| Abilities |
|---|
| Reinforced Aegis:
Psychic test Leadership penalties caused by The Aegis are increased to -4 if the target of the psychic power is within 12" of the Dreadnought (or is the Dreatnought itself). |
| Venerable:
If a Venerable Dreadnought suffers a glancing or penetrating hit, you can ask your opponent to re-roll the result rolled on the Vehicle Damage Chart. You must accept the result of the second roll, even if its worse than the first. |
| The Aegis:
If an enemy Psyker attempts to target a model with the Aegis special rule (or a unit that contains a model with the Aegis special rule) he suffers a -1 Penalty to his Leadership for the purposes of his Psychic test. A psychic power that does not specifically target a unit with the Aegis special rule does not suffer this penalty, even if the unit with the Aegis special rule is affected by the psychic power. |
| Preffered Enemy (Daemons):
Units with this ability can always re-roll their rolls to hit in close combat against Daemons. This ability does not work when attacking vehicles without a Weapon Skill characteristic. |
| Psychic Pilot:
A vehicle with this special rule is treated as being a Psyker (Mastery level 1) and Leadership 10 for the purposes of Psychic tests and Psychic Hoods. If the vehicle suffers the Perils of the Warp, treat it as a glancing hit. |
| Walker Vehicle | WS | BS | STR | F | S | R | I | A |
|---|---|---|---|---|---|---|---|---|
| Venerable Dreadnought | 5 | 5 | 6 | 12 | 12 | 10 | 4 | 2 |
| Psychic Power |
|---|
| Fortitude:
This power can be used in the Grey Knight's Movement phase. If the Psychic test is successful, any crew shaken and crew stunned results already on the vehicle are nullified and no longer apply. |
| 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. |