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Three Dreadnoughts, 610 points, one detachment built around them. The Ballistus, the Brutalis and the Redemptor all got interesting tools in 11th edition, and the Ironclad Champions detachment is made for walkers. But when you compare them to tanks, Terminators and Gravis, is there a real place for Dreadnoughts in a Space Marine army, or are they mostly for people who just love Dreadnoughts? I'm not calling them OP and I'm not calling them weak. I think they're an interesting niche, and this page lays out every combo I can find so you can decide for yourself.
Written for Warhammer 40,000 11th edition, November 2026. Points and rules checked against the official Warhammer 40,000 app. Points and rules change with balance updates; I update this page when they do.
The three Dreadnoughts (610 points)
These are the exact loadouts from my list in the app. Every one of them carries the Artificer Sarcophagus upgrade (40 points each), and the Redemptor pays 10 more for its macro plasma incinerator, so these are not bare-bones prices.
| Dreadnought | Loadout | Base | Upgrades | Total |
|---|---|---|---|---|
| Ballistus Dreadnought | Ballistus lascannon, Ballistus missile launcher, storm bolters, armoured feet | 150 | Artificer Sarcophagus +40 | 190 |
| Brutalis Dreadnought | Brutalis fists, twin multi-melta, twin Icarus ironhail heavy stubber, bolt rifles | 160 | Artificer Sarcophagus +40 | 200 |
| Redemptor Dreadnought | Macro plasma incinerator, onslaught gatling cannon, Icarus rocket pod, fragstorm grenade launchers, Redemptor fist | 170 | Macro plasma +10, Artificer Sarcophagus +40 | 220 |
| Total | 3 Dreadnoughts | 480 | +130 | 610 |
All three share the same tough body: Toughness 10, a 2+ save and 12 wounds, OC 4 and Damaged 4. The Ballistus and the Redemptor move 8", the Brutalis moves 10". What they don't have is an invulnerable save, and that's my biggest wish for them. A 2+ save is great until something with high AP points at it, and then there's nothing behind it.
The detachment: Ironclad Champions (1 Detachment Point)
The Artificer Sarcophagus and the Dreadnought stratagems only exist in Ironclad Champions, a 1 Detachment Point detachment. If you don't take it, none of the combos below are available.
- Detachment rule, Enduring Vengeance: your Space Marine Dreadnoughts re-roll hit rolls of 1. It's not bad, it's not the worst rule out there, but it's a bit underwhelming next to what other detachments give you.
- Artificer Sarcophagus (40 pts, Dreadnoughts only): every attack against that Dreadnought does 1 less Damage. If you run Dreadnoughts, I feel this one is a must. The app let me put it on all three.
- Venerable Champion (aura, 30 pts, Dreadnoughts only): friendly Space Marine Infantry or Mounted units within 6" of the Dreadnought re-roll hit rolls of 1. Your Dreadnoughts already get that from the detachment, so this is the upgrade that spreads it to the squads walking next to them.
The three detachment stratagems (1 CP each)
- Mercy is Weakness: in your Shooting phase or the Fight phase, one Dreadnought gets either Lethal Hits or Sustained Hits 1 on its attacks. Probably the one you'll use most.
- Upstoppable Advance (that's the spelling in the app): when a Dreadnought is selected to move or declares a charge, it gains Mobile. Mobile is new in 11th edition and lets a big model pass through walls and ruins the way infantry can. For a model this size that's a big deal, especially on a table full of ruins, but it costs a CP every time.
- Adamantine Terror: at the start of the Fight phase, every enemy unit in combat with your Dreadnought takes a battle-shock test at -1. That makes it nice when you're fighting over a contested objective.
Ballistus Dreadnought: the long-range gun
The Ballistus is the shooter. Its lascannon (48", Strength 12, AP -3, D3+3 damage) and missile launcher (48", krak for big targets or frag with Blast for hordes) can reach almost anywhere on the table, and the storm bolters clean up up close.
Its own ability, Ballistus Strike, gives its shooting Sustained Hits 1 against any target within 24". So here's the combo:
- Get within 24" and use Mercy is Weakness for Lethal Hits. The Ballistus already has Sustained Hits from its own ability, so the stratagem adds Lethal on top. Sixes to hit then both auto-wound and generate extra hits, and every hit re-rolls 1s from the detachment rule.
- Outside 24", flip it around and take Sustained Hits from the stratagem instead.





Painted this year. Front, sides and back. Photos: WIZY
Brutalis Dreadnought: the hammer
The Brutalis is the fastest of the three at 10", and it's built to hit things. The Brutalis fists are 6 attacks at Strength 12, AP -3, D3+3 damage with Twin-linked. You can swap the fists and bolt rifles for Brutalis talons instead. For shooting it has a twin multi-melta (18", Melta 3, Twin-linked; it replaces the twin heavy bolter) and a twin Icarus ironhail heavy stubber with Anti-Fly 3+.
Its own ability, Brutalis Charge, is the reason I love it: when you use Crushing Impact on it, the stratagem costs 1 CP less, which means free, and it doesn't stop you using Crushing Impact on another unit in the same phase. A free stratagem every charge is very nice.
- The melee turn: charge, Crushing Impact for free, then Mercy is Weakness for Lethal Hits or Sustained Hits on the fists, re-rolling 1s to hit.
- Add Adamantine Terror at the start of the Fight phase, so every enemy unit in combat with the Brutalis tests battle-shock at -1.
- Add Upstoppable Advance if there's a ruin between you and the target.




Painted about a year and a half ago. Front, sides and back. Photos: WIZY
Redemptor Dreadnought: the all-rounder
The Redemptor does a bit of everything. My loadout has the macro plasma incinerator (36", Blast, with a supercharge mode that hits harder but is Hazardous), the onslaught gatling cannon (8 shots, Devastating Wounds against anything that isn't a Monster or Vehicle), the Icarus rocket pod (Anti-Fly 2+), fragstorm grenade launchers and the Redemptor fist (5 attacks, Strength 12, AP -3, D3+3). Other options: a heavy flamer instead of the onslaught gatling cannon, the heavy onslaught gatling cannon instead of the macro plasma, and storm bolters instead of the fragstorm launchers.
Its own ability, Duty Eternal, gives -1 to wound against any attack with a higher Strength than its Toughness. Toughness 10 is already high, so this only kicks in against the really big guns, which is exactly where you need it.
- The tanky combo: Duty Eternal plus the Artificer Sarcophagus. Example: a Strength 12 weapon normally wounds a Toughness 10 model on a 3+. Against the Redemptor it needs a 4+, and if it does D3+3 damage, it does D3+2 instead.
- Mercy is Weakness: Sustained Hits on the 8-shot onslaught gatling cannon, or Lethal Hits on the plasma when you need to get through a tough target.







The very first Dreadnought I ever painted. Front, sides and back. Photos: WIZY
So, is there a place for Dreadnoughts?
Here's how I see it. A Dreadnought with the Sarcophagus is very hard to kill for its points: T10, 2+, 12 wounds, -1 Damage on everything, and on the Redemptor, -1 to wound against the big guns. They hit hard in melee, and the Ballistus has real long-range punch. Against that, a Space Marine army also has tanks, Terminators and Gravis competing for the same points, and the Dreadnoughts have no invulnerable save to fall back on.
So my honest answer is: an interesting niche. If you love Dreadnoughts, Ironclad Champions finally gives you a detachment where they're the stars. Personally, though, I'm not too excited to use them. I like my Dreadnoughts, but there are better detachments I would pick, and I'd only take Ironclad Champions for flair, if I really wanted to put Dreadnoughts on the table.
Dreadnought vs tank
The comparison that keeps bugging me is tanks. In my Calgar, Terminators and two tanks list, the tanks (a Repulsor Executioner and a Gladiator Lancer) run in Ironstorm Spearhead, and look at what they get for almost the same points:
| Ballistus Dreadnought (Ironclad Champions) | Gladiator Lancer (Ironstorm Spearhead) | |
|---|---|---|
| Points | 190 (with Artificer Sarcophagus) | 185 (with Redoubtable Machine Spirit) |
| Enhancement | -1 Damage on every attack against it | 5+ invulnerable save and heals 1 wound every Command phase |
| Invulnerable save | None | 5+ |
| Detachment rule | Re-roll hit rolls of 1 | Re-roll one hit roll and one wound roll each time it shoots |
| Best stratagem | Mercy is Weakness (Lethal or Sustained Hits) | Might of the Machine Spirit, which doesn't work on walkers, so not on Dreadnoughts |
On top of that, tanks have higher Toughness and more guns, and Ironstorm also has Headhunter Doctrine (Lethal Hits against monsters and vehicles) and Layered Ceramite (a 5+ save against mortal wounds). In my opinion the tank detachment's stratagems are better overall, and the infantry options feel stronger too. So what would make you take a Dreadnought over a tank? That's really my question.
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Want to build them?
Want to paint your own? A Space Marines paint set covers the blue, and each Dreadnought is its own kit: the Redemptor Dreadnought, the Ballistus Dreadnought and the Brutalis Dreadnought. The Space Marines codex has the full army rules and lore.
My take
I'm not calling Dreadnoughts OP and I'm not calling them weak, but I'd still reach for tanks first. The Sarcophagus feels like a must, Brutalis Charge giving you a free Crushing Impact is very nice, the Ballistus stacking Lethal and Sustained Hits inside 24" (when you spend the CP on Mercy is Weakness) is fun, and the Redemptor's Duty Eternal makes it a real problem for big guns. I just wish they had an invulnerable save.
So I want to hear from you. Are you using Dreadnoughts in 11th edition? Would you take all three, or just one? Do you run Ironclad Champions, or put them in another detachment? And what combos am I missing?
WIZY Blog is independent and not affiliated with or endorsed by Games Workshop.
Sources
- Warhammer 40,000 app (Games Workshop): Space Marines datasheets, Ironclad Champions detachment and stratagems warhammer.com
