Battlefield Fortifications – Aegis Defence Line

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Aegis Defence Line
UNIT COMPOSITION: 1 CORE PLATFORM, 6 BARRICADES
70 PointsPts
• May include up to one additional Core Platform* and 6 Barricades for +50 Points

*This additional Core Platform must be placed within Unit Coherency of the first Core Platform when deployed.

These defensive fortifications are a common sight on the battlefield, set up rapidly to provide cover for a firing line when urgency prevents the construction of more imposing defences. They benefit from being cheap and simple, with little that can fail mid battle and few ways for the enemy to exploit them. Many a victory has been won thanks to the sturdy presence of a well-placed defence line.

Armour HP
Core Platform (⌀Use model) 11 3
WARGEAR
  • None
TRAITS
  • None
SPECIAL RULES
Core Platforms
  • Armoured Platform
Barricades
  • Aegis Barricades
TYPE
  • Fortification (Structure)
SPECIAL RULES

Armoured Platform

This fortification is constructed to allow infantry to use it as a fighting platform or mustering ground and is equipped with armoured barricades and plating to protect its occupants.

Models can be placed on top of this Model as if it were an Area of Terrain.

Models can move over and end a move on top of this Model, treating it as if it were an Area of Terrain that grants a 5+ Cover Save to all Models on it. This Area of Terrain allows Line of Sight to be drawn into and out of its zone, but a Model outside that zone cannot draw a Line of Sight through the Area of Terrain to Models on the other side.

Aegis Barricades

Set up to impede attackers and offer some small cover to warriors fighting from behind them, barricades are a common type of fortification.

Any Model with the Infantry or Paragon Types that is in base contact with an Aegis Barricade gains a 5+ Cover Save.

Aegis Defence Line Barricades do not have any Characteristics and cannot be targeted, attacked, damaged or otherwise affected by any Rule or Weapon. Models can move through an Aegis Barricade and if they do move through such a Barricade must reduce the maximum distance that can be moved in that Move by 2" as if it was Difficult Terrain. Aegis Barricades do not block a Line of Sight drawn through them. Aegis Barricades must be Deployed so that at least one part of each Barricade is in contact with an Aegis Defence Line Core Platform or another Barricade – as long as one Barricade in any chain of Barricades is itself in contact with a Core Platform. All Models with the Infantry or Paragon Types that are in contact with a Barricade gains a 5+ Cover Save. The destruction of linked Aegis Core Platforms has no effect on Aegis Barricades, which remain in place.

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

Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.

The Cybertheurgist Trait is used in the following Forces of the Taghmata datasheets:

High Command
Command
• Magos
Troops
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
Cybertheurgic Rite: Overcharged Reactors

The most basic of the Cybertheurgist’s arts allowed them to boost the output of the reactors that powered the various machines in their charge. While such manipulation ran the risk of burning out actuators, voiding cortex chips or crippling electrical relays, it also proved a significant boost to combat prowess.

Difficulty:2Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Automata, Walker or Vehicle Types or the Cybertheurgist Trait. This Cybertheurgic Rite may not target a Unit that includes any Models with the Super-heavy or Knight Sub-Types.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Cogitator Purge

In the terrible darkness of the Horus Heresy many among the ranks of the Mechancum swiftly found ways to use their arcane knowledge to undo the works of those of their kin they now called enemy. The subtle data-djinn used to empower a machine could also be turned against it, forcing servos past their tolerance, burning out circuitry and overcharging weapons systems.

Difficulty:3Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be an enemy Unit that is not Locked in Combat and includes only Models with the Automata, Walker or Vehicle Types or the Cybertheurgist Trait.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit immediately lose all Cybertheurgic Statuses they have. If any Cybertheurgic Statuses are removed due to the use of this Cybertheurgic Rite, then the Target Unit suffers Cybertheurgic Feedback and if more than one Cybertheurgic Status is removed then the number of wounds inflicted on the Unit by Cybertheurgic Feedback is increased to 2 Wounds for each Model in that Unit.

Duration: This Cybertheurgic Rite is resolved immediately.
Cybertheurgic Rite: Chastise the Machine Spirit

Some tech-priests focussed their skills not on the manipulation of technology on a grand scale, but on the subtle control of hand cogitator and optic relay. In war, such adepts could confound the enemy by debilitating key wargear mid-battle, leaving the foe shorn of the technology they relied on.

Difficulty:4Range:18"

Restrictions: The Target Unit for this Cybertheurgic Rite must be an enemy Unit that is not Locked in Combat. This Cybertheurgic Rite may not target a Unit that includes any Models with the Paragon Type or Super-heavy Sub-Type.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit gain one of the following Tactical Statuses: Stunned or Suppressed (All Models in the Unit must gain the same Tactical Status, chosen by the Player that Invoked this Cybertheurgic Rite). If this Cybertheurgic Rite is unsuccessfully Invoked then the Unit that includes the Focus suffers Cybertheurgic Feedback.

Duration: This Cybertheurgic Rite is resolved immediately.
Cybertheurgic Rite: Programming Interrupt

The most powerful cybertheurgists were capable not only of boosting the prowess of their charges, but also of implanting temporary programming shunts. These were intended to allow even simple automata to react with more haste to the changing nature of the battlefield, though at the risk of damage to their internal systems.

Difficulty:4Range:18"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Automata or Vehicle Types or the Cybertheurgist Trait. This Cybertheurgic Rite may not target a Unit that includes any Models with the Super-heavy or Knight Sub-Types.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide. If the Target Unit makes a Reaction in the Controlling Player’s next Turn as the Reactive Player following a successful Invocation of this Cybertheurgic Rite it does not cost a point of that Player’s Reaction Allotment, but instead the Cybertheurgic Status granted by this Cybertheurgic Rite is removed.

Duration: If the Cybertheurgic Status granted by this Cybertheurgic Rite is not removed in order to make a Reaction, then it is automatically removed in the Controlling Player’s next Start Phase. Immediately after the Cybertheurgic Status granted by this Cybertheurgic Rite is removed the Target Unit suffers Cybertheurgic Feedback.

The Lacrymaerta Trait is used in the following Forces of the Taghmata datasheets:

Cybertheurgic Rite: Flesh-knit Protocols

While the vast majority of the servants of the Lacrymaerta are flesh rather than steel, the complex web of implants and augmetics that enslaves them allows their masters to employ Cybertheurgy on them. Though it is more difficult to coax the same performance from sinew and bone, the effect in battle can be worth the difficulty. Sadly, the flesh of servitors and thralls rarely survives the ministrations of their masters, fortunately it is considered easily replaceable.

Difficulty:2Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Friendly Unit that is not Locked in Combat and includes only Models with the Lacrymaerta Trait.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken or Fortify.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Omega Protocols

With calculated disregard for terror and pain inflicted on their own charges, the priests of the Lacrymaerta have been known to intentionally push their servants past tolerance when battle threatens to overwhelm them. The explosive demise of units whose end was inevitable may yet take some few of the enemy with them - a worthy trade in the eyes of the flesh-smiths of the Lacrymaerta.

Difficulty:4Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that includes only Models with the Lacrymaerta Trait, is affected by at least one Cybertheurgic Status and that is Locked in Combat with one or more enemy Units.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit immediately lose all Cybertheurgic Statuses they have. If any Cybertheurgic Statuses are removed then the Target Unit suffers Cybertheurgic Feedback - if any Models in the Target Unit are Removed as Casualties then all other Units in the same Combat (friendly and enemy) suffer two Hits at Strength 6, with an AP of 5 and a Damage of 1 for each Model Removed as a Casualty in the Target Unit. Models Removed as Casualties due to this Rite are not counted for the purpose of Combat Resolution.

Duration: This Cybertheurgic Rite is resolved immediately.

The Reductor Trait is used in the following Forces of the Taghmata datasheets:

High Command
Command
• Magos
Troops
Support
War Engine
Transport
Heavy Transport
Cybertheurgic Rite: Deactivate Limiters

The cybernetic creations of the Ordo Reductor had always been more complex engines than simple automata, blending the nervous system of a living being with a cold skeleton of metal. When the priests of the Ordo Reductor let slip the limiters of the Thallax’s reactors it boosted the output of their metal frames, but tormented the living nerves with searing pain, often seeing them loose terrible screams as they were driven into a frenzy.

Difficulty:3Range:24"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Reductor Trait.

Effect: When this Cybertheurgic Rite Invoked it grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Unseal the Portal

The priests of the Ordo Reductor know well the arts of lock and bolt, there are few doors or portals whose mechanisms they cannot subvert. If they can force a passage to any fortress’ gate then they have no need of cannon or drill to pierce its protections, and those that cower inside must face their wrath without the protection of the tall walls or tank’s gullet.

Difficulty:3Range:6"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Building, Fortification or a Unit that is not Locked in Combat and is composed of a single Model with the Vehicle Type.

Effect: When Invoked, all Models Embarked on the Target Unit must immediately make an Emergency Disembarkation and the Target Unit suffers Cybertheurgic Feedback.

Duration: This Cybertheurgic Rite is resolved immediately.

The Myrmidax Trait is used in the following Forces of the Taghmata datasheets:

Cybertheurgic Rite: Fury of Ages

The adepts of the Myrmidax have always been some of the most ancient of the creeds of Mars, and within the data-engrams of their remote storage was kept the centuries of accumulated wisdom, the bitterness of defeat and the glory of victory. The tech-priests of that order could loose that ancient data to boost the prowess of their warriors and suffuse their augmetics with the fury of warriors long dead.

Difficulty:2Range:6"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Friendly Unit that includes only Models with the Myrmidax Trait. This Cybertheurgic Rite may target Units that are Locked in Combat.

Effect: When this Cybertheurgic Rite is Invoked, it grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rites
The following Cybertheurgic Rites may be selected for any Model with the Cybertheurgist Trait:
  • Overcharged Reactors
    +5 Points
  • Cogitator Purge
    +10 Points
  • Chastise the Machine Spirit
    +25 Points

The following Cybertheurgic Rite may only be selected for an Archmagos or Archmagos on Abeyant:
  • Programming Interrupt
    +20 Points

The following Cybertheurgic Rites may only be selected for a Model with both the Cybertheurgist and Lacrymacrta Traits:
  • Flesh-knit Protocols
    +5 Points
  • Omega Protocols
    +15 Points

The following Cybertheurgic Rites may only be selected for a Model with both the Cybertheurgist and Reductor Traits:
  • Deactivate Limiters
    +5 Points
  • Unseal the Portal
    +20 Points

The following Cybertheurgic Rite may only be selected for a Model with both the Cybertheurgist and Myrmidax Traits:
  • Fury of Ages
    +5 Points
Fortification

Military buildings are often vital to defensive operations, serving to shelter vulnerable troops, mount heavy guns or deploy other technological defences. During the Horus Heresy almost every force made use of such defences, though they were rarely considered a decisive element in any order of battle.

The following Rules apply to all Models with the Fortification Type:
  • A Model with the Fortification Type can never be moved by any Rule or effect after it has been Deployed.
  • A Model with the Fortification Type can never be placed into Reserves and must always be deployed at the start of a Battle (see the Rules for deploying Fortifications).
  • A Model with the Fortification Type may never Hold, Control or Contest an Objective Marker of any kind.
  • A Model with the Fortification Type can never be affected by any kind of Status, including both Tactical Statuses and Cybertheurgic Statuses. However, such a Model can be affected by Cybertheurgic Rites that do not apply a Cybertheurgic Status.
  • A Unit that includes a Model with the Fortification Type may never be joined by any other Models of any Type.
  • A Model with the Fortification Type cannot make Reactions of any kind, unless a specific Sub-Type states otherwise.

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Infantry

Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.

Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.
Paragon

Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata - for their only equal was another of their own kind.

The following Rules apply to all Models with the Paragon Type:
  • Any Hits inflicted by a Model with the Paragon Type, as part of either Shooting Attacks or in close combat, are allocated by the attacking Model’s Controlling Player and not the Controlling Player of the Target Unit.
  • Models with the Paragon Type may join and leave a Unit that includes Models with the Infantry Type, and Models with the Infantry Type may join and leave a Unit that includes one or more Models with the Paragon Type.
  • Models with the Paragon Type may Embark and Disembark upon Models with the Transport Sub-Type.
  • A Model with the Paragon Type may Issue and Accept Challenges.
  • The Controlling Player of a Unit that includes one or more Models with the Paragon Type may use the Characteristics of one of those Models to resolve any Characteristic Checks made for that Unit.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Paragon Type counts as a number of Models equal to that Model’s Base Wounds Value.
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Structure

Structures are specialised fortifications that carry no weapons, nor allow troops to shelter within, but instead allow the deployment of rare technological devices. From communications platforms to void shield generators, these platforms may seem irrelevant in the face of armoured gun turrets, but when wisely used can be equally as powerful.

The following Rules apply to all Models with the Structure Sub-Type:
Area Terrain
Area Terrain grants Cover Saves.

A zone of closely packed Terrain is considered Area Terrain. Any Area Terrain on the Battlefield must have a clearly delineated zone which it covers, as agreed by all Players. As with Terrain Pieces, some Area Terrain may have a Base, but these are ignored for the purposes of measuring distances or adjudicating the placement of Models - other Models may be placed on top of an Area Terrain Base, and never count as being in Base Contact with Area Terrain. When placing a zone of Area Terrain, the Players must define a boundary for that zone of Area Terrain. This can be the Base, if the zone has one, or any other clear boundary point that shows where the Area Terrain begins and ends.

Any Model that is within the boundary of a zone of Area Terrain is eligible for a Cover Save and all zones of Area Terrain are also considered Difficult Terrain. The Cover Save provided by a given zone of Area Terrain is determined by its class, either Light Area Terrain, Medium Area Terrain or Heavy Area Terrain, as noted below:
  • Light Area Terrain provides a 6+ Cover Saves to all Models within its boundaries.
  • Medium Area Terrain provides a 5+ Cover Save to all Models within its boundaries.
  • Heavy Area Terrain provides a 4+ Cover Save to all Models within its boundaries.

Medium Area Terrain blocks Line of Sight if that Line of Sight passes through more than 3" of an Area of Terrain. Heavy Area Terrain always blocks Line of Sight, Models within Heavy Area Terrain cannot ever draw Line of Sight to any other Models and Models outside of Heavy Area Terrain cannot draw Line of Sight to Models within Heavy Area Terrain. Line of Sight can never be drawn through Heavy Area Terrain, regardless of the distance covered by the Terrain. Light Area Terrain does not block Line of Sight.

Some Areas of Terrain may include multiple levels, such as ruins with more than one floor upon which Models can be placed. These follow all of the usual Rules for Terrain levels, and the floors are all considered as being within the same Area of Terrain - with the exception that Weapons with the Blast (X) and Barrage Special Rules are only required to attack the uppermost floor if the Target Model or point on the Battlefield is on one of the numbered floors or on the Battlefield surface directly under the first Terrain level. This is intended to stop attacks targeting Models distant from any levels within an Area of Terrain being unfairly protected from attack by Weapons with the Barrage Special Rule.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

To determine Line of Sight, use a tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of Terrain, Model with the Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.

In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models.

Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
Unit Coherency
To be in Unit Coherency all Models in a Unit must be no more than 2" measured horizontally or 6" vertically from at least one other Model that is in the same Unit. In addition, all Models in a given Unit must form one contiguous group while also maintaining Unit Coherency, and even if the Models retain Coherency may not split into separate groups. When measuring distance to determine if a Unit is in Unit Coherency, all distances are measured Base-to-Base (see the Rules for Measuring).

The example pictured above shows a Unit of Salamanders in Unit Coherency - all of the Models form one contiguous group with no more than 2" between each Model and at least one other member of the same Unit.

A Unit must remain in Unit Coherency while on the Battlefield. All Models in a Unit that is being moved must end that move in Unit Coherency - if they cannot then they may not be moved. When removing Models from a Unit, Models may be removed in a manner that means the Unit will no longer be in Unit Coherency, however, note this may lead to penalties being applied - see the Rules for Out of Coherency below.
Armoured Platform

This fortification is constructed to allow infantry to use it as a fighting platform or mustering ground and is equipped with armoured barricades and plating to protect its occupants.

Models can be placed on top of this Model as if it were an Area of Terrain.

Models can move over and end a move on top of this Model, treating it as if it were an Area of Terrain that grants a 5+ Cover Save to all Models on it. This Area of Terrain allows Line of Sight to be drawn into and out of its zone, but a Model outside that zone cannot draw a Line of Sight through the Area of Terrain to Models on the other side.
Aegis Barricades

Set up to impede attackers and offer some small cover to warriors fighting from behind them, barricades are a common type of fortification.

Any Model with the Infantry or Paragon Types that is in base contact with an Aegis Barricade gains a 5+ Cover Save.

Aegis Defence Line Barricades do not have any Characteristics and cannot be targeted, attacked, damaged or otherwise affected by any Rule or Weapon. Models can move through an Aegis Barricade and if they do move through such a Barricade must reduce the maximum distance that can be moved in that Move by 2" as if it was Difficult Terrain. Aegis Barricades do not block a Line of Sight drawn through them. Aegis Barricades must be Deployed so that at least one part of each Barricade is in contact with an Aegis Defence Line Core Platform or another Barricade – as long as one Barricade in any chain of Barricades is itself in contact with a Core Platform. All Models with the Infantry or Paragon Types that are in contact with a Barricade gains a 5+ Cover Save. The destruction of linked Aegis Core Platforms has no effect on Aegis Barricades, which remain in place.
Cover Tests
Cover Saves are granted by Terrain and Special Rules and are not listed as a Characteristic on a Model’s Profile.

If a Model cannot have an Armour Save made for it, or the Controlling Player chooses not to make an Armour Test, but has access to a Cover Save then that Saving Throw may be made instead of an Armour Test or an Invulnerable Test. A Cover Test is resolved in exactly the same manner as an Armour Test. Cover Tests are normally provided by certain types of Battlefield Terrain, but may also be granted by certain Special Rules. Note that Cover Tests are not affected by the AP value of a wound, however a Model may not have a Cover Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Cover Saves or that no Cover Test may be made.
  • The attack is being made as part of a Combat during the Fight Sub-Phase, or a Challenge in the Challenge Sub-Phase.
  • A Cover Test may be taken to discard a Penetrating Hit, if one is available to the Model.
Difficult Terrain
Difficult Terrain slows down Models moving through it.

Tangled or otherwise restrictive Terrain is considered Difficult Terrain. Note that an Area of Difficult Terrain does not grant a Cover Save unless it is within a zone of Area Terrain.
© Vyacheslav Maltsev 2013-2026