Wahapedia8 site header
Chaos Space MarinesHellforged Contemptor Dreadnought
10

Hellforged Contemptor Dreadnought

NAME M WS BS S T W A Ld Sv
Hellforged Contemptor Dreadnought * * * 7 7 10 4 8 3+
A Hellforged Contemptor Dreadnought is a single model. It is equipped with two hellforged deathclaws and two combi-bolters.
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
Hellforged deathclaw
Melee
Melee
x2
-3
3
-
Hellforged chainclaw
Melee
Melee
x2
-4
4
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
11
Ectoplasma blaster
18"
Assault 2
8
-3
2
If any hit roll made in a given phase results in a score of a ‘1’, then the firing unit suffers one mortal wound.
17
Hellflamer
8"
Heavy D6
5
-1
2
This weapon automatically hits its target.
30
Soulburner
24"
Assault D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
25
Butcher cannon
36"
Heavy 4
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
22
Multi-melta
24"
Heavy 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.
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
-
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
6
Havoc launcher
48"
Heavy D6
5
0
1
-
WARGEAR OPTIONS
 • A Hellforged Contemptor may replace one or both deathclaws with chainclaws.
 • A Hellforged Contemptor may replace one deathclaw and one combi-bolter for one of the following weapons (or it can replace both deathclaws and both combi-bolters for two of the following weapons):
  - Twin heavy bolter
  - Multi-melta
  - Twin autocannon
  - Ectoplasma cannon
  - Kheres assault cannon
  - C-beam cannon
  - Butcher cannon
 • One or both combi-bolters may be replaced with one of the following:
  - Hellflamer
  - Ectoplasma blaster
  - Soulburner
 • This model may take a havoc launcher.
ABILITIES
Machina Malifica: At the end of each Fight phase, roll a number of D6 for this model equal to the number of models that were slain by it during this phase; for each dice that scores a 5+, this model regains one lost wound. This model cannot regain lost wounds by any other means.

Hellfire Reactor: A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase.

Dark Fury: If this model is equipped with two melee weapons, it gains +1 attack.

Containment Breach: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6" it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffer D3 mortal wounds unless it is a PSYKER, in which case it suffers D6 mortal wounds instead.
FACTION KEYWORDS
CHAOS, <MARK OF CHAOS>, HERETIC ASTARTES, <LEGION>
KEYWORDS
VEHICLE, DREADNOUGHT, HELBRUTE, HELLFORGED, HELLFORGED CONTEMPTOR DREADNOUGHT
Does not include wargear
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.
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.
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.
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.
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.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Army List

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

Elites
Heavy Support

This datasheet has Elites Battlefield Role. Full list of Chaos Space Marines units sharing same Battlefield Role follows:

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

Elites
Heavy Support
© Vyacheslav Maltsev 2013-2019