The Dreadnought is the Legion of Truth heavy gunship, a Tier 3 Massive flier with 800 health that is assembled by a Legion Build Drone in the field rather than produced from a building. Its main gun fires nine damage every half second with 100 armour penetration, and it carries two turret slots that decide what the aircraft actually is: a bomber, a scout and teleporter, a shielded body, or an anti air platform. At 150 hexite, 250 flux and 15 supply it is one of the two units a Legion player commits to rather than adds.
Figures below describe the September 2026 Early Access build, the one carrying the identifier ZS.c36778, and they move with the weekly patch cadence. Roughly half the versus roster had a stat touched in the fortnight before that build was captured, so treat every number here as dated rather than permanent.
Stat Block
Stat | Value |
|---|---|
Cost | 150 hexite and 250 flux |
Health | 800 |
Shields | 0, unless a Shield Generator turret is installed |
Armor | 1 |
Armor type | Heavy |
Status resist | 70 |
Move speed | 500 |
Vision | 18 |
Supply | 15 |
Build time | 80 seconds |
Tier | 3 |
Domain | Flyer |
Tags | Massive |
Turret slots | 2 |
Infuse cost | 30 |
Reanimate cost | 23.125 |
Replicate cost | 30 |
Built by | |
Unlocked by | Terror Tower |
The three conversion prices are not equal on this unit, which is unusual enough to state outright: Infuse and Replicate both cost 30 while Reanimate costs 23.125. Most of the roster carries one figure for all three.
Weapons
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Starscourge | 9 | 18 | 11 | 0.5s | Air and ground | 100 armour penetration |
Turret Attack | 9, twice per volley | 9 | 20 | 2s | Air and ground | +200% against fliers. Requires the Anti-Air Turret |
The armour penetration figure on Starscourge is the whole design of the weapon. Armor is also a number held separately from the type. It subtracts flat damage from every hit with a floor of 1 damage, so it blunts fast weak attacks far more than single heavy ones. Nine damage on a half second cycle is exactly the profile armour punishes hardest, so without penetration the main gun would be nearly useless against armoured targets. With it, the Dreadnought does its full 18 a second regardless of what it is shooting.
Abilities
Ability | Type | Cooldown | Effect |
|---|---|---|---|
Bombardment | Spell | 1 second | Bombards the area under the Dreadnought, dropping four bombs on targets, plus four more for each Bomb Bay installed. Each bomb deals 70 damage in a small radius. |
Teleport | Spell | 60 seconds | Teleports the Dreadnought to a targeted location. Requires a Command Module. |
Sensor | Passive | Not applicable | Advanced sensor detection system. Requires a Command Module. |
Turrets
Two of the four turret types below can be installed at once. Each costs 100 flux, takes 20 seconds, and adds a 225 health component to the aircraft.
Turret | Cost | Build time | Effect |
|---|---|---|---|
Bomb Bay | 100 flux | 20 seconds | Increases the bombs dropped during Bombardment by four. |
Command Module | 100 flux | 20 seconds | Adds the sensor array and enables Teleport. Multiple modules increase sensor range and maximum teleport charges. |
Shield Generator | 100 flux | 20 seconds | Adds +100 shields to the Dreadnought. |
Anti-Air Turret | 100 flux | 20 seconds | Adds a turret that can attack while moving. Passive: +15% Dreadnought movement speed. |
Conversion Costs
Reanimate is the Legion conversion mechanic, paid out of the same top bar power pool as the Grell Infuse and the Xol Replicate. While the unit lives it attacks and moves 30% faster. When it dies it gets back up, 30% slower than the original, and keeps fighting.
The Dreadnought is eligible for all three, and the prices differ: 30 power for Infuse, 23.125 for Reanimate, 30 for Replicate. Reanimate is the cheapest of the three on this unit, which is worth knowing because a reanimated Dreadnought keeps its installed turrets and is 800 more health an enemy has to chew through at 30% slower attack and movement.
Role
A bare Dreadnought is 18 damage a second that ignores armour, delivered from the air at range 11. That is respectable rather than decisive. What the unit is for is Bombardment: four bombs at 70 damage each in a small radius, on a one second cooldown, with a Bomb Bay taking that to eight. Against a ground army that has to hold a position, that is the largest burst the faction can put down.
The turret choice is the real decision. Two Bomb Bays makes a dedicated bomber at twelve bombs a volley. A Command Module plus an Anti-Air Turret makes a mobile detector that can leave a bad fight on a 60 second cooldown and shoots fliers at range 20 for 27 a shot. A Shield Generator plus anything makes the aircraft harder to trade with. There is no configuration that does all of it, which is the point of the slot limit.
Fifteen supply is the cost of admission and the reason the unit is rarely massed. Status resist 70 makes it awkward to lock down, but 800 health is not a lot for that price against dedicated anti air.
Faction Context
The Dreadnought and the Terror Tank are the two units in the game built by a drone in the field rather than produced from a structure, and they share a gate: the Terror Tower unlocks both, and it boosts their construction speed by +100% when they are built nearby. They also share the Massive tag and a 15 supply price, so a Legion army usually fields one or the other rather than both.
The aircraft is one of the four units the studio put on its own faction page as a sample of the Legion roster.
Tier and Armour Interactions
Heavy armour with an armour value of 1, plus the Flyer and Massive tags. Flyer and Massive are tags rather than armour types, as the Units hub sets out: Flyer governs what can target the aircraft, and Massive marks the largest things on the field.
Being a flier is most of the unit defence. The whole part of the roster that cannot shoot upward cannot touch a Dreadnought at all, which is why the answer to one is almost always a dedicated anti air unit rather than a bigger ground army.
Counters
Strong Against
Target | Why |
|---|---|
Armoured ground units | 100 armour penetration on Starscourge means the armour value never applies. |
Packed ground positions | Bombardment drops four bombs at 70 damage, or eight with a Bomb Bay installed. |
Fliers, with the Anti-Air Turret | +200% against fliers at range 20, for 27 a shot twice a volley. |
Armies with no anti air | Nothing on the ground can answer an aircraft it cannot target. |
Weak To
Threat | Why |
|---|---|
Dedicated anti air | 800 health for 15 supply is a poor trade against a unit built to shoot up. |
Bonuses against Heavy armour | A Dark Disciple deals +75% into Heavy and reaches range 14. |
Massed cheap attackers | An armour value of 1 barely blunts chip damage from a swarm that can shoot upward. |
Balance History
Date | Change |
|---|---|
August 14, 2026 | Bombardment damage a bomb increased from 60 to 70. |
Notes
The roster record for this unit is COMPLETE.
Three spellings of the name circulate. The display name is Dreadnought, the engine identifier uses Dreadnaught, and the August 14, 2026 patch post contains the typo Deadnought. Only the first is correct.
The unequal conversion prices on this unit are a real difference in the data, not a rounding artefact. The roster note that all three conversion costs are equal on every unit in this build does not hold here, nor on the Terror Tank.
Per unit numbers are drawn from a community maintained entity catalogue that the studio links from each of its own faction pages. It is the only place the full stat block is published, and it is not a studio document, so the figures are best read as careful community documentation of a build rather than as an official specification. Dated balance notes, by contrast, come straight from the studio patch posts.