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Sometimes Tactical Dreadnought Armour is heavy enough to win the day.

Sometimes the only thing that can really make an impact is a suit of Real Dreadn
ought armour.
Imperial Dreadnought Armour comes in three flavours - Chuck (anti-personnel), Ed
die and Fury (assault Dreadnoughts) - while other races have their varieties.
Basic Dreadnought Rules:
Dreadnoughts have AP and can use them just like Marines. They move with the AP C
osts as Terminators. Dreadnoughts aren't the smallest of things either. In large
wide corridors they have no problems, but with smaller Hulk corridors they can
get stuck.
Every square a Dreadnought moves in a small one wide corridor is a chance for th
e beast to get stuck. Roll 1D6, and on a 5 or 6, the Dreadnought becomes stuck.
It costs 1 AP to try and get unstuck, and must roll a 1-4 on a D6 to do so. When
it moves another square, roll to see if it gets stuck again.
It costs a Dreadnought an additional +1 AP to make a 180 degree turn.
Dreadnoughts in combat:
Dreadnoughts are treated as Terminator armour for purposes of damage, however th
ey can survive more than one hit. Each Dreadnought has an amount of hits that re
presents how many killing shots it can survive. Once it reaches the limit, it is
destroyed. Do not remove destroyed dreadnought models, they block that square a
nd make it impassable.
Some dreadnoughts have linked weapons (like linked Bolters). They fire together
and at the same target, and further it only costs 1 AP to fire the set, which do
es full damage for the weapons used (thus linked bolters do 2 Dice damage).
All weapons on a Dreadnought cost 1 AP to fire, and the machine can move and fir
e at the same time with any of it's weapons.
Most dreadnoughts also get a modifier to their dice to kill a target as well.
Dreadnoughts in close combat get a variable amount of dice to kill a target, dep
ending on their type. This is because some dreadnought, while powerful and stron
g, aren't designed to engage in close combat, and thus aren't nimble enough to b
e able to hit a quick target at close range. Opponents of Dreadnoughts in Close
Combat must roll a 6 on one of their dice to damage the Dreadnought, but if they
roll higher than the dreadnought, it just means that they don't get killed.
Also Dreadnoughts may not react to close combat attacks from other directions an
d may be attacked freely, opponents needing a 6 to damage the thing, but are fre
e from reprisals.
Powerfields:
A powerfield is a very powerful protective device surrounding the Dreadnought. I
t is treated in all respects as a Bulkhead, and until it is destroyed, the Dread
nought cannot be damaged.
It costs 1 AP to activate a Powerfield, and only one may be active at any one ti
me. They may not be activated with CP.
However, there is a downside for the Dreadnought. For it be able to fire out, th
e powerfield has to be dropped. While this is almost instantaneous, there is alw
ays the chance that a stray shot will pass through while the shield is down, thu
s completely missing the field. To simulate this, if the Dreadnought fires at al
l in it's turn, then in the opponents turn following, any shots directed at the
Dreadnought should have a 1D6 rolled first. On a 1-4, the shot will hit the powe
rfield, on a 5-6 the shot misses the powerfield and strikes the Dreadnought. Rol
l for applicable effects - this doesn't guarantee damage!
In physical combat, the powerfield will not affect either the dreadnought nor th
e opponent.

A powerfield does not hinder the Dreadnought in any other way.


Dreadnought descriptions are listed within the relevant army lists.

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