MACROMUNDA
Allegiance
Space Marines Imperial Fists
Codex / Campaign
Codex · Space Marines

Campaign55

Scenarios2

The Breach scenario
Attackerthe Imperial Fists (the Imperium's siege-masters, methodically cracking a fortified position - ignoring the enemy's cover, breaching the strongpoint gun by gun, and grinding forward under their own fire)
Defenderthe opposing gang (holding a fortified strongpoint the Fists must breach - dug into cover the Siege Master skill is built to ignore, trying to hold long enough to break the slow advance)
Deploythe defender deploys first, dug into a fortified strongpoint at one end of the board with heavy cover and a central objective it must hold; the Imperial Fists deploy at the far edge and must advance across the field to breach it
Objectivethe Imperial Fists win by seizing the fortified objective at the heart of the defender's strongpoint; the defender wins by keeping the Fists off it to the end of the game
Victorythe Imperial Fists win if they control the fortified objective at the end of any round; the defender wins if it still holds the objective uncontested at the end of round six, having weathered the siege
Rewardsan Imperial Fists win grants bonus Reputation and a Control-Track step for breaking the fortress; a fighter that took an enemy Out of Action while ignoring its cover (Siege Master) gains 1 bonus XP; a defender win that held grants the defender bonus Reputation for weathering the siege
Control Trackan Imperial Fists win advances their Control-Track claim on the district by one step (the siege-masters cracked the wall); a defender win holds the marker and denies the advance, and the Fists take a slow-grind attrition penalty for a breach that never opened

The Imperial Fists are the Imperium's siege-masters. Here they do the work they were made for — cracking a fortified position gun by gun, ignoring the cover the enemy hides behind, grinding forward under their own fire until the strongpoint breaks.

ATTACKER AND DEFENDER The Imperial Fists are the attacker, breaching a fortified strongpoint at their own methodical pace. The opposing gang is the defender — dug into heavy cover, trying to hold long enough to break the slow advance.

BATTLEFIELD The defender's strongpoint stands at one end of the board. A fortified position of heavy cover, a single objective at its heart, the ground before it open and swept.

CREWS Both players use their full gangs.

DEPLOYMENT The defender deploys first, dug into the strongpoint around the central objective. The Imperial Fists deploy at the far board edge and must advance across the field to reach it.

BREAKING THE WALL The defender gains the full benefit of its fortifications. But the Imperial Fists were bred to reduce exactly such works: a Son of Dorn shooting a target within the strongpoint ignores the cover it stands in. The siege moves at the pace the Fists dictate — one broken emplacement at a time.

ENDING THE BATTLE The battle ends when the Imperial Fists control the fortified objective, or at the end of round six if they have not taken it.

VICTORY The Imperial Fists win if they control the fortified objective at the end of any round. The defender wins if it still holds the objective uncontested at the end of round six, having weathered the siege.

REWARDS An Imperial Fists victory grants bonus Reputation for breaking the fortress; a fighter that took an enemy Out of Action while ignoring its cover gains 1 bonus experience. A defender victory that held the line to the end grants the defender bonus Reputation for weathering the siege.

CONTROL TRACK An Imperial Fists victory advances their Control-Track claim on the district by one step — the siege-masters cracked the wall. A defender victory holds the marker and denies the advance, and the Fists take a slow-grind attrition penalty for a breach that never opened.

TACTICS The attacker must trust the grind. Let the Siege Master's contempt for cover peel the strongpoint apart, one emplacement at a time, rather than rushing it. The defender must make every yard of open ground cost, and hold its nerve as the wall comes down around it.

The Unbroken Line scenario
Attackerthe opposing gang (a force that must cross open ground and break the wall - close the distance fast, reach the held line before the Bolter Drill saws it down, and take the ground the Fists refuse to give)
Defenderthe Imperial Fists (a dug-in gunline defending a fortress objective, holding still to fire deadlier each round, and grinding the attacker down as it crosses the killing ground)
Deploythe Imperial Fists deploy first in a fortified zone around a central objective, placing their own barricades and emplacements; the attacker deploys along the board edges, as far as a full move from the Fists' line, with the open ground between them
Objectivethe attacker wins by seizing and holding the central objective or clearing every Imperial Fist off it; the Imperial Fists win by holding the objective controlled and unbroken to the end of the game
Victorythe Imperial Fists win if they control the central objective at the end of round five (or when the attacker bottles out); the attacker wins if, at the end of any round from round four onward, it controls the objective with no Imperial Fist within 3in of it
Rewardsan Imperial Fists win grants bonus Reputation and a Control-Track step for holding the ground; a Devastator that took two or more enemies Out of Action from a held position gains 1 bonus XP; an attacker win that broke the wall grants the attacker bonus Reputation for crossing the killing ground
Control Trackan Imperial Fists win holds their Control-Track marker on the district and denies the attacker's advance (the wall stood); an attacker win advances its claim on the district by one step, and the Fists take an attrition penalty for a line that was finally broken

A dug-in Imperial Fists gunline defends a fortress objective. It holds still and fires the deadlier for it, grinding the enemy down across the killing ground. The attacker must reach the held line and take the ground the Fists refuse to give.

ATTACKER AND DEFENDER The opposing gang is the attacker. It must cross open ground and break the wall before the Bolter Drill saws it apart. The Imperial Fists are the defender — a gunline that fires harder the longer it holds its position.

BATTLEFIELD A central objective stands in a fortified zone, with open killing ground stretching out from it toward the board edges.

CREWS Both players use their full gangs.

DEPLOYMENT The Imperial Fists deploy first in the fortified zone around the central objective, placing their own barricades and emplacements. The attacker deploys along the board edges, a full move out from the Fists' line, with the open ground between them.

THE HELD LINE The Imperial Fists fight from their prepared position. The Bolter Drill rewards every fighter that stays where it is planted. The attacker's whole game is simpler, and harder: cross the killing ground fast, reach the line before the fire tells.

ENDING THE BATTLE The battle ends at the close of round five, or earlier if one gang bottles out.

VICTORY The Imperial Fists win if they control the central objective at the end of round five, or when the attacker bottles out. The attacker wins if, at the end of any round from the fourth onward, it controls the objective with no Imperial Fist within 3" of it.

REWARDS An Imperial Fists victory grants bonus Reputation for holding the ground; a Devastator that took two or more enemies Out of Action from a held position gains 1 bonus experience. An attacker victory that broke the wall grants the attacker bonus Reputation for crossing the killing ground.

CONTROL TRACK An Imperial Fists victory holds their Control-Track marker on the district and denies the attacker's advance — the wall stood. An attacker victory advances its claim by one step, and the Fists take an attrition penalty for a line that was finally broken.

TACTICS The defender plants its guns and refuses to move, letting the drill do its work as the enemy closes. The attacker must cross the open ground in as few rounds as it can, forcing the fight onto the objective before the gunline settles.

Favours8

RollFavourPatron
2The Fortress Muster. The Fortress-Muster. The strike-force's own reserve companies release fighters to the line. Before the next battle you may field one additional Scout or Marine drawn from the muster, fighting for that battle only. They return to the reserve when the day is won, and any that fall are counted against the muster's strength.the Fortress-Muster (the strike-force's own reserve companies)
3The Mechanicus Forge. The Mechanicus Forge. The siege-brothers' machine allies repair and re-arm the gang. Before the next battle you may fully repair one walker or vehicle, restoring it to its full Wounds, or re-supply the whole gang so that the first Ammo check each fighter fails in that battle is passed instead. The priests of the forge take their tithe of salvage in return.the Adeptus Mechanicus forge (the siege-brothers' machine allies)
4The Guard Gunline. The Guard Gunline. A disciplined Astra Militarum line-regiment lends the Fists its massed fire. Once during the next battle you may call a single off-table barrage: choose a point on the battlefield and resolve a heavy ranged attack against every fighter within 3" of it, friend or foe. The Guard fire exactly where they are told and not an inch further.the Astra Militarum gunline (the disciplined Imperial line-troops)
5The Armoury Of Terra. The Armoury of Terra. The vaults of Dorn's relics are unsealed for you. Before the next battle you may lend one fighter a single relic weapon or wargear from the House's own list for that battle, borne at no cost. The armourers of Terra reclaim their treasure when the fighting is done, and mark well the hand that carried it.the Chapter armoury of Terra (the vaults of Dorn's relics)
6The Apothecarion. The Apothecarion. The Chapter's medicae and gene-vaults open to you. Before the next battle, choose one fighter recovering from a lasting injury; it is restored to full health for that battle, the Apothecaries working through the night to return it to the line. The gene-craft is never freely given — the Apothecarion expects the brother spent well, and claims the gene-seed of any fighter of yours taken Out of Action in the fight to come.the Apothecarion (the Chapter's medicae and gene-vaults)
7The Siege Engineers. The Siege Engineers. The Chapter's master fortifiers throw up works before the enemy ever arrives. Before the next battle you may place two extra barricades, or one larger strongpoint, anywhere within your own half of the board. The engineers build what the line will hold, and expect it held.the siege engineers (the Chapter's master fortifiers)
8The Watch Of The Wall. The Watch of the Wall. The veteran sentinels of the held line lend you their vigilance. For the next battle, one fighter of your choice stands ready on Overwatch: the first time an enemy moves into its line of sight, it may make an immediate ranged attack. The Watch keeps its eyes open through the long dark so that the rest of the line may fight.the Watch of the Wall (the veteran sentinels of the held line)
9Kin Of Dorn. Kin of Dorn. Shared blood answers shared blood. The kin of Dorn — a successor Chapter such as the Crimson Fists or the Black Templars — heed the call of the Primarch's line. Before the next battle you may add a single hired battle-brother of the successor Chapter to your gang, fighting for that battle as a line Marine under your command. The kin claim the honour of the day in return: if that fighter takes the most enemies Out of Action, a small reputation tithe passes to the successor Chapter after the battle.the kin of Dorn (a successor Chapter - the Crimson Fists or Black Templars)

Gang Tactics36

RollTacticTiming
11Bolter Drill. Bolter Drill. Play at the start of a round. This round, every friendly fighter that does not move in its activation counts as having Aimed before its first ranged attack, on top of the House's standing drill. The whole line settles onto its sights as one.Start of round
12Hold This Position. Hold This Position. Play when a friendly fighter standing on or within 1" of an objective is targeted by a charge or a ranged attack. Until the end of the round it cannot be moved, pushed or knocked back by any effect, and adds +1 to its save rolls. It holds the ground it was given.Any (once)
13No Step Back. No Step Back. Play when a friendly fighter fails a Nerve or Bottle test. Re-roll it, and you may add 1 to the result. A Son of Dorn gives no backward step.Any (reaction)
14Crack The Wall. Crack the Wall. Play when a friendly fighter shoots. That attack ignores any cover the target is in and reduces the target's save by a further 1. The Fists learned long ago that walls are made to be broken.Any (once)
15The Living Wall. The Living Wall. Play at the start of a friendly fighter's activation while it is within 2" of another friendly fighter. Until your next turn, both count as being in partial cover against ranged attacks, standing shield to shield. Brothers make a rampart of themselves.Any (once)
16Unbroken Line. Unbroken Line. Play at the start of a round. Until the end of the round, every friendly fighter within 3" of another friendly fighter automatically passes Nerve tests. A line that stays linked does not break.Start of round
21Suppressing Fire. Suppressing Fire. Play when a friendly fighter shoots an enemy without taking it Out of Action, whether the shot hits or misses. The target is Pinned regardless. Even the rounds that miss keep the enemy's head down.Any (once)
22Interlocking Fields. Interlocking Fields. Play when an enemy fighter is hit by a friendly fighter's ranged attack. A second friendly fighter with line of sight and an eligible, loaded ranged weapon may immediately make a single ranged attack against the same target. The fields of fire overlap exactly where the enemy stands.Any (reaction)
23Defensive Fusillade. Defensive Fusillade. Play when an enemy fighter ends a move within 6" of a friendly fighter that has not yet activated this round. That friendly fighter may immediately make a single ranged attack against it as a free action. The gunline answers every approach.Any (once)
24Sons Of Dorn. Sons of Dorn. Play when a friendly fighter would be taken Out of Action. Roll a D6; on a 4 or higher it is Seriously Injured instead, refusing to fall. The blood of Dorn does not yield easily.Any (once)
25Rockcrete Bastion. Rockcrete Bastion. Play at the start of a round. Until the end of the round, every friendly fighter that did not move counts its cover as one step better — partial cover becomes full, and a fighter in the open counts as being in partial cover. The line hardens into stone.Start of round
26Fix Bayonets. Fix Bayonets. Play when an enemy fighter charges a friendly fighter. The defender makes its reaction attacks at +1 to hit and +1 Strength. Let the wall be met in person. It is met with steel.Any (reaction)
31Pre Sighted Range. Pre-Sighted Range. Play during deployment. Choose one terrain feature on the battlefield. For the rest of the battle, friendly fighters shooting at enemies within 3" of that feature add +1 to their Hit rolls. The range to it was measured and marked before the first enemy ever reached it.Pre-battle
32Fortify. Fortify. Play during deployment. Place two barricades, or one larger defensible strongpoint, anywhere within your own deployment zone. The Fists dig in before the enemy arrives.Pre-battle
33Storm Of Bolts. Storm of Bolts. Play when a friendly fighter makes a ranged attack with a Rapid Fire weapon. It makes one extra attack with that weapon this activation. When the Fists open up in earnest, the air turns to fire.Any (once)
34Anvil Stands. The Anvil Stands. Play when a friendly fighter is knocked Down or Seriously Injured while on an objective. It is not moved from the spot, and it rolls its Recovery at the end of the round with +1 to the result. The anvil does not shift when the hammer falls on it.Any (reaction)
35Grinding Advance. Grinding Advance. Play at the start of a round. This round, friendly fighters may move up to 2" and still count as not having moved for Bolter Drill and other hold-fast effects. The wall advances one measured step without ever losing its aim.Start of round
36Duty Unto Death. Duty Unto Death. Play when a friendly fighter is taken Out of Action. Before it is removed, it may make one final ranged or melee attack against an enemy in range. The last act of a Son of Dorn is one more blow struck for the line.Any (once)
41Terminator Vigil. Terminator Vigil. Play when a friendly fighter in Terminator plate is hit by a ranged or melee attack. It may make a 5+ field save against that hit, the ancient armour turning the blow aside. The oldest plate of the Chapter never fails its watch.Any (once)
42Siege Breaker. Siege-Breaker. Play when a friendly fighter shoots a target behind a barricade, inside a building or in a fortified emplacement. That attack strikes at +1 Damage. The Fists were bred to break exactly this kind of ground.Any (once)
43Overlapping Guns. Overlapping Guns. Play at the start of a round. This round, whenever two or more friendly fighters shoot the same enemy, every such attack after the first gains +1 to its Hit roll. The killing ground belongs to whatever tries to cross it.Any (once)
44Cover The Approach. Cover the Approach. Play when an enemy fighter makes a Charge move. Any one friendly fighter it passes within 6" of during that move may make a single ranged attack against it before combat is joined. Nothing crosses the open ground unshot.Any (once)
45Emplace The Guns. Emplace the Guns. Play at the start of a friendly fighter's activation while it carries an Unwieldy or Heavy weapon. If it does not move this activation, it ignores the Unwieldy penalty and may fire the weapon twice. A gun that is planted is a gun that speaks twice.Any (once)
46Stoic Resolve. Stoic Resolve. Play at the start of a round. Until the end of the round, friendly fighters ignore the penalties of any Flesh Wounds they carry. The Fists set their hurts aside until the work of the wall is done.Start of round
51The Wall Holds. The Wall Holds. Play at the start of a round. Until the end of the round, friendly fighters that did not move count their Toughness as 1 higher against ranged attacks. Where the line stands still, it stands like stone.Start of round
52Disciplined Withdrawal. Disciplined Withdrawal. Play when a friendly fighter makes a Retreat move. No reaction attacks may be made against it, and it falls back in good order to any point within its move. The Fists give ground the way they take it — deliberately, and never in a rout.Any (once)
53Concentrated Volley. Concentrated Volley. Play at the start of a friendly fighter's activation. Every friendly fighter within 3" of it that has not yet activated may add its ranged attack to that fighter's, all resolving against a single chosen target. The volley falls as one.Any (once)
54Bastion Guns. Bastion Guns. Play when a friendly fighter with a Heavy weapon is standing in or on a piece of terrain. Its shots this round gain +1 to hit and ignore the target's cover. A gun set in a bastion misses nothing.Any (once)
55Endure. Endure. Play when a friendly fighter fails an Injury save against a ranged attack. Re-roll that save. The Fists were built to be shot at and keep standing.Any (once)
56Adamantium Will. Adamantium Will. Play when a friendly fighter is targeted by a psychic power, a fear effect, or any test of Willpower. It automatically passes or resists. The sons of Dorn bend to nothing of the mind.Any (once)
61Break Their Charge. Break Their Charge. Play when an enemy fighter declares a Charge against a friendly fighter. Before the charge move is made, the defender makes a single ranged attack against the charger; if that attack takes it Out of Action or knocks it Down, the charge fails and the move is not made. Break them on the wall before they reach it.Any (reaction)
62Held To The Last. Held to the Last. Play at the start of a round in which three or fewer friendly fighters remain standing. Until the end of the battle, those fighters automatically pass every Nerve and Bottle test. The fewer that remain, the harder the wall holds.Start of round
63Sappers Craft. Sapper's Craft. Play during deployment. Choose one enemy barricade, wall or fortification within the enemy deployment zone; it counts as destroyed and is removed from the battlefield. What the Fists can build, they can also bring down.Pre-battle
64Unflinching. Unflinching. Play at the start of a round. Until the end of the round, friendly fighters that did not move cannot be moved, pushed or knocked back by any enemy effect, and never lose the benefit of an Aim from being hit. The braced line does not so much as sway.Start of round
65Dorns Discipline. Dorn's Discipline. Play at the start of a round, when the Combat Doctrine is declared. This round you may shift the Doctrine two steps toward Devastator instead of one, or lock it where it stands and refuse to shift at all. The discipline of the Primarch, made manifest in a single order.Start of round
66The Last Wall. The Last Wall. Play at the start of a round. For the rest of the battle, every friendly fighter within 3" of another friendly fighter gains +1 to its Hit rolls and +1 to its save rolls in any round in which it did not move. This is the Last Wall — the reason the Imperial Fists exist. Play it once, and hold.Start of round

Alliances2

The Blade That Reaches The Wall alliance
Whothe blade that reaches the wall (a fast first-strike melee force built to close the distance before the guns can speak twice - a headlong charging gang, a pack of fast attackers, any force that wins by reaching the line under its own fire and breaking it in combat; the Imperial Fists' named predator)
Termscampaign-level feud: while it stands, the Imperial Fists gain bonus Reputation for a decisive win where the wall held and the charge broke on it short of contact, but the enemy gains Reputation for every battle in which it closed under the guns and broke the line in melee; the feud runs until one side is driven off the contested world

The Imperial Fists stand against the blade that reaches the wall. A fast alpha-strike melee force, built to close the distance before the guns can speak twice — a headlong charging gang, a pack of fast attackers, any force that wins by reaching the line under its own fire and breaking it in combat. This is the Fists' named predator. The whole House is arrayed to stop it, and it alone.

While the feud stands, the Imperial Fists gain bonus Reputation for any decisive win in which the wall held and the charge broke on it short of contact. The enemy gains Reputation in turn — for every battle in which it closed under the guns and broke the line in melee. The feud runs until one side is driven off the contested world. Immovable wall against unstoppable blade. When it ends, only one holds the ground.

The Siege Brothers alliance
Whothe siege-brothers (a disciplined, static Imperial gunline - an Astra Militarum line-regiment, a fortified firebase, another loyal Chapter's Devastators, any force that wins by holding ground and punishing the enemy for crossing it; the Imperial Fists' natural kin-in-arms)
Termscampaign-level alliance: while it holds, both gangs share a defended world - the Fists gain bonus Reputation for a battle won by holding a shared objective to the end, and the siege-brothers may lend a single off-table barrage or a garrison fighter to a Fists battle once per campaign phase; the alliance runs until one side is driven off the contested world or the pact is broken

The Imperial Fists stand with the siege-brothers — a disciplined, static Imperial gunline, whether an Astra Militarum line-regiment, a fortified firebase, or another loyal Chapter's Devastators. Any force that wins by holding ground and punishing the enemy for crossing it is the Fists' natural kin-in-arms.

While the alliance holds, the two forces share a defended world. The Imperial Fists gain bonus Reputation for any battle won by holding a shared objective to the end, and the siege-brothers may lend a single off-table barrage or a garrison fighter to a Fists battle once per campaign phase. The pact runs until one side is driven off the contested world or the alliance is broken — a bond of shared discipline, held for as long as both keep faith with it.

Legendary Names3

Captain Of Terra Leader

XP cost (random): 6

XP cost (chosen): 12

A Leader raised to master the strike-force, in the tradition of the great captains of Terra. A Captain of Terra: the whole line knows his name and dresses upon it. The title is bought with 6 experience if the name is rolled, or 12 if it is chosen.

Benefit. While this fighter is on the field, friendly fighters within 9" automatically pass Nerve tests and, if they did not move, gain +1 to their first ranged Hit roll each round. The whole line fires harder and stands firmer in the shadow of a Captain of Terra.

Drawback. The Captain of Terra will not yield the ground. This fighter may never voluntarily leave a board objective it controls, nor make a Retreat or fall-back move while an enemy is within 12" — a Son of Dorn holds what he is given until he is carried off it.

The Last Stand any Champion or line fighter

XP cost (random): 6

XP cost (chosen): 12

An honour earned by any Champion or line fighter who has made a last stand that never broke — who fought on alone when the line around him fell. The title is bought with 6 experience if the name is rolled, or 12 if it is chosen.

Benefit. While this fighter is the only friendly fighter within 6" of it, or is on its last Wound, it gains +1 Attack, +1 to all Hit rolls, and automatically passes every Nerve and Cool test. The last man of the wall fights hardest of all.

Drawback. The Last Stand does not know how to retreat. This fighter can never make a voluntary Retreat or fall-back move under any circumstance, and must always end its activation no further from the nearest enemy than it began — the warrior who would not break will not bend either.

The Unmoved any fighter

XP cost (random): 5

XP cost (chosen): 10

The Unmoved. An honour-title earned by any fighter who has held an objective through a whole battle without once giving ground. The title is bought with 5 experience if the name is rolled, or 10 if it is chosen.

Benefit. While this fighter did not move in its activation, it gains a 5+ field save against ranged attacks and +1 to its ranged Hit rolls. The discipline of the held position is perfected in it into an art.

Drawback. The Unmoved is slow to leave any ground he has taken. This fighter treats its Movement as 1" lower whenever it makes a voluntary move — though it may still charge normally — for a warrior who has mastered standing still is loath to do anything else.

Sub-Plots2

The Fortress Rises sub-plot

Reward: The firebase is permanent: the gang unlocks one extra Heavy Intercessor slot beyond its normal caps, may deploy one free defensive emplacement or barricade in every battle, and gains a permanent bonus to any territory-defence roll. This sub-plot can be claimed only once per campaign.

Trigger. Across the campaign the gang invests in its firebase, acquiring three of the Chapter's siege assets — a Centurion, a Tarantula sentry, a set of siege shields, the Vigil Banner, or a fortification territory — across separate post-battle sequences. The war-band has stopped being a mobile force and become a fortress.

Reward. The firebase is made permanent. The gang unlocks one extra Heavy Intercessor slot beyond its normal caps, may deploy one free defensive emplacement or barricade in every battle, and gains a permanent bonus to any territory-defence roll. This sub-plot can be claimed only once per campaign.

The Line That Never Yields sub-plot

Reward: The stoic conditioning becomes permanent doctrine: every fighter in the gang auto-passes the first Nerve test it would fail in each battle for the rest of the campaign, and the gang can never be forced to bottle out while it controls its home objective. This sub-plot can be claimed only once per campaign.

Trigger. The gang holds ground in three separate battles without ever losing a controlled objective — winning or drawing each while the fighter on the objective stood unbroken to the end. The line has become a matter of Chapter record: it does not yield.

Reward. The stoic conditioning becomes permanent doctrine. For the rest of the campaign, every fighter in the gang automatically passes the first Nerve test it would fail in each battle, and the gang can never be forced to bottle out while it controls its home objective. This sub-plot can be claimed only once per campaign.

Terrain2

The Hammerfall Bunker terrain

The Hammerfall Bunker drops from the sky. An armoured strongpoint the Chapter plants to anchor a firebase — a fortified redoubt built to hold a flank and pour fire onto the killing ground the enemy must cross.

The Imperial Fists player may place the Hammerfall Bunker anywhere in their own half of the board at deployment. It is impassable terrain granting full cover; up to two friendly fighters may begin the game garrisoning it, firing from within at +1 to hit and safe from being charged from more than one direction at once. A garrisoning fighter ignores the -1 penalty for firing at a target in cover — the bunker was built by the same hands that break fortresses, and it knows where the walls are thin.

The Tarantula Emplacement terrain

The Tarantula Emplacement is a fixed automated weapon platform — a fortress-mounted heavy bolter or lascannon the Chapter's Techmarines plant to cover a lane and anchor a firebase's fields of fire.

The Imperial Fists player may place one Tarantula Emplacement anywhere in their own half of the board at deployment. It is a static piece of terrain-scaled wargear that fires once each round on the gang's turn, with the profile of a heavy bolter — or a lascannon, chosen at deployment — using the gang's best Ballistic Skill. It cannot move and does not activate as a fighter. It may be targeted and destroyed as a piece of fortified terrain, with Toughness 7 and 3 Wounds.