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UnalignedImperial Fortress Walls
40

Imperial Fortress Walls

NAME M WS BS S T W A Ld Sv
Imperial Fortress Wall - - 4+ - 10 40 - - 2+
An Imperial Fortress Wall is a single model made up of a Gate, two Gate Towers, two Wall Sections and two Towers.
 • Each Gate Tower is equipped with a twin heavy bolter.
 • Each Tower is equipped with a twin long-barrelled autocannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
35
Twin long-barrelled autocannon
72"
Heavy 4
7
-1
D3
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
 • Any Gate Tower may replace its twin heavy bolter with a twin lascannon.
 • Any Tower may take either a twin heavy bolter or a twin lascannon.
ABILITIES
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.

Mighty Bulwark: Each unit that is embarked on this model may both shoot as if it were in the open and also be shot at as if it were in the open. Models embarked on this model have a 4+ invulnerable save. Place the embarked unit on the battlements to show where they are.

Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3D6" suffers D6 mortal wounds.

Designer’s Note: If you cannot physically remove this model from your battlefield when it is destroyed (because, for example, it is glued to the surface) then regardless of whether its reactor explodes or not, it is wrecked – from that point on, models can no longer embark inside it, it can no longer shoot, etc.


You may have an Imperial Fortress Wall that comprises an extra number of walls, towers, gates, etc. When this is the case, for each other section that you have, add 5 to the Imperial Fortress Wall’s Wounds value and add +5 to its Power Rating. Each Gate Section must have a Gate Tower Section at either end. You may never have more Tower Sections than Wall Sections.
TRANSPORT
 • Each Wall Section can transport any number of INFANTRY CHARACTERS and one other INFANTRY unit, up to a maximum of 20 models.
 • Each Gate Section can transport any number of INFANTRY CHARACTERS and one other INFANTRY unit, up to a maximum of 20 models.
FACTION KEYWORDS
UNALIGNED
KEYWORDS
BUILDING, VEHICLE, TRANSPORT, IMPERIAL FORTRESS WALLS
Does not include wargear

Twin heavy bolter used in following datasheets:

Fortifications
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 lascannon used in following datasheets:

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.
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.
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.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Faction Rules
© Vyacheslav Maltsev 2013-2019