Battlefield Fortifications – Fortress of Redemption

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Fortress of Redemption
UNIT COMPOSITION: 1 FORTRESS OF REDEMPTION
300 PointsPts

First put into use by the Dark Angels during the Rangdan Xenocides, these fortifications have proven invaluable as both a sturdy redoubt against enemy assault and also a potent protection against orbital drop craft. Its thick walls can shield troops from distant gunfire, while its turreted weapons can deter enemy armour and aircraft. However, its true power rests in the orbital missile batteries set within its armoured core, which ward the skies from enemy drop craft.

Armour HP BS Transport Capacity
Fortress of Redemption (⌀Use model) 12 10 2 22
WARGEAR
  • Turret Mounted twin Icarus lascannon
TRAITS
  • None
SPECIAL RULES
  • Orbital Defence
TYPE
  • Fortification (Emplacement, Bunker)
WARGEAR

Twin Icarus lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Icarus lascannon
Twin Icarus lascannon
48
2
9
2
1
Skyfire, Armourbane
Las

SPECIAL RULES

Orbital Defence

The Fortress of Redemption 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.

If an enemy Model with the Orbital Assault Vehicle Special Rule enters play using the Deep Strike Special Rule and is deployed anywhere within 12" of any point on a Model with this Special Rule, then once such a Model has been placed on the Battlefield, but before any Models are disembarked, then each such enemy Model suffers one Hit with a Strength of 8, an AP of ‘-’ and a Damage of 4.

Fortress of Redemption Battlements

The area on top of the Fortress of Redemption is treated as an area of Battlements. Models may only move onto this area of Battlements when Disembarking from the same Fortress of Redemption, and may only leave it by Embarking onto the Fortress of Redemption – or by simply moving off if they also have the Antigrav Sub-Type.

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.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the Loyalist and Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.

In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits: Assault, Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘Bolt’ Weapons and notes that it can be used for attacks where only ‘Assault’ Weapons may be used.

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
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.
Emplacement

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:

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Skyfire

Most combat aircraft fly at such speeds that regular weaponry is hard pressed to track or hit them. Only cannon and beams specifically designed to strike such swift targets have any hope of landing hits upon them by any means other than sheer luck.

Attacks made with the Skyfire Special Rule ignore penalties when attacking Flyers.

A Hit Test made for a Weapon with the Skyfire Special Rule ignores any rule that would require attacks made targeting an enemy Unit that contains any Models with the Flyer Sub-Type to be made as Snap Shots. Instead such an attack makes a normal Hit Test using the Ballistic Skill of the attacking Model - this includes attacks made as part of any Reaction. A Unit that includes any Models with any Tactical Status may not benefit from the effects of this Special Rule.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Armourbane

Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.

A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
Bunker

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:
Antigrav

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:
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that are not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.

Twin Icarus lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Icarus lascannon
Twin Icarus lascannon
48
2
9
2
1
Skyfire, Armourbane
Las
Orbital Defence

The Fortress of Redemption 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.

If an enemy Model with the Orbital Assault Vehicle Special Rule enters play using the Deep Strike Special Rule and is deployed anywhere within 12" of any point on a Model with this Special Rule, then once such a Model has been placed on the Battlefield, but before any Models are disembarked, then each such enemy Model suffers one Hit with a Strength of 8, an AP of ‘-’ and a Damage of 4.
Orbital Assault Vehicle

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.

A Model with this Special Rule must be Deployed onto the Battlefield using the Deep Strike Special Rule and is treated as though it has that Special Rule. It may never be deployed without using the Deep Strike Special Rule, regardless of any other Rule or Mission, and if forced to do so it is immediately reduced to 0 Hull Points.
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.

A Unit that includes only Models with the Deep Strike Special Rule that enters play from Reserves may make a Deep Strike instead of deploying as described in the Reserves Rules. No more than one Unit may attempt a Deep Strike in a given Player Turn. The Unit attempting a Deep Strike may have another Unit without the Deep Strike Special Rule Embarked upon it if the Deep Striking Unit includes Models with the Transport Sub-Type (note that some Missions may allow more Units to attempt a Deep Strike in the same Player Turn. This will be specifically noted in the Mission Special Rules section of that Mission). Note that in Missions where the Reserves Mission Special Rule is not in use, the Deep Strike Special Rule has no effect. Furthermore, Units may not make use of the Deep Strike Special Rule during the first Battle Turn, even if they enter play from Reserves.

To perform a Deep Strike, the Active Player must declare an Eligible Unit that has entered play from Reserves in the Reserves Sub-Phase as the Deep Striking Unit. The Active Player must then select one Model from that Unit and place it anywhere on the Battlefield. This Model must be placed at least 1" away from any enemy Model, Battlefield Edge or piece of Impassable Terrain. Once this first Model has been placed, the remaining Models in the Unit must be placed within Unit Coherency with at least one other Model in the same Unit and within 6" of the first Model placed. No Models may be placed within 1" of an enemy Model, any Battlefield Edge or a piece of Impassable Terrain. Any Models that cannot be placed using these Rules must be Removed as a Casualty immediately. This deployment must take place during the Reserves Sub-Phase, and a Unit that deploys as a Deep Strike may not move in the Move Sub-Phase of the same Player Turn or have a Charge declared for it in the Charge Sub-Phase of the same Player Turn, but may make Shooting Attacks as normal. A Unit that is Embarked on a Model that is deployed as part of a Deep Strike may Disembark during the Move Sub-Phase of the same Player Turn, but may not make any move other than the move made to Disembark and may not have a Charge declared for it in the Charge Sub-Phase of the same Player Turn.

Enemy Units may declare Intercept Reactions against a Unit deployed as part of a Deep Strike, but not Reposition Reactions.
© Vyacheslav Maltsev 2013-2026