Fortress Of Redemption

Model NameMTSvWLdOC
Fortress Of Redemption
Use model
-132+ 307+0
Keywords:
Unaligned Forces, Unaligned, Towering, Vehicle, Titanic, Transport, Fortification, Fortress of Redemption
Ranged WeaponsRangeABSSAPD
Heavy bolter
sustained hits 1
36"345-12
Redemptor lascannons
anti-fly 2+
48"2414-3D6+1
Redemptor missile silo – superfrag
blast
48"2D6+24501
Redemptor missile silo – superkrak
48"2410-2D6+1
Melee WeaponsRangeABSSAPD

Abilities

Roof Access:Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION.
Vantage Point:While a model is on top of the tower roof of this FORTIFICATION, improve the Armour Penetration characteristic of ranged weapons equipped by that model by 1.
Reinforced Cover: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.

Wargear Options

This model can be equipped with up to 4 heavy bolters.

Wargear Abilities

Unit Composition

1 Fortress of Redemption
This model is equipped with: redemptor lascannons; redemptor missile silo.

Costs

1 model - 480pts

Leader

Led By

Stratagems

NameDescription
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.