Thousand Sons – Chaos Contemptor Dreadnought
This datasheet does not meet the selection criteria (see Settings tab).
8

Chaos Contemptor Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
140
Chaos Contemptor Dreadnought (base: 60mm)
1
140
Chaos Contemptor Dreadnought
8" 3+ 3+ 7 7 9 4 8 3+ 60mm
A Chaos Contemptor Dreadnought is equipped with: 2 hellforged heavy plasma cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
+5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0"-24"
Heavy D3
6
-1
2
Blast
Blast
 - Medium range
 - Medium range
24"-48"
Heavy D3
7
-2
3
Blast
Blast
 - Long range
 - Long range
48"-72"
Heavy D3
8
-3
4
Blast
Blast
+5
Graviton blaster
+5
Graviton blaster
18"
Assault 2
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+25
Hellforged cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+25
Hellforged cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
Hellforged heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Hellforged heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+10
Hellforged kheres-pattern assault cannon
+10
Hellforged kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
+5
Hellforged plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
+5
Hellforged plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+15
Twin heavy bolter
+15
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+15
Twin hellforged autocannon
+15
Twin hellforged autocannon
48"
Heavy 4
7
-1
2
-
+25
Twin lascannon
+25
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+5
Twin volkite culverin
+5
Twin volkite culverin
45"
Heavy 8
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Hellforged Dreadnought combat weapon
Hellforged Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
+5
Hellforged Dreadnought chainfist
+5
Hellforged Dreadnought chainfist
Melee
Melee
x2
-4
2D3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Each of this model’s hellforged heavy plasma cannons can be replaced with one of the following: 1 conversion beam cannon; 1 hellforged kheres-pattern assault cannon; 1 multi-melta; 1 twin hellforged autocannon; 1 twin heavy bolter; 1 twin lascannon; 1 twin volkite culverin; 1 hellforged Dreadnought chainfist and 1 combi-bolter; 1 hellforged Dreadnought combat weapon and 1 combi-bolter.
 • Each of this model’s combi-bolters can be replaced with one of the following: 1 graviton blaster; 1 heavy flamer; 1 hellforged plasma blaster.
 • This model can be equipped with 1 hellforged cyclone missile launcher.
ABILITIES
ABILITIES
Martial Legacy
Relentless Hatred: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Hellforged Atomantic Shielding: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, RELIC, CONTEMPTOR DREADNOUGHT, ARCANA ASTARTES

Datasheet-related Stratagems

ENSORCELLED INFUSION1CP
Thousand Sons – Battle Tactic Stratagem

Utilising the fell powers of the warp, thousand Sons Sorcerers infuse vehicles with empyric energies to render them even deadlier.

Use this Stratagem in your Shooting phase, when a THOUSAND SONS VEHICLE model from your army within 6" of a friendly ARCANA ASTARTES PSYKER unit is selected to shoot. Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons that model is equipped with by 1.
BIOMECHANICAL MUTATION1CP
Thousand Sons – Epic Deed Stratagem

The war engines of the Thousand Sons seethe with warp energies that can cause their sundered hulls to flow and reseal like wax.

Use this Stratagem in any phase, when a THOUSAND SONS VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
INESCAPABLE FOREWARNING2CP
Thousand Sons – Strategic Ploy Stratagem

The Thousand Sons’ mastery of time means they know of an enemy’s arrival on the battlefield before the foe even realises it is to go to war.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase, if an enemy unit was set up as Reinforcements within 18" of an ARCANA ASTARTES PSYKER unit from your army. Select one ARCANA ASTARTES CORE unit from your army that is within 6" of that ARCANA ASTARTES PSYKER unit and not within Engagement Range of any enemy units. That ARCANA ASTARTES CORE unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn within 18" of their unit and that ARCANA ASTARTES PSYKER unit when doing so.
WARPFLAME GARGOYLES1CP
Thousand Sons – Wargear Stratagem

On the hulls of vehicles swollen with the power of Tzeentch, gnashing maws open to spew warpfire over those nearby.

Use this Stratagem at the start of the Fight phase. Select one ARCANA ASTARTES VEHICLE model from your army (excluding HELBRUTEs). Roll one D6 for each other unit within Engagement Range of that model, subtracting 2 if the unit being rolled for is a CHARACTER or VEHICLE unit: on a 4+, that unit suffers D3 mortal wounds.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The ARCANA ASTARTES and PSYKER keywords are used in the following Thousand Sons datasheets:

Lords of War

The HELBRUTE keyword is used in the following Thousand Sons datasheets:

Elites
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

This datasheet has Elites Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

Conversion beam cannon used in the following datasheets:

Multi-melta used in the following datasheets:

Twin hellforged autocannon used in the following datasheets:

Twin volkite culverin used in the following datasheets:

Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.

The CORE keyword is used in the following Thousand Sons datasheets:

The DREADNOUGHT keyword is used in the following Thousand Sons datasheets:

The ARCANA ASTARTES and CORE keywords are used in the following Thousand Sons datasheets:

© Vyacheslav Maltsev 2013-2021