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Space WolvesRelic Leviathan Dreadnought
16

Relic Leviathan Dreadnought

NAME M WS BS S T W A Ld Sv
Relic Leviathan Dreadnought * * * 8 8 14 4 8 2+
A Relic Leviathan Dreadnought is a single model. It is equipped with two siege claws, two meltaguns and two heavy flamers.
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
5"
3+
3+
1-3
3"
4+
4+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Leviathan siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Leviathan siege drill
Melee
Melee
x2
-4
4
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
50
Storm cannon array
24"
Heavy 10
7
-2
2
-
14
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
60
Cyclonic melta lance
18"
Heavy 2D3
9
-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.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
WARGEAR OPTIONS
 • A Relic Leviathan may replace one or both Leviathan siege claws with Leviathan siege drills.
 • A Relic Leviathan may replace one or both Leviathan siege claws and meltaguns with one of the following (both a Leviathan siege claw and meltagun must be exchanged for a single option). For each Leviathan siege claw exchanged in this fashion, subtract 1 from the Relic Leviathan’s Attacks characteristic:
  - Storm cannon array
  - Cyclonic melta lance
  - Grav-flux bombard
 • This model may take up to three hunter-killer missiles.
ABILITIES
Angels of Death

Reinforced Atomantic Barriers: This model has a 4+ invulnerable save.

Atomantic Conflagration: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5 or 6 it explodes and each unit within 9" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers. Until the controlling player’s next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
VEHICLE, DREADNOUGHT, RELIC, RELIC LEVIATHAN DREADNOUGHT
Does not include wargear
single/pair
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.
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.

Meltagun used in following datasheets:

Troops
Elites
Fast Attack
Heavy Support
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.
Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline and Shock Assault.
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.
Army List
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© Vyacheslav Maltsev 2013-2020