| Walker Vehicle | WS | BS | STR | F | S | R | I | A |
|---|---|---|---|---|---|---|---|---|
| Furioso Dreadnought | 6 | 4 | 6 | 13 | 12 | 10 | 4 | 2(3) |
| 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. |
| Melee Weapons |
|---|
| Dreadnought Close Combat Weapon:
A Dreadnought close combat weapon is a power weapon and doubles the walker’s Strength in close combat (up to a maximum of 10). If the walker suffers a weapon destroyed result and the player chooses the close combat weapon, the walker loses the bonuses conferred by the Dreadnought close combat weapon (and any other weapon built into the same arm). If a walker is armed with two or more close combat weapons, it gains one bonus attack for each additional weapon over the first. If one of its additional weapons is destroyed, one bonus attack is lost. |
| Force Weapon:
Force weapons have the same effects as power weapons, but also confer to the wielder one additional psychic power, used in close combat, that can instantly extinguish the life force of any opponent. Roll to hit and wound as normal, allowing any invulnerable saving throws the victim might have. The psyker may then take a Psychic test to use the weapon’s power against any one opponent that suffered an unsaved wound by the weapon in that player turn. The normal rules for using psychic powers apply (remember that a psyker may normally use only one power per turn). If the test is passed, the enemy model suffers instant death, regardless of its Toughness value. This power has no effect against vehicles, models that are immune to instant death and any other model that does not have a Wounds value. |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Storm Bolter | 24" | 4 | 5 | Assault 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. |
| Psychic Hood:
Psychic hoods allow a Librarian to nullify and opposing psyker's power. Declare that you'll use the psychic hood after an enemy model within 24" of the Librarian passes a Psychic test. If there are several Librarians in range, only one can attempt to nullify the psychic power - you must choose which. Each player then rolls a D6 and adds their model's leadership value to the score. If the Space Marine Librarian beats the opposing model's score then the psychic power is nullified and does not take effect that turn. If the opposing model's score is equal or higher, it can use its psychic power as normal. The psychic hood can be used once each time an enemy model uses a psychic power within range. |