Troop Type | M | WS | BS | S | I | A | LD | Special | Harlequin Dreadnought | 8 | 6 | 6 | 5 | 6 | 4 | 10 | Causes Terror |
D6 | LOCATION | ARMOUR | FRONT | SIDE/REAR |
1-2 | Legs | 18 | 18 | |
3 | Left Arm | 18 | 18 | |
4 | Right Arm | 18 | 18 | |
5-6 | Head | 22 | 18 |
D6 | HEAD DAMAGE TABLE |
1 | The dreadnought's psychic scream is damaged, it no longer causes terror. The dreadnought's controls are damaged making it difficult to control. The dreadnought may on move or attack if you first roll 4+ on a D6. |
2 | The spirit stone controlling the dreadnought is badly damaged. All of the dreadnoughts characteristics are halfed for the rest of the battle (Round down). |
3 | The combined holo-field projector/cooling pipes for the dreadnought's engines are destroyed, the engine starts to overheat and the Holo-field stops working. Roll a D6 at the start of each players turn ; the dreadnought explodes on a roll of 1 or 2, Any models within 3" suffer D6 strength 10 hits with a -3 saving throw modifier. |
4-5 | The spirit stone controlling the dreadnought is destroyed. The dreadnought staggers D3" in a random direction, colliding with anything moved into, and and then collapses to the ground. The sudden release of psychic energy will inflict D3 wounds (no save allowed) on any Eldar psyker with D6" of the dreadnought as it collapses. |
6 | The dreadnoughts ammunition explodes. The dreadnought is destroyed and any models within 3" suffer D6 strength 10 hits with a -3 saving throw modifier. |
D6 | ARM DAMAGE TABLE |
1 | An arm is hit and partially paralysed. Any ranged weapons incroporated into the arm may still be used, but the arm cannot be used to fight in hand-to-hand combat. Reduce the dreadnought's attacks characteristic by 1 point. |
2 | Any weapons mounted on the arm are jammed or partially damaged and can only be used if you first roll 4+ on a D6. |
3-5 | An arm is torn from the dreadnoughts body. Any weapons mounted on the arm are destroyed, and the dreadnought's attacks characteristic is reduced by 1 point. |
6 | An arm is destroyed and any weapons mounted on it explode! The explosion flashes back to the dreadnoughts hull, bypassing all armour, and causing a secondary explosion. Roll on the head damaged table. |
D6 | LEG DAMAGE TABLE |
1 | The inch thick armour plates on the leg hold, but the force of the hit slows it down. The dreadnought may not move in it's next turn. |
2 | The dreadnought is knocked sprawling. It staggers D3" in a random direction, colliding with anything moved into. |
3-4 | The leg is seriously damaged. The dreadnought may now only limp D3" per turn. |
5-6 | The leg is blown off and the dreadnought crashes to the ground. It may not move or attack for the rest of the game, and is effectively destroyed. |
Troop Type | M | WS | BS | S | I | A | LD | Special | Harlequin Dreadnought | 8 | 6 | 6 | 5 | 6 | 4 | 10 | Causes Terror |
25 pts | |
30 pts | |
30 pts | |
30 pts | |
35 pts |
Warp Flux Roll | Range | Short | Long | To Hit | Short | Long | Str | Dam | Save Mod. | Arm. Pene | Special |
0-4 | 0-8 | 8-16 | - | -1 | 4 | 1 | -1 | D6+4 | - | ||
5-8 | 0-12 | 12-24 | - | - | 5 | D3 | -2 | D6+D3+5 | 1" Blast | ||
9-12 | 0-16 | 16-36 | +1 | - | 6 | D4 | -3 | D6+D4+6 | 1.5" Blast | ||
13+ | 0-16 | 16-48 | +1 | +1 | 8 | D6 | -5 | 2D6+8 | 2" Blast |
D6 | HEAD DAMAGE TABLE |
1 | + The Dreadnought's psychic scream is lost, it no longer causes terror |
2 | + If the Dreadnought is fitted with a psycannon, the warp flux roll should be halfed (round-up) before determining the cannon's effects |
3-6 | No additional effects |