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CodexFactionsUnaligned ForcesCastellum Stronghold [Legends]

Castellum Stronghold [Legends]

M-
T13
SV2+
W50
LD6+
OC0

Composition & Wargear

Castellum Stronghold [Legends]
Choose one Main Turrets Castellum battle cannon (max 1) / Whirlwind castellan launcher (max 1) / Castellum Icarus quad lascannon (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Castellum battle cannon 48"D6+34+ 10-13
Whirlwind castellan launcher 72"D6+34+ 8-22
Castellum Icarus quad lascannon 48"24+ 12-3D6+1
Multi-melta 18"24+ 9-4D6
Twin lascannon 48"14+ 12-3D6+1
Twin heavy flamer 12"D6N/A 5-11
Twin heavy bolter 36"34+ 5-12
Castellum air defence missiles 48"D64+ 9-2D6
Twin assault cannon 24"64+ 6-21

Abilities

Stronghold Datasheet

Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. Any friendly model can be set up or end any type of move on the ramp or platform section of this FORTIFICATION.

Damaged: 1-15 Wounds Remaining Datasheet

While this model has 1-15 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Reinforced Cover Ability

Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.

Fortification Ability

While an enemy unit is only within Engagement Range of one or more Fortifications from your army: - That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. - Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.

Mighty Edifice Ability

You can only include this FORTIFICATION in your army in games of Onslaught size or greater.

Deadly Demise Core

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").  Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

Firing Deck Core

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot. 

Blast Core

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.  Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).

Indirect Fire Core

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.