Thousand Sons – Chaos Deredeo Dreadnought
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11

Chaos Deredeo Dreadnought

NoNAME  M WS BS S T W! A Ld Sv Base
190
Chaos Deredeo Dreadnought (base: 80mm)
1
190
Chaos Deredeo Dreadnought
8" 3+ 3+ 6 7 7-12 4 8 3+ 80mm
6" 4+ 4+ 6 7 4-6 4 8 3+
4" 5+ 5+ 6 7 1-3 4 8 3+
A Chaos Deredeo Dreadnought is equipped with: anvillus autocannon battery; twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Aiolos missile launcher
+20
Aiolos missile launcher
48"
Heavy 3D3
6
-1
1
Blast
Blast
Anvillus autocannon battery
Anvillus autocannon battery
36"
Heavy 8
7
-2
2
-
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48"
Heavy 2
9
-3
D3+3
-
+20
Boreas air defence missiles
+20
Boreas air defence missiles
48"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
+10
Hellfire plasma carronade
Before selecting targets, select one of the profiles below to make attacks with.
+10
Hellfire plasma carronade
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 6
7
-3
2
-
 - Supercharge
 - Supercharge
36"
Heavy 6
8
-3
3
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.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin heavy flamer
Twin heavy flamer
12"
Heavy 2D6
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.
+10
Volkite falconet battery
+10
Volkite falconet battery
36"
Heavy 6
8
-2
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds 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 2 mortal wounds on the target in addition to any normal damage.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s anvillus autocannon battery can be replaced with one of the following: 1 arachnus heavy lascannon battery; 1 hellfire plasma carronade; 1 volkite falconet battery.
 • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 aiolos missile launcher; boreas air defence missiles.
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, DREADNOUGHT, SMOKESCREEN, RELIC, CHAOS DEREDEO 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.
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.
ARCANE SMOKESCREEN1CP
Thousand Sons – Wargear Stratagem

Thousand Sons vehicles are often outfitted with smoke launchers. Their brimstone smog obscures the tanks from view.

Use this Stratagem in your opponent’s Shooting phase, when a THOUSAND SONS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
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.

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.
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.
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:

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 DREADNOUGHT keyword is used in the following Thousand Sons datasheets:

Twin heavy flamer used in the following datasheets:

© Vyacheslav Maltsev 2013-2021