Battlefield Terrain And Fortifications

BATTLEFIELD DEBRIS AND TERRAIN

Ammunition Dump A ready supply of ammunition is always welcome in a fight – especially when you hear the ‘dead man’s click’ of an empty magazine. Any model within 2" of an ammunition dump re-rolls failed To Hit rolls of 1 in the Shooting phase. A model in cover behind an ammunition dump has a 5+ cover save.
Barricades and Walls Barricades and walls are hastily assembled obstacles or the remains of once proud structures. A model in cover behind a barricade or wall has a 4+ cover save. For the purposes of charge moves, models that are both in base contact with a barricade and within 2" of each other are treated as being in base contact. Despite the models on either side not literally being in base contact, the combatants fight nonetheless.
Comms Relay A working comms relay can be crucial to the coordination of reserves, and therefore to a swift victory. Any player with an unengaged model within 2" of a comms relay can re-roll Reserves rolls. A model in cover behind a comms relay has a 5+ cover save.
Defence Lines Defence lines are armoured shield sections that link together to provide troops with shelter from enemy firepower. A model in cover behind a defence line has a 4+ cover save. If a unit decides to Go to Ground behind a defence line, it gains +2 to its cover save, rather than +1. For the purposes of charge moves, models that are both in base contact with a defence line and within 2" of each other are treated as being in base contact. Despite the models on either side of the defence line not literally being in base contact, the combatants fight nonetheless.
Forest Wooded Areas Always at least difficult terrain; usually also area terrain. Can also be Mysterious Forest. Models within a forest's boundaries benefit from a 5+ cover save.
Fuel Reserve Armoured fuel barrels can prove handy shelter… right up until the point they go BOOM! If a model is in cover behind a fuel reserve, it has a 5+ cover save; however, each time a model successfully makes this cover save, immediately roll a D6. On a roll of 1, the barrel explodes; centre the large blast marker over the model that made the save. Units within suffer a number of (Strength 3, AP -) hits equal to the number of models from their unit that are at least partially under the template.
Gun Emplacement Though abandoned, this gun battery still functions. One non-vehicle model in base contact with a gun emplacement can fire it instead of his own weapon, following the normal rules for shooting (note that a model firing a gun-emplacement always counts as being stationary, even if it moved in its preceding Movement phase). A model in cover behind a gun emplacement has a 4+ cover save. The gun emplacement can be shot at and attacked in close combat. It is hit automatically in close combat and has the following profile: (Toughness 7, Wounds 2, Armour Save 3+). The most common gun emplacements are quad-guns and Icarus lascannons, which have the following profile.
Range S AP Type
Icarus Lascannon 96" 9 2 Heavy 1, Interceptor, Skyfire
Quad-gun 48" 7 4 Heavy 4, Interceptor, Skyfire, Twin-linked
Impact Crater The aftermath of heavy shelling, exploded mines, and orbital bombardments; impact crates provide protection to those sensible enough to seek it. Impact Craters are area terrain. If a model is in cover within an impact crater it has a 5+ cover save.
Imperial Statuary The cold gaze of this ancient hero inspires the faithful still. Models from the armies of the Imperium are Fearless whilst within 2" of Imperial statuary. A model in cover behind Imperial statuary has a 3+ cover save.
Ridgeline / Hill Crests Desperate troops seeking cover will often take refuge in the lee of a hill. Ridgelines and hill crests should normally be treated as open ground (unless they're particularly severely sloped, in which case they might be difficult or even dangerous terrain). If a model is in cover behind a ridgeline or hill crest, it has a 4+ cover save.
Shield Generators These arcane pylons project an almost impenetrable wall of force. Shield generators come in groups of two or more - it's not the generator itself that blocks shots and movement - it's the zone in between. If two shield generators are within 6" of each other, the direct line between them is treated as a shield barrier. A shield barrier is impassible terrain the height of the shield generators. Wounds caused by shooting attacks that pass through a shield barrier or shield generator benefit from a 3 + invulnerable save.
Shrine to Chaos The Dark Gods have touched many worlds, and the monuments left to their blasphemous taint cannot easily be counted. Chaos Space Marines and models with the Daemon special rule can re-roll failed invulnerable saves whilst they remain within 2" of a Shrine to Chaos. If a model is in cover behind a shrine to chaos, it has a 4+ cover save.
Tanglewire The barbed coils of tanglewire can prove fatal to infantry. Tanglewire is dangerous terrain. A model in cover behind tanglewire has a 6+ cover save.
Tank Traps These obstacles allow all but vehicles to pass by unhindered. Tank traps are impassable terrain to non-Skimmer vehicles, dangerous terrain to Bikes, and open ground for all other units. A model in cover behind tank traps has a 4+ cover save.
Trench Lines These are defences dug into the battlefield itself where troops can take cover from incoming fire. Trench lines are difficult terrain. If a model in a trench line is in cover, it has a 4+ cover save.
Water Obstacles Rivers, Lakes and Pools, can also be Mysterious River Water obstacles are always at least difficult terrain, though they usually have at least one place where they can be crossed, such as a bridge or a ford, which is treated as open terrain.
Wild Undergrowth This category represents twisted and knotted flora that presents an obstacle to both shooting and movement. Wild undergrowth is difficult terrain. If a model is in cover behind wild undergrowth, it has a 5+ cover save.
Wreckage and Rubble Detritus of battles past litters the ground, twisted metal and shattered ceramite that can be used as cover if the battle becomes desperate enough. Wreckage and rubble are area terrain. A model in cover behind wreckage or rubble has a 4+ cover save.

BUILDINGS

The following upgrades can only be purchased for fortifications that are buildings. A small building can purchase a single upgrade, a medium building can purchase up to two, while a large building can purchase up to three. A single building can only have one of each upgrade. The first time a unit (friend or foe) occupies a building with upgrades, the owning player must declare all upgrades the building has. Unless otherwise stated, these upgrades do not apply to a building’s battlements.

Multiple Part Buildings and Upgrades

An upgrade purchased for one part of a multiple part building only applies to the part it was purchased for, not to the entire of the multiple part building. If you wish to upgrade the entire multiple part building with the same upgrade, you will need to pay the appropriate points cost for each part. Each part of a multiple part building (excluding battlements) can have different upgrades.

Ammo Store 15 pts Extra crates of ammunition have been stockpiled within this fortification, ready to be distributed to garrisoning troops. A unit occupying this building re-rolls To Hit rolls of a 1 when firing out of the building’s fire points. Note this does not apply to a model manually firing an emplaced weapon.
Booby Traps 20 pts This fortification has been rigged with a surprise for the first unwitting patrol to stumble across it. The first unit to occupy this building (friend of foe) immediately suffers 2D6 Strength 4 AP5 hits with the Ignores Cover special rule.
Escape Hatch 25 pts This fortification maintains a concealed escape route. When this building is first occupied, the owning player can place an escape hatch marker anywhere within 12" of the building that is not impassable terrain or within another building. The escape hatch marker is an additional Access Point for the building, but models using it cannot use the Repel the Enemy special rule.
Magos Machine Spirit 30 pts The fortification itself is semi-intelligent, imbued with a machine spirit with an improved control over its arsenal. This building’s automated fire is resolved using BS3.
Searchlights 5 pts Searchlights are often fitted to fortifications to spot approaching enemies who lurk in the dark. A building’s searchlights follow the same rules as vehicle searchlights, as detailed in the Warhammer 40,000 rulebook.
Void Shield 25 pts The fortification houses an ancient device that can generate a localised void shield. Whilst a building has a void shield, any hits scored by shooting attacks against the building, models embarked within it or upon its battlements will instead hit the void shield. A void shield has an Armour Value of 12. A glancing or penetrating hit (or any hit from a Destroyer weapon) scored against a void shield causes it to collapse. After this, further hits strike the original target instead. At the end of each of the controlling player’s turns, roll a dice for the collapsed void shield; a roll of 5+ instantly restores it.

OBSTACLES

Makeshift barricades can provide a vital outer perimeter.

Obstacle upgrades are small sections (each up to 6" in length) of battlefield debris (see opposite). A fortification can purchase up to six sections of obstacles, in any combination, from the list below. These are placed at the same time as the fortification they were brought alongside and must be placed wholly within 6" of their fortification.

Tanglewire……5 pts/section
Barricades……10 pts/section
Tank Traps……15 pts/section

BATTLEMENTS & BATTLEFIELD

Battlement & Battlefield upgrades are single pieces of battlefield debris. A list of the relevant descriptions and rules for battlefield debris can be found opposite. Each fortification can purchase a single Battlement & Battlefield upgrade from the list below. These are placed either on the fortification’s battlements (if it is a building with battlements) or anywhere on the tabletop that is wholly within 6" of their fortification.

Ammunition Dump……20 pts
Comms Relay……20 pts
Gun Emplacement with Icarus Lascannon……35 pts
Gun Emplacement with Quad-gun……50 pts

UPDATED BUILDING DAMAGE TABLE

Result Effect
0-1 Breach! Massive cracks appear in the building’s walls. The building’s Armour Value is reduced by 1 for the remainder of the battle. This is cumulative with any other penalties to the building’s Armour Value.
2 Tremor. The building shakes violently, throwing its occupants to their knees. If the building is occupied, the occupying unit can only make Snap Shots in the following turn. If an occupying unit abandons the building in their next turn, they can only disembark 3", rather than the full 6".
3 Partial Collapse. Part of the support structure is blasted away, causing a chunk of roof to fall in. If the building is occupied, the occupying unit suffers an additional D6 Strength 6 AP- hits with the Ignores Cover special rule. In addition, if the building has any emplaced weapons, they can only fire Snap Shots in the following turn.
4 Structural Collapse. Internal supports are destroyed, causing several levels to collapse under their own weight. If the building is occupied, the occupying unit suffers an additional 2D6 Strength 6 AP- hits with the Ignores Cover special rule. In addition, if the building has any emplaced weapons, one randomly determined weapon is destroyed and the remainder can only fire Snap Shots in the following turn.
5 Catastrophic Breach. A huge slab of masonry tumbles from the building’s flank. The building’s Armour Value is reduced by D3 for the remainder of the battle. This is cumulative with any other penalties to the building’s Armour Value. In addition, if the building has any emplaced weapons, one randomly determined weapon is destroyed and the remainder can only fire Snap Shots in the following turn.
6 Total Collapse. The roof and several internal floors fall in, crushing many of the garrison and driving the remainder outside. The building is destroyed: all emplaced weapons and battlement upgrades on the building are destroyed, and each unit on the battlements suffers D6 Strength 6 AP- hits with the Ignores Cover special rule. If the building is occupied, the occupying unit suffers 2D6 Strength 6 AP- hits with the Ignores Cover special rule and must then immediately disembark from the building, performing an emergency disembarkation if necessary (survivors cannot disembark to the battlements). Any models that cannot disembark are removed as casualties. Assuming they were not destroyed, units on the battlements and those that have disembarked must then take a Pinning test. The building is left on the table, but can no longer be occupied. The roof of the building is no longer counted as a battlement, and hereafter uses the normal rules for ruins (without the exceptions listed above).
7+ Detonation! The shot punches through the building’s walls to explode amongst ammunition or fuel stores within. The building is destroyed: all emplaced weapons and battlement upgrades on the building are destroyed, and each unit on the battlements suffers 2D6 Strength 6 AP- hits with the Ignores Cover special rule and must then immediately make a 6" move in order to move off of the battlements (this movement is not slowed by difficult terrain). Any models that cannot move off of the battlements are removed as casualties. If the building is occupied, the occupying unit suffers 4D6 Strength 6 AP- hits with the Ignores Cover special rule and must then immediately disembark from the building, performing an emergency disembarkation if necessary (survivors cannot disembark to the battlements). Any models that cannot disembark are removed as casualties. Assuming they were not destroyed, units that were on the battlements and those that have disembarked must then take a Pinning test. The building is then removed and replaced with scattered wreckage (area terrain) or a crater roughly the same size (if you have one).
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