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Adeptus CustodesContemptor-Achillus Dreadnought
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Contemptor-Achillus Dreadnought

NAME M WS BS S T W A Ld Sv
Contemptor-Achillus Dreadnought * * * 7 7 10 4 8 2+
A Contemptor-Achillus Dreadnought is a single model equipped with: 2 Lastrum storm bolters; Achillus dreadspear.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
BS
6-10
9"
2+
2+
3-5
6"
3+
3+
1-2
4"
4+
4+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Achillus dreadspear (shooting)
24"
Heavy 2
8
-2
D3
-
0
Achillus dreadspear (melee)
Melee
Melee
x2
-3
D6
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
15
Infernus incinerator
8"
Heavy D6
6
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
5
Lastrum storm bolter
24"
Rapid Fire 2
5
-1
1
-
20
Twin Adrathic destructor
18"
Assault 2
5
-3
3
-
WARGEAR OPTIONS
 • For each Lastrum storm bolter this model is equipped with, it can instead be equipped with one of the following: 1 Infernus incinerator; 1 twin Adrathic destructor.
ABILITIES
Impaling Lunge: After this model finishes a charge move, you can select one enemy unit within 1" of it and roll one D6; on a 4+ that enemy unit suffers D3 mortal wounds.

Atomantic Shielding: This model has a 5+ invulnerable save.

Unyielding Ancient: When this model would lose a wound, roll one D6; on a 6 that wound is not lost.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ADEPTUS CUSTODES
KEYWORDS
VEHICLE, DREADNOUGHT, CONTEMPTOR-ACHILLUS DREADNOUGHT
Does not include wargear
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

Lastrum storm bolter used in following datasheets:

Elites
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

Twin Adrathic destructor used in following datasheets:

Elites
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The VEHICLE keyword is used in following Adeptus Custodes datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
Heavy Support

The DREADNOUGHT keyword is used in following Adeptus Custodes datasheets:

Elites
Heavy Support
© Vyacheslav Maltsev 2013-2020