Switch Theme:

Proposed Rules for a New Building  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Lord of the Fleet






London

This is an Apoc datasheet for a building complex I had thought of.

Missile Silo.
200points + 100 points/silo
Size: 1 Command Bunker and 1-6 silos

Silo: Armour: F13 S13 R13, Immobile, 2 Structure Points. Obscured
Weapons: MIRV, 2 Heavy Bolters

Command Bunker
Armour: F14 S14 R12, 2 Structure Points
Weapons: 2 Autocannons
Capacity: 20 troops.

All the silos and the bunker are treated as vehicles with an immobilised result that cannot be repaired in any way.

Special Rules: 5...4...3...2...1...:Each silo is linked to the command bunker by advanced target networks. If there is a model with at least BS3 in the bunker then you may launch the MIRVs. These are treated exactly as launching a Deathstrike Missile but they get +1 on the launch roll for each point of BS the firer has over 4. Eg: if the firer has BS5 then they will get +2 on the roll.

The missiles have the same profiles as Deathstrike Missiles.

Alternatively, you may choose to go onto overwatch. This allows the missiles to be fired in your opponent's shooting phase rather than your own.

Thoughts?

Valk

   
Made in us
Dakka Veteran







It’s an interesting concept. I could see it being a key objective to in a planetstrike mission or apocalypse game. You might not be aware of this but buildings are covered on pages 78 and 79 on the 5th edition codex, if you are my apologies.

I don’t see how the BS of a grunt will affect the missile, but maybe tech priests or other scientist-like or HQ characters could modify the result. I don’t know if it is appropriate to give it the ability to have overwatch as it seems to give the silos more agility than they should possess. An imperial guard with a lasgun is not fast enough to react to suddenly appearing units; I don’t see why a silo should be able to react to deep strikers and other such highly mobile targets.

Also a point adjustment might be necessary, as you have it the silos look a little too cheep, I would put them at 125 or 150 points. But thats just my gut feeling. I would be open to playing against the complex going by the rules you have created.

   
 
Forum Index » 40K Proposed Rules
Go to: