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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

These are 6 new fortifications designed to be compatible with the new Chaos Codex (and to a lesser extent, the Daemons codex), and are intended to only be used with Chaos. There are 1 for each god, 1 undivided and a Chaos Bastion.


Chaos Bastion 75pts

Medium Building, AV 14

Weapons- 4 emplaced Heavy Bolters
Firepoints- 1 on each of three sides. The 4th side has an access point.

Options
Emplaced Quad Gun 50pts
Emplaced Icarus Lascannon 35pts
Daemonic Possession 25pts
A Chaos bastion with Daemonic Possession ignores Breach! and Tremor results on the building damage chart. When autofiring emplaced weapons, a Daemonically possessed Bastion fires at BS 1. When a unit emabarks into the main building from the access point, roll a D6. On a 2+ the building devours a random model and all armour values are increased by 1 (to a max of AV 14). Models moving from the Bastion to the Battlements, from the ground to battlements via Jump movement, or from battlements to the Bastion proper are3 unaffected.


Chaos Undivided- In order to take this, you must include at least 1 HQ unit without a Mark, or is not a Daemon Prince of any god in your primary detachment. Alternatively you may field this if you include Abaddon in your primary detachment. HQ units from Codex Chaos Daemons are all counted as having no allegiance for this purpose

Warp Rift 115pts

Terrain Type- Battlefield debris (Shrine to Chaos)

A Warp rift should be appropriately modelled as you see fit, but should be no larger than 3" in diameter.

Special Rules- Rift

Any friendly Chaos Space Marine or Chaos Daemon unit, other than non-walker vehicles or Flying Monstrous creature, placed in reserve may, when they arrive, use the Rift as their entry point. You must declare the unit is doing this during their deployment into reserve. Measure their move from edge of the portal as if it were your board edge. Units entering from the Rift may not later choose to Deep Strike, outflank or enter play normally, and vice-versa. Flying Monstrous Creatures and vehicles other than walkers arrive normally.
Chaos Daemon Units may enter using this method rather than Deep Striking as per the Daemonic Asault Rule. You must declare which units will be arriving via portal and which via Deep Strike prior to the game. Then roll for your two halves as normal, the selected one enetering play in turn 1 as normal. Note that Flying Monstrous Creatures must Deep Strike.

Realm of Insanity
Warp Rifts and the area within 3" of their boundary count as lethal terrain to all units without the Daemon rule. This even applies to units from Codex Chaos Space marines- the Warp is a fickle thing after all!


Khorne Only- You may only inclde this if you have at least 1 HQ with a mark of Khorne (including Kharn the Betrayer). Alternativley you may have one of the following; Daemon Prince of Khorne, Herald of Khorne, Skulltaker, Bloodthirster of Khorne, Skarbrand


Temple of Skulls- 115pts

Terrain Type- Battlefield Debris- Hillcrest


Special Rules
Monument to Khorne
Chaos models within the Temple of Skulls have +1 attack and Fearless. Models alligned to Khorne have instead +D3 attacks, rolled once at the beginning of each turn. The result is applied to every Chaos unit in the Temple alligned to Khorne.

Opions
Bloodtide 20pts
Any non Chaos model moving with a Bloodtide temple has the Slow and purposeful rule, and does not gain bonus attacks for Charging. In addition, all models are treated as moving through Fireblood river.



Tzeentch- You may only include this if you have an HQ with a mark of Tzeentch (including Ahriman) in your primary detachment, Alternatively you may have one of the following; Daemon Prince of Tzeentch, Fateweaver, Lord of Change, The Blue Scribes, herald of Tzeentch

Psychic Fulcrum 95pts

Terrain Type- Shrine to Chaos

Psychic Fulcrums come in many hapes and sizes, from swirling vortexes, to unending staircases, to ancient ruins of ancient people. Regardless of their form, Psychic Fulcrums all work the same.

Rules
Any psyker standing upon a Psychic Fulcrum has 1 higher Mastery Level than normal, and gains +1 warp Charge. Models with a mark of Tzeentch instead gain +2 warp Charge points, but only +1 Mastery Level. These bonuses are immediately lost if the model moves off the Fulcrum. However, a psyker standing upon the fulcrum takes a Str 5, AP 6, IgnoresCover hit at the beginning of each turn. The Strength of the hit is increased by 1 for each Mastery level above 1 he is, including the bonus from the Fulcrum. The AP decreases likewise. A mastery level 3 psyker( which is increased to 4) therefore takes a Str 8, AP 3 hit.
If the psyker has more mastery levels than psyker powers, he may use one of his powers twice. Thios does not count towards the number of witchfire spells he can use.

Note that models with the Psyhic Pilot and Brotherhood of Psykers (or similar rules like Imperial Guard Psyker battle squads and Blood Angel Furioso Librarian Dreadnoughts) do not gain bonuses from being on a Fulcrum but still take the Str 5 hit. Vehicles are hit on the rear armour.


Nurgle Only- You know the score, Nurgle HQ only


Nurgle's Garden 130pts
TerrainType- Forest

Rules
Any non Nurgle model that enters the garden counts as having activated the Virus Outbreak Archeotech Artefact. Nurgle units are unaffected, and additionally gain +1 Str and T while in the garden.




Slaanesh only- restrictions as previous

Palace of Pleasure 150
Type- Large Building

AV 12

Fire/Access points- As model, which can be designed at your discretion. Recommended to use Warhammer Skullvane Manse, Deathknell watch, Witchfate Tor, Fortified manor or Fortress. Basically any large, wierd building.


Weapons and upgrades
Lasher Tendrils
Dirge casters


Options
may take up to 4 emplaced Sonic Blasters 15pts
may take up to 2 emplaced Blastmasters 25pt each
May take Daemonic Possession 20pts (see Chaos bastion)

Rules
Palace of Pleasure
Any non-Slaanesh model entering the Palace immediately takes a single , automatic hit using one of its own weapons, which can be ranged or melee, chosen by the opponent. These attacks ignore cover saves.
Slaanesh units emarked upon the Palace have -1 BS as the sounds, sights, and temptations distract them. However, Slaanesh units within the alace have Feel No pain (6+) and may reroll all failed saves, but not Feel No Pain.

This message was edited 5 times. Last update was at 2012/10/14 17:07:36


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