VOXROSTER
CodexFactionsUnaligned ForcesVortex Missile Strongpoint [Legends]

Vortex Missile Strongpoint [Legends]

M-
T13
SV2+
W30
LD7+
OC0

Composition & Wargear

Vortex Missile Strongpoint [Legends]
Equipped Vortex missile battery

Ranged Weapons

WeaponRangeABSSAPD
Vortex missile battery 72"D6+35+ 16-4D6
Heavy bolter 36"34+ 5-12

Abilities

Vortex Datasheet

In your Shooting phase, each time you select a target for this model’s vortex missile battery, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 4+, the unit being rolled for is struck by the vortex; after resolving all of this model’s attacks against the target unit, each unit struck by the vortex suffers D3 mortal wounds.

Damaged: 1-10 Wounds Remaining Ability

While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

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. 

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.

Roof Access Ability

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

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.

Indirect Fire Core

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

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).

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.