These sturdy gun emplacements are a common sight on worlds on the frontline of the Great Crusade. Built to repel enemy attacks either by means of massed artillery fire or by denying the enemy any means of landing in the first place, they are a potent reminder of the Imperium’s power. The only flaw of these fortifications is that while they excel at long range combat, once an enemy closes to tactical range they become less capable of defending themselves and must rely on allied forces to hold back the foe.
| Armour | HP | BS | Transport Capacity | |
| Aquila Strongpoint (⌀Use model) | 12 | 8 | 2 | 17 |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Aquila macro-cannon | |||||||
| Aquila macro-cannon | 216 | 1 | 12 | 4 | 3 | Blast (7"), Barrage (3), Stun (3), Minimum Range (24), Macro | - |
Some weapons are calibrated to fire only at the most distant of targets and struggle to hit any enemy inside that range.
A Model with this Special Rule may only be used to attack an enemy Unit that is at a range equal to or greater than the value of X attached to the specific variant of this Special Rule that it has.These huge weapons are intended for the long range destruction of key enemy assets and are not equipped for rapid retargeting or for tracking lesser targets.
A Weapon with this Special Rule may only be used to attack an enemy Unit that fulfils one of the following conditions:The Aquila Strongpoint includes one or more orbital missile launchers intended to keep the skies clear of enemy drop craft, but of limited use in targeting ground units. While these weapons are devastating to drop pods and other similar orbitally deployed transports, it lacks the sophisticated targeting systems or delicate thrusters to track and target smaller infantry or low altitude aircraft.
Enemy Drop Pods that deploy within 18" of a Model with this Special Rule suffer automatic Hits.This datasheet has Fortification Battlefield Role. Full list of Battlefield Fortifications units sharing same Battlefield Role follows:
Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.
Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.The Cybertheurgist Trait is used in the following Forces of the Taghmata datasheets:
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.
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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.
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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.
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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.
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The Lacrymaerta Trait is used in the following Forces of the Taghmata datasheets:
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.
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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.
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The Reductor Trait is used in the following Forces of the Taghmata datasheets:
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.
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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.
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The Myrmidax Trait is used in the following Forces of the Taghmata datasheets:
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.
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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:Emplacements are either purpose built military structures or civilian buildings hastily converted to mount ranged weapon batteries. Given the limited nature of the systems that control these structures they cannot be relied upon to fight a battle alone, but can serve as a useful means of delaying or corralling the foe while more traditional troops act elsewhere on the battlefield.
The following Rules apply to all Models with the Emplacement Sub-Type: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:Bunkers are fortified shelters for infantry, allowing them to find temporary respite on the battlefield. Some such structures also boast fixed weapons batteries, allowing troops to continue to fight even as they take cover.
The following Rules apply to all Models with the Bunker Sub-Type:Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.Some fortifications have specially designed compartments where a limited number of combatants can make attacks at the enemy outside while remaining out of harm’s way. Such attacks are made with limited fields of view, due to the often cramped compartments and limited openings from which to fire, and the use of some dangerous weapons is avoided – lest an unfortunate overload causes catastrophic damage in the tight quarters of such bunkers.
A Model with this Special Rule can make extra attacks equal to the value of X with the Weapons of Embarked Models.Whether equipped with antigrav repulsors or empowered by some esoteric, psychic art, this unit is able to skim above the ground. While incapable of true flight, this does allow it to avoid any of the hampering effects of the prevailing terrain, gliding over obstacles that would ensnare or entangle more conventional troops.
The following Rules apply to all Models with the Antigrav Sub-Type:Drop pods and other dedicated orbital assault vehicles are intended for one purpose only - to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play little further part in the battle, serving only to support the onslaught of their passengers.
A Model with this Special Rule must Deep Strike.Deep strike deployments are usually conducted en-masse and at a distance from the enemy, lest the attacking force be destroyed in detail as it lands.
The Deep Strike Special Rule allows a Unit to enter play anywhere on the Battlefield.The Aquila Strongpoint includes one or more orbital missile launchers intended to keep the skies clear of enemy drop craft, but of limited use in targeting ground units. While these weapons are devastating to drop pods and other similar orbitally deployed transports, it lacks the sophisticated targeting systems or delicate thrusters to track and target smaller infantry or low altitude aircraft.
Enemy Drop Pods that deploy within 18" of a Model with this Special Rule suffer automatic Hits.Long range artillery fire is the terror of any infantry advance, striking its targets no matter what cover they seek or where they attempt to take shelter.
A Weapon with this Special Rule may be used to attack Target Units out of Line of Sight.Some weapons are designed not only to kill and main, but also to shock and disorient the foe. Such weapons may rely on blinding flares, bursts of enervating energy or even subtle poisons to slow and disable the enemy, but their effects are the same. Debilitated and vulnerable, warriors struck by such weapons become easy prey.
Weapons and other attacks that have the Stun (X) Special Rule have a chance of inflicting the Stunned Status on the Target Unit.Some weapons are calibrated to fire only at the most distant of targets and struggle to hit any enemy inside that range.
A Model with this Special Rule may only be used to attack an enemy Unit that is at a range equal to or greater than the value of X attached to the specific variant of this Special Rule that it has.These huge weapons are intended for the long range destruction of key enemy assets and are not equipped for rapid retargeting or for tracking lesser targets.
A Weapon with this Special Rule may only be used to attack an enemy Unit that fulfils one of the following conditions:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Aquila macro-cannon | |||||||
| Aquila macro-cannon | 216 | 1 | 12 | 4 | 3 | Blast (7"), Barrage (3), Stun (3), Minimum Range (24), Macro | - |