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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 D3
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.
16
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
For each hit roll of 1 made for attacks with this weapon, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
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
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.
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.
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.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
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.
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.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
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.

The DREADNOUGHT keyword is used in following Adeptus Custodes datasheets:

Elites
Heavy Support

The VEHICLE keyword is used in following Adeptus Custodes datasheets:

Elites
Heavy Support
Dedicated Transport
Lords of War
Fast Attack
© Vyacheslav Maltsev 2013-2019