where weapons and equipment can be installed. BPs are not expended for equipment or weapons, although the installation of these will affect the Dreadnought’s total points value (PV).

### Maximum Limits For Dreadnought Build Totals

Players are free to choose the number of build-points they expend on each Dreadnought within the following limits.

Dreadnought | Points
Imperial | 100-140
Ork 2 armed | 80-100
Ork 4 armed | 100-140
Eldar | 100-160

## PROFILE

BPs are expended to create the Dreadnought’s profile. The number of BPs required for each point of characteristic is given below. Movement is not included as a characteristic. Movement is worked out as an expression of weight to power as explained later.

Note that Deadnoughts do not have wounds, but have damage points in the same way as vehicles. Weapons hard points (HP) and equipment stowage space (E) characteristics also work in the same way as with vehicles and are explained in depth following the charts.

## PROFILE TABLE

WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
BPs | 1* | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10@

BS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
BPs | 1* | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10@

S | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
BPs | 2* | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20@

T | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
BPs | 2* | 4 | 6 | 8 | 10 | 12 | 14 | 16** | 18 | 20@

D | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20
BPs | 12* | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | 60@

I | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
BPs | 1* | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10@

A | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
BPs | 3* | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30@

Save | 6 | 5-6 | 4-6 | 3-6 | 2-6
BPs | 2* | 4 | 6 | 8 | 10

HP | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
BPs | 0* | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20@

E | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
BPs | 0* | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20

* = minimum

**

= Ork maximum

@

= maximum

## Control Systems

The following rules categorize control systems into three basic types. These are driver, spinal link and mind impulse. Racial availability and cost in BPs is indicated on the chart below. Eldar are allowed cheaper mind-impulse links than humans to reflect the lack of spinal-link.

System | Human | Eldar | Ork
Mind-Impulse | 15 | 10 | -
Spinal Link | 8 | - | 8
Driver | 2 | 2 | 2

Mind-Impulse. The pilot controls his Dreadnought by means of a thought impulse link which responds to his will, allowing him to move the Dreadnought as if it were his own body. This automatically increases the Dreadnought’s initiative by + 2 (up to a maximum of 10). A Dreadnought of this kind may include a mental program that allows the pilot to use his own mind as a targeter for his weaponry. This mental program automatically allows all shots to count as if the Dreadnought had a targeter. A mental program occupies no stowage space, but costs 10 PVs.

Spinal link. The pilot is surgically incorporated into the Dreadnought’s armored capsule, he controls the Dreadnought via links between his own nervous system and the Dreadnought’s mechanical systems. This increases the Dreadnought’s initiative by +1 (up to a maximum of 10). A Dreadnought of this kind may include a mental program that allows the pilot to use his own mind as a targeter for his weaponry. This mental program automatically allows all shots to count as if the Dreadnought had a targeter. A mental program occupies no stowage space, but costs 10 PVs.

Driver. The pilot operates his Dreadnought by way of a vidscreen with sensor read-outs and some sort of manual control. This makes no difference to the profile already established. Targeters may be added, but these are mechanical devices, and occupy equipment stowage space in the manner described below.

## Power-Plant

The movement rate of a Dreadnought depends on the size of its power-plant compared to its total BPs. The powerplant must be fitted and costs a set number of BPs as shown on the chart below. Cross reference the BPs spent on the powerplant to the total BPs to get the machine’s movement allowance.

POWER PLANT BPs
Total BPs | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20
0-50 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 7 | 8 | 8 | 8 | 8 | 8 | 8 | 9
51-60 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 7 | 8 | 8 | 8 | 8 | 8
61-70 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 7 | 8 | 8 | 8 | 8
71-80 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 7 | 8 | 8 | 8
81-90 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 7 | 8 | 8
91-100 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 7 | 8
100-110 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 7
110-120 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7
121-130 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7 | 7
131-140 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 7 | 7
141-150 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 7
151-160 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6

### Arming Up

Dreadnoughts may have weapons fitted into their armored casing, or bolted-on before battle. It is therefore easy to vary weaponry slightly, depending on the nature of the battle being fought. The number of weapons a Dreadnought can employ depends on the number of BPs allocated to weapons hard points (HP). The system follows the same lines as used for vehicles: I hard point is required for a basic or close combat weapon, and 2 hard points for a heavy weapon. Very heavy weapons are not normally built into Dreadnoughts, but would theoretically occupy 6 hard points, or 10 for a defense laser.

Weapons can include any weapon type available to the race building the Dreadnought. However, the Citadel models come supplied with random weapons, and these have been used to provide the examples given later. This doesn’t mean you can’t convert a Dreadnought to take other weapons. If you wish to do so it is a simple matter to work out details.

Weapons hard points (HP) are built-in using BPs as described above. However, players would be advised to follow the configuration of their model to provide enough HP to mount its weapons. A typical Dreadnought carries its weapons in its arms: a typical arm has either 0, 1 or 2 HP. An arm with 2 HP can therefore mount either two basic or a single heavy weapon.

The Ork Dreadnought model is supplied with a universal weapon mount which allows players to attach any of the heavy weapons available from Citadel. This enables you to use either a heavy bolt gun, heavy plasma gun or grenade launcher - each occupying 2 weapon hard points.

## EQUIPMENT

Just as BPs can be used to build hard points for weapons, they can also be used to provide stowage space for additional equipment. However, some equipment is already assumed to be present and is effectively gained for no BPs, and in some cases no PV cost. This equipment is as follows.

Targeters Mind impulse and spinal link machines automatically have a targeter for each weapon-bearing limb. This is a program - not a piece of equipment. It costs 5 PV for each limb.

Suspensors are included in all heavy machinery so that the additional weight of equipment does not effect the Dreadnought’s movement. This is free and costs no PVs.

Ejector seats are fitted to all Dreadnoughts. In most cases this is in the form of an armored capsule containing the pilot. In Ork Dreadnoughts the process may be less sophisticated - i.e, a very large spring. Ejector seats occupy no stowage space and do not add to the PV.

Auto-senses are standard in all Dreadnoughts except those which are ‘driven’. In the case of ‘driven’ units, external sensors relay sound and vision into the pilot’s cabin. However, safety cutouts in the system provide the same level of sensory protection as with auto-senses, so they are considered to be the same. In either case they occupy no stowage space and do not add to the PV.

Communicators with a 50 mile transmission/reception radius are fitted to all Dreadnoughts. A communicator occupies no stowage space and does not add to the PV.

Additional Equipment

The following items may be fitted to a Dreadnought, using up existing stowage space (E). These items are rather like weapons in that they occupy a specific number of stowage spaces and also add to the overall points value of the Dreadnought.

Items | Fills Equipment Stowage Space (E) | Points Value
Targeter | 1 per limb | 5 each
Sensor package Bio-scanner Energy-scanner Rad-counter | 1 for all three | 13 for all 3
Power Field (1" radius) | 2 | 10 each
Power Field Synchronizer | 1 | 10
Jump Pack | 2 | 10

Targeters are only fitted to ‘driven’ Dreadnoughts. Each targeter is used to fire all of the weapons on one limb.

Sensor packs are made up of bio-scanners, energy-scanners and rad-counters. A bio-scanner allows the Dreadnought to see’ any living matter within 4" of a nominated point within 10", even if the model is hidden by cover, buildings etc. An energy-scanner is used in the same way, but allows the Dreadnought to see equipment, vehicles, robots, other Dreadnoughts and soon. A rad-counter measures the rad-level of any point within 18". These sensors operate all the time, allowing the Dreadnought pilot to detect a hidden enemy or dangerously irradiated areas.

Power Fields of 1" radius are assumed to cover the Dreadnought. A Power Field of larger radius can be made by paying an extra points for each 1" extra radius. A field of sufficiently large size can be used to shelter troops within it. A Dreadnought may carry several Power Fields, although only one may be turned on at once. A Power Field may be turned on or off only at the start of the player’s turn, and may not be turned off or on if the Dreadnought has been rendered immobile as a result of damage, or if the pilot has been rendered unconscious. Note that an activated Power Field prevents a Dreadnought from firing or engaging in hand-to-hand combat.

Power Field Synchronizers are devices which allow a field to flick off during the brief moment of time it takes to fire a weapon. If a Dreadnought has a Power Field Synchronizer it may fire weapons during its own shooting phase, even though the Power Field is ‘on’. However, to represent the chance of an enemy shot sneaking through whilst the field has flickered off, any shot against the Dreadnought in the enemy’s following turn will penetrate the Power Field on the D6 score of a 5 or 6. This does not destroy the field: the shot simply by-passes it during the brief moment in which it is down.

Jump Packs are built into the armored casing of the Dreadnought’s feet. These function exactly like ordinary jump Packs but cost more points as indicated.

## THE DREADNOUGHT IN HAND-TO-HAND COMBAT

Dreadnoughts are armed and equipped with the weapons purchased by the controlling player. In addition. Dreadnoughts which have manipulative limbs (i.e. mechanical hands) may use these to make frontal hand-to-hand combat attacks at the Dreadnought’s basic strength. The total number-of attacks that may be made are shown on the Dreadnought’s profile. Each manipulative limb may attack once: remaining attacks are assumed to be stomps delivered by kicking or jostling.

If a Dreadnought loses 1 manipulative arm, it loses the attack associated with that arm. A Dreadnought only loses its stomps if it is immobilized.

This chart shows the saving throw modifier applied to a hand-to-hand combat victim following damage.

Strength of Dreadnought | Opponent’s Saving Throw Modifier
4 | -l
5 | -2
6 | -3
7 | -4
8 | -5
9 | -6
10 | -7

## Special Attacks

A Dreadnought may make a special attack in lieu of its normal hand-to-hand attacks. These special attacks reflect the Dreadnought’s ability to act like a Human, kicking, grappling or even ‘nutting’ its enemy. These special attacks are useful when fighting other Dreadnought.

When Dreadnoughts are fighting other Dreadnoughts, each player must secretly note down the type of attack he intends to employ - whether a normal attack or one of the special attacks. Both players reveal their attack type, and combat then proceeds in normal initiative order.

Tread Attack: A Dreadnought may make a single tread attack instead of its normal attacks. Treads can only be made against either a target under 10 feet tall, a vehicle, or a Dreadnought which has been ‘tripped over’ (see below). Roll ‘to hit’ as normal. If the target is hit the Dreadnought treads on its opponent, crumpling armor, buckling metal and squishing any tender bits. Make a damage roll counting the Dreadnought’s strength as D6 higher than normal. Any living creature taking its full wounds is eliminated- there is no saving throw. A vehicle or Dreadnought taking damage receives 6 + D6 points of damage with no saving throw, and works out special damage effects as normal (see WH40K p39 for vehicle damage).

Head butt: A Dreadnought may make a single head butt attack instead of all of its normal attacks. Head butts can only be made against targets more than 10 feet tall, such as other Dreadnoughts. Roll ‘to hit’ as normal, if successful the Dreadnought nuts its opponent. Make a damage roll counting the Dreadnought’s strength as D6 higher than normal. Any living model taking damage is killed outright with no saving throw. A vehicle can be head-butted if it is suitably high and then takes 6 + D6 damage with no saving throw in the same way as a tread attack. If the target is another Dreadnought the blow smashes right into the cabin - resolve all special damage on the pilot chart (see below). If a Dreadnought attempts a head butt attack but misses, it will fall over on the D6 score of a 4, 5 or 6 and then counts as if it had been tripped over (see below).

Trip: A Dreadnought may attempt to trip over any bipedal creature over 10 feet tall including another Dreadnought. The Dreadnought may attempt the Trip instead of making normal attacks. Roll to hit as normal. If the result is a success, the Dreadnought has tripped its enemy over! This causes 3+ D6 wounds against creatures and 3+ D6 damage points against Dreadnoughts (no saving throw) and special damage effects as normal. A tripped model may only get up at the beginning of its turn on the D6 roll of a 4, 5 or 6. The fallen enemy may not make any attacks or move until he gets up. Fallen enemies cannot rout!

Bear Hug: A Dreadnought fighting a creature over 10 feet tall or another Dreadnought may make a bear hug attack instead of its normal attacks. A Dreadnought must have at least 1 manipulative limb (or power claw- see below) on each side in order to use this attack. The Dreadnought rolls to hit as normal. If successful, the enemy is hugged and squeezed by the Dreadnought. This causes D6 points of damage and may cause special damage effects as normal. The hugged opponent must try to escape the attacker during the beginning of each following combat round. The player rolls a D6, and successfully escapes on the roll of a 5 or 6. Both Dreadnoughts then fight that round as normal. An unsuccessful victim remains hugged and cannot fight back, taking another D6 points of damage automatically.

The Powerclaw

Ork Dreadnoughts are armed with a special Power Claw that makes them very deadly in hand-to-hand combat. The Power Claw has a strength 4 higher than the Dreadnought itself, up to a maximum of 10. Each Power Claw has 1 attack per round; any additional attacks the Dreadnought may have are stomps and are resolved at the Dreadnought’s usual strength. Any victim suffering damage receives no armor saving throw’ irrespective of its normal save. The Power Claw occupies 1 weapon hard point (HP). Points value is 15 per Power Claw.

## DREADNOUGHT SHOOTING

Dreadnoughts may fire with any or all their weapons during the shooting phase. Two basic weapons mounted on a single arm (e.g. Imperial Battle Armor Contemptor class which has 2 bolters on one arm) are fired in unison at the same target. Roll separate ‘to hit’ dice for each weapon. A targeter modifies both dice rolls. Weapons on different mounts may fire at separate targets.

Dreadnoughts may move and fire heavy weapons without penalty. All Dreadnought weapons have a 180° arc of fire to the front. A Dreadnought may not fire to its own rear.

Dreadnoughts are tall machines and can draw a line-of-sight over most low cover. This is left to the GM to determine at the time. Typically, a Dreadnought can see over a wall, fence, hedge or shrubs although troops ‘in cover may still claim the -1 ‘to hit’ modifier.

## SPECIAL DAMAGE CHARTS

These rules replace those given on page 41 of WH40K.

When a Dreadnought is hit, the attacker makes his usual damage roll, and the Dreadnought player attempts any saving throw. If a Dreadnought is damaged as a result, the player deducts the damage points caused from the Dreadnought’s total. Note that when a Dreadnought is reduced to zero damage (D), it is not automatically destroyed. The only way to destroy a Dreadnought is as a result of special damage as explained below.

Whenever a Dreadnought takes damage as a result of a hit, the player should roll a D6. If the Dreadnought has received more than 1 point of damage from the hit, the player should add +1 to the dice score for each additional point of damage sustained. If the resulting score is 6 or more, then the shot has caused special damage.

Once a Dreadnought has zero damage, subsequent damage will automatically cause special damage, there is no need to make the D6 dice throw.

When it has been established that a dreadnought has sustained special damage the player should roll a D6 and refer to the Hit Location Table.

HIT LOCATION TABLE
Score (D6) | Affected system
1 | Pilot
2 | Equipment
3 | Systems
4 | Locomotion
5 | Sensors
6 | Armament

PILOT - SPECIAL DAMAGE

1 INTERFACE

The pilot’s protective capsule is jolted free of its suit interface, disrupting the normal controls. At the start of each subsequent turn the player rolls a D6. On a score of 1-3 the Dreadnought loses control as described for 6 below. On a score of 4-6 the Dreadnought is controlled as normal.

2 CRUSH

The pilot is crushed within his protective capsule. Roll a D6:

1 - the pilot is killed immediately and the Dreadnought comes to a halt.

2-3 The pilot loses consciousness for 2 turns.

4-6 - the pilot loses consciousness for 1 turn.

The Dreadnought comes to an immediate halt when the pilot loses consciousness. Movement may continue when the pilot regains consciousness.

3 SLAIN

The Dreadnought’s protective capsule is smashed open and the pilot is slain. The Dreadnought comes to an immediate halt.

4 CONTROL GEAR

The pilot struggles to overcome damage done to his control gear. The Dreadnought may either move, fire weapons, or fight in hand-to-hand combat during each subsequent turn, but may not do two or three of these in the same turn.

5 CRITICAL INJURY

The pilot is critically injured but not yet dead. The player should roll a D6 at the beginning of each subsequent turn. The pilot dies and the Dreadnought comes to an immediate halt on the roll of a 6.

6 BRAIN DAMAGE

For driven Dreadnoughts see 5. With mind-impulse and spinal link Dreadnoughts the pilot suffers traumatic injury to his brain or spine causing loss of conscious control: the pilot’s sub conscious takes over The Dreadnought should be moved in a random direction up to its maximum move distance, firing upon the nearest target be it friendly or enemy. If a potential hand-to-hand opponent lies within its path, the Dreadnought will charge and attack it.

EQUIPMENT - SPECIAL DAMAGE

1 TARGETER

A randomly determined targeter is destroyed - even if the targeter is a mental program. If the Dreadnought has no functioning targeter, roll the result on the Armament chart.

2 POWER FIELD SYNCHRONISER

The Dreadnought’s PFS is destroyed. If the Dreadnought has no PFS, roll again on this chart.

3 POWER FIELD

The Dreadnought’s power field generator is destroyed. If the Dreadnought has no power field generator, roll the result on the Sensor chart.

4 MAJOR CENTRAL CONTROL SYSTEM DAMAGE

The shot damages one of the main control synapse modules, directly attacking what is effectively the Dreadnought’s central nervous system. This can have many effects, sending random surges of power rushing through the device, melting delicate components, causing explosions, and causing random burn-outs and control loss.

To reflect this random and often cataclysmic level of escalating damage, throw each turn. On a 4, 5 or 6 the Dreadnought takes another critical hit. This damage will continue to happen on 50% of the remaining turns in the battle unless the pilot chooses to switch his vehicle off completely in which case it is rendered immobile. The pilot may elect if equipped with elector seat.

5 JUMP PACK

The Dreadnought’s Jump Pack is destroyed. If the Dreadnought does not have a Jump Pack, roll the result on the Locomotion chart.

6 JUMP PACK MALFUNCTION

The Dreadnought’s Jump Pack malfunctions! At the start of each of its turns the Dreadnought will jump 3D6" in a randomly determined direction. If the Dreadnought does not have a Jump Pack roll the result on the Locomotion chart.

SYSTEMS - SPECIAL DAMAGE

1 OVERHEATS

Damage to the heat exchange units in the Dreadnought’s power supply and actuators causes a dangerous best build up. Roll a D6 at the start of each of the Dreadnought’s following turns. On the score of a 6 the Dreadnought’s safety cutouts will shut down all systems. The Dreadnought may do nothing and is totally deactivated. Once deactivated, the player should continue to roll a D6, and the Dreadnought becomes reactivated again on the D6 score of 6 (indicating it has cooled down).

2 FIRE

Damage to fire control systems causes a fire to break out in the Dreadnought’s circuitry. Roll a D6 at the beginning of each of the Dreadnought’s following turns. On a score of 1-3 the fire spreads, causing 1 point of damage (but no special damage unless D is already reduced to 0). On a score of 4-5 no damage is caused that turn. On the score of a 6 the fire goes out and no further damage is caused.

3 ACTUATORS

Black smoke pours from the machine as a combination of heat fire causes the internal actuators to melt and burn. During its following movement phases the Dreadnought automatically moves at half maximum rate (rounding fractions down) in a random direction. No hand-to-hand combat blows may be struck and weapons may only be fired on a D6 score of a 4, 5 or 6.

4 HYDRAULICS

The Dreadnought’s internal micro-bore hydraulics begin to leak. The Dreadnought loses power as a result, reducing its strength to 1 and halving the maximum movement from its current amount (rounding fractions down).

5 SHUT-DOWN

The Dreadnought’s emergency systems are triggered as a result of internal damage, activating emergency shut-down procedures and operating the ejector mechanism which throws the pilot out of the Dreadnought

6 EXPLOSION

The heat build-up in the Dreadnought reaches a critical level following damage to the cooling and exhaust systems. The player should roll a D6 at the beginning of each of the Dreadnought’s following turns. The Dreadnought blows up on the roll of a 6, destroying the Dreadnought and causing an explosion with an effect radius of 2". Anything within the area is automatically hit with a strength of 8 with no saving throw for armor. Damaging hits cause D3 wound/damage.

Any scenery within the area is destroyed leaving a crater.

LOCOMOTION - SPECIAL DAMAGE

1 LEG DAMAGE

The Dreadnought’s leg is severely damaged, reducing movement to a maximum of half its present rate (rounding fractions down). A Dreadnought’s Jump Pack (if it had one) is now destroyed.

2 CRIPPLED

The Dreadnought is completely crippled following damage to its legs. The Dreadnought may not move and may not rum from its present facing. Any jump pack is now destroyed.

3 FALLS

The Dreadnought is crippled and falls over Roll a 06:

1-3 - The Dreadnought falls on its face or hack.

4-6 - The Dreadnought falls on its side.

A Dreadnought may continue to use all functioning weapons if it lands on its front or back. If it fails on its side the player should determine which side any weapons on that side cannot be used. The Dreadnought cannot get up.

4 TRIPS

The Dreadnought falls over as if tripped. The machine may pull itself up as normal, but will trip over whenever it moves on a 06 score of 4, 5 or 6.

5 OFF COURSE

The Dreadnought’s locomotion functions are damaged. At the beginning of each subsequent turn the player rolls a D6. On a score of 4, 5 or 6 the Dreadnought goes ‘off course’ and is moved maximum distance in a random direction. This move may take a Dreadnought out of hand-to-hand combat.

6 RANDOM MOVE

The Dreadnought's movement functions are severely damaged. Every turn the model moves its maximum distance in a completely random direction.

SENSORS - SPECIAL DAMAGE

1 SENSORS

The Dreadnought’s sensor package is destroyed. The normal Dreadnought autosenses are unaffected, allowing it to continue to see normally. If the Dreadnought has no sensor package (or the sensor package was previously destroyed) see 2 below.

2 SCRAMBLED

The Dreadnought’s complex array of sensors (tactile, visual, and audio) are temporarily scrambled. The player may either remain stationary and inactive until the sensors clear, or the player may move the Dreadnought and fire randomly. No hand-to-hand attacks can be made. The sensors clear at the beginning of any of the Dreadnought's following turns on a 06 roll of 4, 5 or 6.

3 DE-FOCUSSED

The Dreadnought’s visual mechanisms are thrown out of focus, affecting its ability to shoot. Current BS is reduced by half, rounding down to the nearest whole number.

4 TARGET IDENTIFIER DAMAGED

The Dreadnought’s target identification systems are nullified. Every time the Dreadnought shoots, the player rolls a D6. If the score is 5 or 6, the enemy player may retarget the shot against any model within the Dreadnought’s fire arc. The shot must target a model, although the model may be from either side.

5 STABILISERS JAMMED

The Dreadnought’s directional stabilizers become jammed. Roll a D6:

1-3 - The Dreadnought may no longer turn to the right - it may move straight forward or may turn to the left.

4-6 - The Dreadnought may no longer rum to the left - it may move straight forward or turn to the right.

A Dreadnought forbidden from turning to one side may still turn through 270° to the other in order to achieve the turn desired, but this will reduce its movement by -1" (the first 90° of the turn is free). A Dreadnought cannot run at all if this result is taken twice.

6 BLINDED

The Dreadnought is blinded, making it impossible to move or fire accurately. The model may not make hand-to-hand attacks. The Dreadnought may now only move or fire in a random direction.

ARMAMENT - SPECIAL DAMAGE

1 WEAPON DESTROYED

1 randomly determined weapon is destroyed.

2 AMMO BLOCKAGE

The ammo feed or power supply to 1 randomly determined weapon is blocked or severed. The Dreadnought may fire once more with that weapon, after which the weapon is rendered useless.

3 AMMO JAMMED

The ammo feed or power supply to 1 randomly determined weapon is jammed or fused. Every time the weapon is fired from now on, the player rolls a D6. If the score is a 6 the weapon explodes causing D6 points of damage on the Dreadnought and special damage as appropriate

4 DISARMED

The weaponry of 1 randomly determined arm is destroyed entirety.

5 WEAPONS DESTROYED

2 randomly determined weapons are destroyed.

6 AMMO HIT

The Dreadnought’s central ammo bin or power supply is ruptured open and destroyed. The Dreadnought may no longer fire its weapons. In addition the Dreadnought takes D6 points of damage, and automatically takes D3 further special damage effects.

POINTS VALUES FOR DREADNOUGHTS

The points value (PV) of a Dreadnought is the sum of its build points (BP) plus the PV of any equipment and weapons.

The crewman is free if of a basic creature type.

IMPERIAL DREADNOUGHTS

The three best known variants of Imperial Battle armor are the aforementioned Contemptor, Deredeo, and Furibundus classes. Of course, individual suits are often modified ‘in the field’ to provide different weapons and equipment. We will use these standard models to give you some examples of Imperial Dreadnought construction.

Contemptor Class Close Assault Dreadnought

Codename Chuck

Build Points Total:

140

Profile | WS | BS | S | T | D | I | A | Sv | HP | E
| 6 | 6 | 8 | 8 | 11 | 5(6) | 3 | 4-6 | 4 | 6
BPs | 6 | 6 | 16 | 16 | 33 | 5 | 9 | 6 | 8 | 12

Control System:

Spinal Link 8 BPs (adds + 1 to I)

Power-plant:

Crystal Battery 15 BPs Speed 6

Armament:

The Contemptor class Dreadnought carries a standard armament of 4 bolt-guns, 2 built into each upper limb synchronized to fire at the same time. A targeter program is included as a mental program and occupies no build-points. The 10 PVs for the targeter are included as equipment.

Equipment:

The Contemptor class Dreadnought carries a standard sensor package, a jump pack, a single 1" radius power field and a power field synchronizer. This equipment fills 6 equipment stowage spaces.

Points value:

140 + 8 (Armament) + 53 (Equipment) = 201 pts

Deredo Class Attack Support Dreadnought

Codename Eddy

Build Points Total:

120

Profile | WS | BS | S | T | D | I | A | Sv | HP | E
| 3 | 8 | 6 | 7 | 10 | 6(7) | 2 | 3-6 | 3 | 6
BPs | 3 | 8 | 12 | 14 | 30 | 6 | 6 | 8 | 6 | 12

Control System:

Spinal Link 8 BPs adds + I to I. Power-plant: Crystal Battery 7 BPs Speed 5

Armament:

The Deredeo class Dreadnought carries a standard armament of 1 bolt-gun and 1 missile launcher. Each limb has its own targeter program that occupies no build-points. The 10 PVs for the targeter are included as equipment. The more powerful type Crack missiles and Frag shells are carried as standard.

Equipment:

The Deredeo class Dreadnought carries a standard sensor package, two 1" radius power fields and a power field synchronizer. This equipment fills 6 equipment stowage spaces.

Points value:

120+53 (Armament) + 43 (Equipment) = 216 points

Furibundus Class Destroyer Dreadnought

Codename Fury Build Points Total: 140

Profile | WS | BS | S | T | D | I | A | Sv | HP | E
| 3 | 9 | 1 | 10 | 20 | 6(7) | 1 | 2-6 | 3 | 4
BPs | 3 | 9 | 2 | 20 | 60 | 6 | 3 | 10 | 6 | 8

Control System:

Spinal Link 8 BPs adds +1 to the I

Power-plant:

Crystal Battery 5 BPs Speed 4

Armament:

The Furibundus class Dreadnought carries a standard armament of 2 bolt-guns synchronized to fire simultaneously, and 1 las-cannon. Each limb has its own targeter program that occupies no build-points. The 10 PVs for the targeter are included as equipment.

Equipment:

The Furibundus class Dreadnought carries a standard sensor package, a 1" radius power field and a power field synchronizer. This equipment fills 4 equipment stowage spaces.

Points value:

140 + 94 (Armament) + 43 (Equipment) = 277 pts

ELDAR DREADNOUGHTS

The following Dreadnoughts are given as typical examples of the types built and fielded by Eldar forces. They represent the state of the art in Eldar military technology.

War-Demon Eldar Assault Dreadnought

Build Points Total:

160

Profile | WS | BS | S | T | D | I | A | Sv | HP | E
| 8 | 8 | 8 | 9 | 15 | 5(7) | 4 | 2-6 | 2 | 6
BPs | 8 | 8 | 16 | 18 | 45 | 5 | 12 | 10 | 4 | 12

Control System:

Mind Impulse 10 BPs adds + 2 to I

Power-plant:

Crystal Battery 12 BPs Speed 5

Armament:

The Eldar War-Demon carries a standard armament of 2 Shuriken catapults, 1 mounted in each hand. Each limb has its own targeter program that occupies no build-points. The 10 PVs for the targeter are included as equipment.

Equipment:

The Eldar War-Demon carries a standard sensor package, a 1" radius power field, a power field stabilizer and a jump-pack. This equipment fills 6 equipment stowage spaces.

Points value:

160 + 20 (Armament) + 53 (Equipment) = 233 pts

War-Cry Eldar Assault Dreadnought

Build Points Total:

140

Profile | WS | BS | S | T | D | I | A | Sv | HP | E
| 6 | 7 | 7 | 7 | 15 | 5(7) | 2 | 3-6 | 2 | 6
BPs | 6 | 7 | 14 | 14 | 45 | 5 | 6 | 8 | 4 | 12

Control System:

Mind Impulse 10 BPs adds + 2 to I Power-plant: Crystal Battery 9 BPs Speed 5

Armament:

The Eldar War-Cry carries a standard armament of 1 las-cannon and 1 Shuriken catapult. Each limb has its own targeter program that occupies no build-points. The 10 PVs for the targeter are included as equipment.

Equipment:

The Eldar War-Hunter carries a standard sensor package, a 1" radius power field, a power field synchronizer and a jump-pack. This equipment fills 6 equipment stowage spaces.

Points value:

140 + 100 (Armament) + 53 (Equipment) = 293 pts

Banshee Eldar Support Dreadnought

Build Points Total:

160

Profile | WS | BS | S | T | D | I | A | Sv | HP | E
| 7 | 8 | 7 | 7 | 18 | 6(8) | 2 | 3-6 | 4 | 6
BPs | 7 | 8 | 14 | 14 | 56 | 6 | 6 | 8 | 8 | 12

Control System:

Mind Impulse 10 BPs adds + 2 to I

Power-plant:

Crystal Battery 11 BPs Speed 5

Armament:

The Banshee is unusual in that it has two manipulative arms each with a built-in flamer and an additional weapon-bearing limb with a missile launcher. Each limb has its own targeter program that occupies no build-points. The 10 PVs for the targeter are included as equipment. Crack missiles and Frag shells are carried as standard.

Equipment:

The Eldar Banshee carries a standard sensor package, a 1" radius power field, a power field synchronizer and a jump-pack. This equipment fills 6 equipment stowage spaces.

Points value:

160 + 55 (Armament) + 53 (Equipment) 268 pts

ORK DREADNOUGHTS

Ork Dreadnoughts, whilst being thrown together in the most ad-hoc fashion imaginable, still have formidable battlefield presence. Here are two of the ‘finest’ examples of orkish Dreadnought technology.

Space Ork Super-attack Onslaughter Dreadnought

Build Points Total:

140

Profile | WS | BS | S | T | D | I | A | Sv | HP | E
| 6 | 6 | 6 | 7 | 13 | 5(6) | 4 | 2-6 | 6 | 3
BPs | 6 | 6 | 12 | 14 | 39 | 5 | 8 | 10 | 12 | 6

Control System:

Spinal Link 8 BPs adds +1 to I

Power-plant:

Crystal Battery 14 BPs Speed 6

Armament:

The Space ork Super-attack Onslaughter carries a standard armament of 2 power claws, plus 1 las-cannon and 1 heavy bolter. Limbs bearing the las-cannon and bolter have their own targeter program that occupies no extra build points. The 10 PVs for the targeter are included as equipment.

Equipment:

The Space Ork Super-attack Onslaughter carries a single 1" radius power field and a power field synchronizer occupying a total of 3 equipment stowage spaces.

Points value:

140 + 135 (Armament) + 20 (Equipment) = 295 pts

Space Ork Killer Dreadnought

Build Points Total:

100

Profile | WS | BS | S | T | D | I | A | Sv | HP | E
| 6 | 6 | 5 | 5 | 10 | 4 | 2 | 4-6 | 3 | 3
BPs | 6 | 6 | 10 | 10 | 30 | 4 | 4 | 6 | 6 | 6

Control System:

Driver 2 BPs

Power-plant:

Crystal Battery 10 BPs Speed 6

Armament:

The Space Ork Killer Dreadnought carries a standard armament of 1 power claw plus 1 heavy bolter.

Equipment:

The Space Ork Killer Dreadnought carries a single 1" radius power field plus a power field synchronizer. This occupies 3 equipment stowage spaces.

Points value:

100 + 30 (Armament) + 20 (Equipment) 150 pts

Ork Dreadnought Variants

Orks, being Orks, are quite free with types of weapons they fix to their Dreadnoughts. The las-cannon can therefore be replaced with another heavy bolter, a grenade launcher, or a heavy plasma gun. Another las-cannon, a grenade launcher, or a heavy plasma gun can similarly replace the heavy bolter. This will affect the PV of the Dreadnought, and the PV will have to be recalculated accordingly.