Battlefield Fortifications – Hammerfall Bunker

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Hammerfall Bunker
UNIT COMPOSITION: 1 HAMMERFALL BUNKER
150 PointsPts

Hammerfall Bunkers are launched from Space Marine warships in a similar manner to drop pods. Automated area-denial assets crewed by hard-wired servitors, they have all kinds of battlefield roles, including securing beachheads, hampering enemy assaults and wreaking havoc behind the foe’s lines.

Armour HP BS
Hammerfall Bunker (⌀Use model) 11 6 2
WARGEAR
  • Turret Mounted Hyperios missile launcher
  • Hull Mounted heavy bolter array
TRAITS
  • None
SPECIAL RULES
  • Forward Deployment
TYPE
  • Fortification (Emplacement)
OPTIONS
  • This Model may have its Hull Mounted heavy bolter array exchanged for the following:
  • Hull Mounted heavy flamer array
    Free
WARGEAR

Hammerfall Bunker Weapons


Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile
Heavy bolter array
Heavy bolter array
36
6
5
3
1
Heavy (FP), Weapons Array
Bolt
Heavy flamer array
Heavy flamer array
Template
1
5
4
1
Template, Panic (2), Weapons Array
Flame

SPECIAL RULES

Forward Deployment

These fortifications are often deployed ahead of the main advance to provide cover for an assault or to close a gap in the lines of an advance. Airdropped from another craft or even a spaceship in low orbit, special single use thrusters ensure the bunker survives its fall and can start defensive operations almost immediately

A Model with this Special Rule can be deployed anywhere on the Battlefield that is at least 12" from any point within the opposing Player’s Deployment Zone.

Weapons Array

Some weapons are tied into an array linked by a cogitator system to fire as a linked system into several different arcs of fire simultaneously. Most often such weapons are intended to hold back hordes of enemies via simplistic targeting systems that are unable to replicate the individual thinking of a trained unit of real soldiers.

Weapons with this Special Rule may make Shooting Attacks into multiple Firing Arcs.

When making a Shooting Attack with a Weapon that has this Special Rule, the Weapon may be used to attack once into all four Firing Arcs (Front, Left, Right and Rear). This does count as making multiple Shooting Attacks, but do not need to be made as Snap Shots.

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.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.

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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.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (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).
Defensive Weapons – All Weapons on a Model with the Vehicle Type that have a Strength Characteristic of 6 or less are Defensive Weapons. Other Weapons may also be specifically designated as Defensive Weapons on their profile. When a Player chooses to have a Model with the Vehicle Type attack multiple different Units in the same Shooting Phase, Defensive Weapons do not have to make their attacks as Snap Shots.
Rapid Tracking

Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.

Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.

Each time a Model makes a Shooting Attack as part of the Intercept Advanced Reaction, its Controlling Player can select a Weapon with this Special Rule for that Shooting Attack, even if it is not a Defensive Weapon.

Hyperios missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.

For example, a Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.
Heavy (X)

Some weapons are so heavy that, while they can be fired on the move, are more powerful when properly braced and made ready before shooting. Warriors on the battlefield must use their judgement to decide when speed is required and when the full firepower of their arsenal must be unleashed.

Weapons with the Heavy (X) Special Rule gain +1 to a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Heavy (X) Special Rule, a modifier of +1 is added to a Characteristic if the Model with that Weapon is part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase. If the Characteristic listed is AP, then instead it improves the AP by one Step (see the Rules for modifying Saves and AP). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.
Weapons Array

Some weapons are tied into an array linked by a cogitator system to fire as a linked system into several different arcs of fire simultaneously. Most often such weapons are intended to hold back hordes of enemies via simplistic targeting systems that are unable to replicate the individual thinking of a trained unit of real soldiers.

Weapons with this Special Rule may make Shooting Attacks into multiple Firing Arcs.

When making a Shooting Attack with a Weapon that has this Special Rule, the Weapon may be used to attack once into all four Firing Arcs (Front, Left, Right and Rear). This does count as making multiple Shooting Attacks, but do not need to be made as Snap Shots.

Heavy bolter array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy bolter array
Heavy bolter array
36
6
5
3
1
Heavy (FP), Weapons Array
Bolt
Forward Deployment

These fortifications are often deployed ahead of the main advance to provide cover for an assault or to close a gap in the lines of an advance. Airdropped from another craft or even a spaceship in low orbit, special single use thrusters ensure the bunker survives its fall and can start defensive operations almost immediately

A Model with this Special Rule can be deployed anywhere on the Battlefield that is at least 12" from any point within the opposing Player’s Deployment Zone.
Template

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.

Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.

When making attacks for a Weapon or other effect that has the Template Special Rule, or otherwise uses a Template, no Hit Tests are made for the attack. Instead, when directed to make Hit Tests for such an attack, a single Template is placed to determine how many Hits are generated. A Template must be placed so that its narrow end is touching the Base of the Model, the edge of a Model’s Hull (if it has the Vehicle Type) or other point being used to make the attack, and so that no part of the Template covers or touches a friendly Model’s Base, Hull or otherwise would inflict Hits on a friendly Model. Within these restrictions, the Player making the attack may place the Template in an orientation of their choosing as long as at least one Model from the original Target Unit remains under the Template. If the Template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly Models, then no attack may be made.

Once the Template has been placed, a number of Hits using the profile of the Weapon or effect are inflicted on the Target Unit equal to the number of Models touched or covered by the Template. If the Weapon or attack has a Firepower Characteristic greater than 1 then only a single Template is placed, but the number of Hits inflicted per Model touched or covered by the Template is equal to the Firepower Characteristic of the attack or Weapon. If more than one enemy Unit has Models that are touched or covered by the Template in its final position, then Hits are inflicted on all such Units as noted above, Hits on Units other than the original target form a new Fire Group that must be placed to one side and used to resolve a separate Shooting Attack on the additional Target Unit once all attacks and Fire Groups from the original Shooting Attack have been fully resolved. When resolving Armour Penetration Tests for Hits inflicted by a Weapon with this Special Rule, the position of the Model that was used to make the attack is used to determine which Armour Facing is used.

Note that the Rules require a Template to be placed in Base Contact with the Model being used to make the attack, but this Model is not counted as having been Hit by the attack and does not stop the attack from being made. However, this only applies to the individual Model being used to make the attack, not to other Models in the same Unit.

Weapons with this Special Rule will have their Range Characteristic as Template’. This does not count as a value of ‘0’ or ‘-’. If a Rule requires a number for the Range Characteristic then all Weapons and attacks with this Special Rule are considered to have a Range Characteristic of ‘8’.

OTHER TEMPLATES
In some rare cases a Weapon may use a different Template than the standard Flame Template, in these cases the Template Rule may be expressed with a bracketed section stating which Template must be used when attacking with that Weapon. Otherwise, the Rules for its use are unchanged from those noted under the Template Special Rule, with the exception of the Range Characteristic it is considered to have.

An example of this is the use of the Hellstorm Template for certain very large Weapons. In this case the Rule would be expressed as ‘Template (Hellstorm)’ and the attack would be resolved using the Template Special Rule, but placing the larger Hellstorm Template. Weapons with the Template (Hellstorm) Special Rule are considered to have a Range Characteristic of ‘16’ when a Rule requires such weapons to have a numbered Range Characteristic.
Panic (X)

Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.

Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Leadership Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Routed Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Leadership Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule. If the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Heavy flamer array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy flamer array
Heavy flamer array
Template
1
5
4
1
Template, Panic (2), Weapons Array
Flame
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Rending (X)

Some weapons cleave flesh with ease, inflicting terrible wounds that no mortal toughness can resist. Though of less use against armour and steel, such munitions are capable of tearing bloody holes in the ranks of advancing infantry and stalling any attack in its tracks.

With a Weapon that has the Rending (X) Special Rule, there is a chance that a Hit Test may result in an automatic wound.

When any Hit Test is made for an attack with the Rending (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Rending (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a ‘Rending Hit’.

When required to make a Wound Test for a Rending Hit, no Dice are rolled and the Wound Test succeeds automatically regardless of the Weapon’s Strength or the Target’s Toughness. The Wound Test is treated as if the result had been ‘6’ for the purposes of any Rules that would be triggered on certain results of a Wound Test. Wounds caused by a Rending Hit use the AP and Damage Characteristics of the Weapon used to make the attack and retain any Special Rules that Weapon had.

If the Target Unit for an attack made with a Weapon that has this Special Rule includes any Models with the Vehicle Type, then this Special Rule has no effect.
Critical Hit (X)

Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.

Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.

When any Hit Test is made for an attack with the Critical Hit (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Critical Hit (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a ‘Critical Hit’.

A Critical Hit automatically inflicts a wound without any Dice being rolled, counting as the roll of a ‘6’ for any variable Special Rules that might be triggered by a Wound Test, and increases the Damage Characteristic of the Hit by +1.
Ranged Hit Tests
Ranged Hit Tests include all Hit Tests made outside of Combat or at a distance further than Base-to-Base Contact. Ranged Hit Tests are normally part of a Shooting Attack which details how to select targets. The Rules in this section are focussed only on the process of rolling Hit Tests.

When making a Ranged Hit Test for any Model, roll a number of Dice equal to the Firepower Characteristic of any one Weapon that the Model has (or when instructed roll all of the Dice for attacks made using the same Ballistic Skill and for identical Weapons - a grouping known as a Fire Group - see the Rules for the Shooting Phase for more details). These Dice are rolled as a Test, using the Ranged Hit Test Table and the attacking Model’s Ballistic Skill to determine the Target number for the Test.

RANGED HIT TEST TABLE
The following table is used to determine the Target Number for Ranged Hit Tests:

BS10+987654321
Target NumberAC3+C4+C5+C6+2+3+4+5+6+
*Snap Shots2+3+3+4+4+5+5+6+6+F
BS10+9876
Target NumberAC3+C4+C5+C6+
*Snap Shots2+3+3+4+4+
BS54321
Target Number2+3+4+5+6+
*Snap Shots5+5+6+6+F
*Some Rules may require Ranged Hit: Tests to be made as Snap Shots, such Hit Tests use this row to determine their Target Number.

Where a number is shown, that is the Target Number of the Ranged Hit Test. For other entries, use the following Rules to resolve the Hit Test:

F (Fail) – If the table shows an ‘F’ then no Dice are rolled and the Test automatically fails to Hit, applying any effects a miss would normally apply to the attacking Model. For Weapons with the Rending (X) Special Rule, a result of F does not trigger the Rending (X) Special Rule.
A (Automatic) – if the table shows an ‘A’ then no Dice are rolled and the Test automatically succeeds as if the Dice’s natural result had been a ‘6’, applying all effects that such a result would normally apply. In addition, such an attack also applies all of the effects of a Critical Hit (see the Critical Hit (X) Special Rule).
CX+ (Critical Hit) – If the table shows a ‘CX+’, then the Target Number of the Ranged Hit Test is 2+, but if the roll results in a value equal to or greater than the value of ‘X’ then the Hit gains the effects of the Critical Hit (X) Special Rule.

As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Unit.
© Vyacheslav Maltsev 2013-2026