Chaos Space Marine Dreadnought

(Unit)
Type: upgrade
Category: Support
Categories: Chaos, Support
LinkId: 5dd2-c78f-043b-32a0
Hidden: false
Costs: 135 pts
Options (4)
Combi-Weapon Choice:
Rules (5)
Fire Frenzy
1 - If enemy models with 12" at the start of the turn, becomes Frenzied and is immune to stupidity until the start of the next turn. Doubles the number of attacks and must use follow up moves after close combat to engage another enemy in combat or get closer to the enemy if none are within range.

2 - If no enemy within 12" or if it cannot move far enough to reach its opponents through being damaged it will suffer stupidity instead. Roll a Leadership test, if it passes it can move and fight as normal. If it fails, it will suffer Stupidity until the start of its next turn. It can however still fire in the shooting phase, using the following rules

3 - Roll a D6 for each Dreadnought suffering from stupidity. On a 2-6, the Dreadnought will fire all of its weapons at the nearest enemy model in its fire arc, but sustained fire multiple hits can still be spread. On a 1, the Dreadnought fires all of it's weapons at then earest model in its fire arc, friend or foe. All of these shots, even sustained fire, go into the same target.
Chaos Dreadnoughts
For the purposes of psychic powers that affect crew: Consider them to have 2 wounds and Toughness 5
Stupidity
Stupid creatures must make a Break test at the start of each of their turns to overcome their stupidity. If you pass the test, the creatures behave normally; otherwise, the following rules apply until their next turn, when they can test once again:
If already in hand-to-hand combat, roll a D6 for each stupid creature in HtH; on a roll of 1-3, it rolls no attack dice and makes no parries. If not in HtH, roll D6 for each stupid unit. On a 1-3, move each stupid creature its normal move in a random direction (roll scatter die); any enemies encountered are automatically engaged in HtH (you must still roll to determine whether the stupid creatures will actually fight as above). On a 4-6, the creatures do nothing for the remainder of the turn. Creatures cannot shoot weapons or use psychic abilities while suffering from stupidity. While overcome by stupidity, they ignore all further psychology tests; Broken troops are not affected byStupidity until they have rallied.
Frenzy
See rulebook page 67 - too long to describe
Chaos Dreadnought Damage Table
1: Legs						
2: Left Arm					
3: Right Arm					
4-6: Body
See Datafax for damage results and armour values

Profiles:

Walker / Dread Unit TypeMWSBSSIALDFront ArmourSide/Rear Armour
Chaos Space Marine Dreadnought

Dreadnought

6

7

5

6

5

3

10

19 18 18 21

19 18 18 19

Ram Value:

Strength 7 D10 Damage -4 Save

Armour Location:

Legs Left Arm Right Arm Body

Used By (1)
Codex - Chaos(Catalogue)