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Blood AngelsDeath Company Dreadnought
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Death Company Dreadnought

NAME M WS BS S T W A Ld Sv
Death Company Dreadnought 8" 3+ 3+ 6 7 8 4 7 3+
A Death Company Dreadnought is a single model equipped with two Furioso fists, a storm bolter and a meltagun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
35
Blood talons
Melee
Melee
+4
-2
3
You can re-roll failed hit and wound rolls for this weapon.
Furioso fist
Melee
Melee
x2
-3
3
If a model is equipped with two Furioso fists, you can re-roll failed hit rolls when attacking with them.
WARGEAR OPTIONS
 • This model may replace its two Furioso fists with blood talons.
 • This model may replace its storm bolter and/or meltagun with a heavy flamer.
 • This model may replace its smoke launchers with a magna-grapple.
ABILITIES
Black Rage, Bolter Discipline

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.

Insatiable: This model may move up to 6" when consolidating at the end of the Fight phase.

Smoke Launchers: Once per battle, instead of shooting any weapons in the Shooting phase, this model can use smoke launchers if it is equipped with them; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.

Magna-grapple:
5
If a model with a magna-grapple only targets a single VEHICLE unit in the Charge phase, add 2 to its charge roll.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS, DEATH COMPANY
KEYWORDS
VEHICLE, DREADNOUGHT, DEATH COMPANY 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.
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.
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.
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.
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.
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.
pair
Black Rage

When a Blood Angels battle-brother succumbs to the Black Rage, their doom is assured. Yet before they fall, their murderous ferocity, inhuman strength and near-supernatural resilience make them a terrifying threat to all who stand in their path.

You can add 1 to this unit’s Attacks characteristic for the duration of the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a 6 the wound is ignored and has no effect.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
Bolter Discipline
All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
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.
Army List

The DEATH COMPANY keyword is used in following Blood Angels datasheets:

HQ
Elites

The DREADNOUGHT keyword is used in following Blood Angels datasheets:

HQ
Elites
© Vyacheslav Maltsev 2013-2019