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Siege Dreadnoughts are specialized equipped, and are only deployed when
the Chapter needs to break-through a static defence line or during heavy
street-to-street fighting.
Weapons: The Dreadnought’s left arm is equipped with an assault drill that
has a built in heavy flamer. The Dreadnoughts right arm is equipped with an
Inferno cannon.
Options: The Dreadnought may take any of the following vehicle upgrades
at the cost listed in the Space Marine Armoury: extra armour, searchlight or
smoke launchers.
SPECIAL RULES
Assault Drill with built in heavy flamer
The Dreadnought’s assault drill is designed to punch through rock and
reinforced ferrocrete, grinding its way through buildings, walls and bunkers.
Once penetrated the heavy flamer can unleash a torrent of flaming
promethium through the hole to incinerate those inside.
The assault drill acts like a normal Dreadnought close combat weapon. If it
used to attack a bunker or building, then roll 2D6 for penetration and add the
dice together. If the Dreadnought penetrates a bunker/pillbox/building it may
immediately make a heavy flamer attack against anybody inside (troops on
different level or in a different section of a large building cannot be
attacked). Anybody inside a bunker is hit automatically.
Heavy Flamer
Inferno Cannon
When firing the Inferno cannon, designate a target unit and place the normal
flamer template so that it is at least partially over as many enemy members
as possible. The whole template must be in range and line of sight. Roll to
hit once, using the Dreadnought’s BS. If you hit, then all models partially or
wholly under the template are hit. If you miss, they are each hit on a roll of
4+.
The Dreadnought can only carry a limited amount of fuel for the Inferno
cannon. After each shot roll a D6, on a 1 the Dreadnought is out of fuel and
cannon fire its Inferno cannon again.