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Adeptus CustodesTelemon Heavy Dreadnought
13

Telemon Heavy Dreadnought

NAME M WS BS S T W A Ld Sv
Telemon Heavy Dreadnought * * * 8 8 14 4 8 2+
A Telemon Heavy Dreadnought is a single model equipped with: 2 Arachnus storm cannons; spiculus bolt launcher.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
BS
8-14+
8"
2+
2+
4-7
6"
3+
3+
1-3
4"
4+
4+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
40
Arachnus storm cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
72"
Heavy 2
9
-4
3
When resolving an attack made with this weapon against a Vehicle unit, you can re-roll the wound roll.
 - Burst
48"
Heavy 6
7
-2
1
-
25
Iliastus accelerator culverin
36"
Heavy 4
7
-3
2
-
12
Spiculus bolt launcher
24"
Heavy 5
5
-1
1
-
15
Twin plasma projector
8"
Heavy 2D3
6
-2
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Telemon caestus
Melee
Melee
x2
-3
4
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile.
WARGEAR OPTIONS
 • For each Arachnus storm cannon this model is equipped with, it can instead be equipped with one of the following: 1 Telemon caestus and 1 twin plasma projector; 1 Iliastus accelerator culverin.
ABILITIES
Reinforced Atomantic Shielding: This model has a 4+ invulnerable save.

Spiculus Volley: When this model fires Overwatch or is chosen to shoot with, it can shoot with its spiculus bolt launcher twice if it has not moved this turn.

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 D6 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ADEPTUS CUSTODES
KEYWORDS
VEHICLE, DREADNOUGHT, TELEMON HEAVY DREADNOUGHT
Does not include wargear
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.
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.
single/pair
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.
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.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
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.

The DREADNOUGHT keyword is used in following Adeptus Custodes datasheets:

Elites
Heavy Support

This datasheet has Heavy Support Battlefield Role. Full list of Adeptus Custodes units sharing same Battlefield Role follows:

The VEHICLE keyword is used in following Adeptus Custodes datasheets:

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