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40

Castellum Stronghold

NAME M WS BS S T W A Ld Sv
Tacticus Bunker 0" - * - 9 20 - 9 3+
Bunker Annex 0" - * - 9 12 - 9 3+
The Castellum Stronghold is a single Realm of Battle tile which is composed of four linked BUILDINGS that are treated separately during the game. These comprise a single large Tacticus Bunker and three Bunker Annexes bordering an open deck area.
DAMAGE (Tacticus Bunker) DAMAGE (Bunker Annexes)
The Tacticus Bunker’s characteristics change as it suffers damage in battle, as shown below: Each Bunker Annex’s characteristics change as it suffers damage in battle, as shown below:
REMAINING W
BS
16-20+
3+
6-15
4+
1-5
5+
REMAINING W
BS
8-12+
3+
4-7
4+
1-3
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
18
Castellum air defence missiles
48"
Heavy D3
8
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. This weapon can target units not visible to the firing model.
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the bearer.
55
Castellum battle cannon
72"
Heavy D6
8
-2
D3
-
80
Icarus quad lascannon
96"
Heavy 4
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
WARGEAR OPTIONS
 • A Tacticus Bunker may take up to two of the following options (the same option may be chosen twice):
  - Twin heavy bolter
  - Twin heavy flamer
  - Twin lascannon
  - Multi-melta
  - Twin assault cannon
  - Castellum air defence missiles
  - Whirlwind Castellan launcher
  - Castellum battle cannon
  - Icarus quad lascannon
  - Communication relay
 • Each Bunker Annex may take one of the following options:
  - Twin heavy bolter
  - Twin heavy flamer
  - Twin lascannon
  - Multi-melta
  - Twin assault cannon
  - Air defence missiles
ABILITIES (Tacticus Bunker & Bunker Annexes)
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.

Automated Weapons: Unless a friendly unit is embarked inside this model, each of its weapons can only target the nearest visible enemy. If two units are equally close, you choose which is targeted.

Magazine Explosion: If this model is reduced to 0 wounds, roll a D6 before any embarked models disembark; on a 6 it explodes and each unit within 2D6" suffers D6 mortal wounds.
ABILITIES
Firing Ports: Up to 15 models embarked in the Tacticus Bunker can shoot in the Shooting phase, measuring and drawing line of sight from any part of the Tacticus Bunker. Up to 10 models embarked in each Bunker Annex can shoot in the Shooting phase, measuring and drawing line of sight from any part of the Bunker Annex in which they are embarked. In both cases, embarked models may shoot even if enemy models are within 1" of their Bunker.

Battlements: INFANTRY models on the Castellum Stronghold tile receive the benefit of cover against attacks from units not on the same tile.

Shield Gate Barriers: Unless the Tacticus Bunker has been destroyed, all INFANTRY, DREADNOUGHT or BIKE units on the Castellum Stronghold tile have a 4+ invulnerable save against Shooting attacks.

Command Relay: While your army’s Warlord is embarked within this model, one Stratagem played in a turn by the controlling player costs one fewer Command point than normal (to a minimum of 1).

Designer’s Note: The models comprising the Castellum Stronghold are physically part of a Realm of Battle tile and cannot easily be removed. As a result, regardless of whether one of the Bunkers explodes or not, it is wrecked. From that point on, models can no longer embark inside it, stand on its battlements, and it can no longer shoot, etc.

TRANSPORT
Tacticus Bunker: This model can transport any number of <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS INFANTRY CHARACTERS and one other <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS INFANTRY unit, up to a maximum of 30 models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models).

Bunker Annex: This model can transport any number of <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS INFANTRY CHARACTERS and one other <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS INFANTRY unit, up to a maximum of 12 models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models).

Designer’s Note: When you embark models, you may find it useful to note which units are being transported aboard rather than place them on top, as the Castellum Stronghold battlements may be used by other models.

FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS
KEYWORDS
BUILDING, VEHICLE, TRANSPORT, CASTELLUM STRONGHOLD

This datasheet has Fortifications Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:

Fortifications
Does not include wargear
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Twin assault cannon used in following datasheets:

HQ
Dedicated Transport
Fast Attack
Flyers
Heavy Support
Fortifications
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

Whirlwind castellan launcher used in following datasheets:

Heavy Support
Fortifications
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The JUMP PACK keyword is used in following Space Marines datasheets:

HQ
Fast Attack

The CENTURION keyword is used in following Space Marines datasheets:

Elites
Heavy Support
Army List
Filter:
HQ
• Captain
Elites
Fortifications
Faction Rules

The BLACK TEMPLARS, PRIMARIS and INFANTRY keywords are used in following Space Marines datasheets:

© Vyacheslav Maltsev 2013-2020