| Walker Vehicle | WS | BS | STR | F | S | R | I | A |
|---|---|---|---|---|---|---|---|---|
| Dreadnought | 4 | 4 | 6 | 12 | 12 | 10 | 4 | 2 |
| Wargear |
|---|
| Smoke Launchers:
Once per game, after completing its move, a vehicle with smoke launchers can trigger them (it doesn’t matter how far it moved). Place some cotton wool or other suitable marker on or around the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used its smoke launchers, but will count as obscured in the next enemy Shooting phase, receiving a 4+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if its crew are shaken or stunned. It is worth pointing out that some armies might use different versions of smoke launchers, which have slightly different rules. As normal, the rules in the Codex take precedence. |
| Searchlight:
Searchlights are used when the Night Fighting rule is in effect. If a vehicle has a searchlight it must still use the night fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the shooting phase, any other unit that fires at the illuminated unit does not use the Night fighting rules. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect. |
| Abilities |
|---|
| The Red Thirst:
After forces have deployed, but before scout moves are taken and the first turn begins, roll a D6 for each unit in your army with this special rule (including units you have left in reserve). On a score of 1, the entire unit is treated as having the Furious Charge and Fearless special rules instead of the And they Shall Know No Fear special rule for the duration of the game. |