Relic Contemptor Dreadnought

Model NameMTSvWLdOC
Relic Contemptor Dreadnought
60mm
6"92+ 5++106+3
Keywords:
Thousand Sons, , Dreadnought, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch
Ranged WeaponsRangeABSSAPD
Twin lascannon
TWIN-LINKED
48"1312-3D6+1
Twin autocannon
TWIN-LINKED
48"239-13
Twin heavy bolter
TWIN-LINKED, SUSTAINED HITS 1
36"335-12
Plasma blaster – supercharge
HAZARDOUS
18"238-32
Twin volkite culverin
devastating wounds, twin-linked
36"43602
Plasma blaster – standard
18"237-21
Heavy flamer
IGNORES COVER, TORRENT
12"D6 N/A5-11
Combi-bolter
rapid fire 2
24"23401
Heavy plasma cannon – standard
blast
36"D337-22
Heavy plasma cannon – supercharge
blast, hazardous
36"D338-33
Kheres-pattern assault cannon
devastating wounds
24"637-11
Multi-melta
MELTA 2
18"239-4D6
Cyclone missile launcher – krak
36"239-2D6
Conversion beam cannon
conversion, sustained hits d3
24"137-13
Cyclone missile launcher – frag
BLAST
36"2D6 3401
Graviton blaster
anti-vehicle 2+
18"235-11
Melee WeaponsRangeABSSAPD
Dreadnought combat weapon
Melee5312-23
Armoured feet
Melee53601
Dreadnought chainfist
anti-vehicle 3+
Melee4312-23

Abilities

Even In Death I Serve:The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining.

Wargear Options

Each of this model’s heavy plasma cannons can be replaced with one of the following:
  • 1 conversion beam cannon
  • 1 kheres-pattern assault cannon
  • 1 multi-melta
  • 1 twin autocannon
  • 1 twin heavy bolter
  • 1 twin lascannon
  • 1 twin volkite culverin
  • 1 Dreadnought chainfist and 1 combi-bolter
  • 1 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 plasma blaster
This model can be equipped with 1 cyclone missile launcher.

Wargear Abilities

Unit Composition

1 Relic Contemptor Dreadnought
This model is equipped with: 2 heavy plasma cannons; armoured feet.

Costs

1 model - 140pts

Leader

Led By

Stratagems

NameDescription
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1CP SULPHUROUS VEIL
Detachment: Changehost of Deceit
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Thousand Sons or Scintillating Legions unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
2CP DECEPTIVE GLAMOUR
Detachment: Changehost of Deceit
WHEN: Start of the Fight phase.

TARGET: One Thousand Sons unit from your army.

EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible Scintillating Legions targets for those attacks.
1CP PSYCHIC DOMINION
Detachment: Grand Coven
WHEN: Any phase, just after an enemy unit has selected its targets.

TARGET: One Thousand Sons unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, Psychic weapons equipped by models in the attacking unit have the [hazardous] ability, and models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.
1CP ARCANE FOCUS
Detachment: Grand Coven
WHEN: Your Shooting phase, just after you take a Psychic test for a Thousand Sons model from your army that Channelled the Warp (before resolving that Ritual).

TARGET: That THOUSAND SONS model.

EFFECT: Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).
1CP WRATH OF THE DOOMED
Detachment: Hexwarp Thrallband
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP HEX-MARKED ARMOUR
Detachment: Warpforged Cabal
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Thousand Sons Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1CP CYBERSPIRIT MACHINATIONS
Detachment: Warpforged Cabal
WHEN: Your Movement phase, just after a Thousand Sons Vehicle unit from your army Falls Back.

TARGET: That VEHICLE unit, and one friendly Thousand Sons Psyker unit within 6" of that VEHICLE unit.

EFFECT: Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1CP ENSORCELLED INFUSION
Detachment: Warpforged Cabal
WHEN: Your Shooting phase.

TARGET: One Thousand Sons Vehicle unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly Thousand Sons Psyker units.

EFFECT: Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the [PSYCHIC] ability and each time an attack is made with such a weapon, add 1 to the Wound roll.
1CP WARPFLAME GARGOYLES
Detachment: Warpforged Cabal
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One Thousand Sons Vehicle unit from your army within Engagement Range of that enemy unit.

EFFECT: Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.
1CP MALEVOLENT ANIMUS
Detachment: Warpforged Cabal
WHEN: Your Command phase.

TARGET: One Thousand Sons Vehicle unit from your army within 6" of one or more friendly Thousand Sons Psyker units.

EFFECT: Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws).