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![[Post New]](/s/i/i.gif) 2013/02/20 21:40:52
Subject: Xenos fortifications
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Brainy Zoanthrope
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ORK FORT 60pts
Composition: 1 Fort
Type: Large building (AV13)
Access points & firing points: 1 door and lots of windows and firing ports
Weapons: four emplaced Big Shootas, usually one on every side.
Options (max one):
Icon of Mork or Gork (When Waaagh is called, roll d6, on 4+ it is replenished, and can be used again during battle) +15pts
Gun emplacement with Boomgun (36” S8 AP3 Ordance 1) +50pts
Gun emplacement with Flakka-dakka gun (As quad gun) +50pts
Notes: AV lower than Imperial counterpart due to poor construction and materials.
TYRANID NEST 75pts
Composition: 1 Nest
Type: Medium building (AV13)
Access points & firing points: 1 door and a some side vents that can be used as firing ports
Weapons: four emplaced Cluster spines, usually one on every side.
Special: Nest has Assault Vehicle USR, so disembarking unit can assault on the same turn.
If assaulted, Nest fights, with following profile: WS3, S6, I1, A3, Smash USR.
Options (max one):
Emplaced Sky Impaler cannon (fires on auto-fire) (36” S8 AP4 Assault2, Interceptor, Skyfire) +30pts
Spore chimney (nest generates cloud of 5+ cover save 6” bubble and dangerous terrain tests for all enemy moving within 6”) +75pts
Spawning nest (Unit coming from reserve can come from Nest’s door instead of table edge, up to one per turn) +20pts
Notes: AV lower than Imperial counterpart due to less durable materials. Units coming from Spawning Nest still can’t assault the same turn because they came from reserve.
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![[Post New]](/s/i/i.gif) 2013/02/20 21:48:15
Subject: Xenos fortifications
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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Loving it, more, we want more!
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![[Post New]](/s/i/i.gif) 2013/02/20 21:57:51
Subject: Xenos fortifications
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Longtime Dakkanaut
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Only complaint is that they are much cheaper than the imperial equivalent's. Look cool though
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![[Post New]](/s/i/i.gif) 2013/02/20 23:15:08
Subject: Xenos fortifications
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Brainy Zoanthrope
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Evileyes wrote:Only complaint is that they are much cheaper than the imperial equivalent's. Look cool though 
I used Imperial bastion as example;
Ork fort is 15 points cheaper than Bastion because of it's lower AV and inferior guns;
Tyranid nest costs as Bastion because It's lower AV is compensated with some special rules.
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![[Post New]](/s/i/i.gif) 2013/02/20 23:52:23
Subject: Xenos fortifications
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Lord of the Fleet
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I would limit the spawning nest effect to non-TMCs and non Jump Infantry. I can't imagine a brood of 3 Carni's suddenly popping out of a small door like that.
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![[Post New]](/s/i/i.gif) 2013/02/21 00:35:52
Subject: Xenos fortifications
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Wicked Warp Spider
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Webway Node. 50 points. Eldar (any sort). Medium building. AV12 Counts as a friendly table edge for Eldar infantry and (jet)bikes. (Skimmers and MCs as well? Higher price then?) Special rules: Shrouded, Stealth Weapons: none. Appropriate? Also, for fluff reasons it would naturally work just as well for hostile Eldar, but absolutely not for any non-Eldar allies regardless of how close.
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This message was edited 1 time. Last update was at 2013/02/21 00:37:23
I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2013/02/21 01:37:16
Subject: Xenos fortifications
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Warp-Screaming Noise Marine
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I am a huge fan of this idea! One of the few things that made me frown when I looked at returning to 40k with 6th Ed was the Fortifications in Army Lists. I didn't like the idea of buying terrain, especially when it was all very Imperial terrain.
However, if a few other types of Fortification were created that felt more natural to my army, then I might start to consider it!
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![[Post New]](/s/i/i.gif) 2013/02/21 06:42:03
Subject: Xenos fortifications
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Guarding Guardian
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That would be awesome i would love to see an eldar one. I would snatch one up immediately.
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![[Post New]](/s/i/i.gif) 2013/02/22 09:27:39
Subject: Xenos fortifications
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Morphing Obliterator
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That is pretty much the idea I had for the Eldar Webway Portal!
If GW made one that looked like the Portal in the DOW games I would so get one!
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/02/22 17:50:45
Subject: Re:Xenos fortifications
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Been Around the Block
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I like the eldar fortification. I'm imagining something like a sheperds krook sticking out of the ground with no walls. Just the models near it being obscured, & gettting a good cover save. Also I like the idea of the fort getting a permanent cover save for itself, but the AV would have to stay low or go lower. Maybe even It Will Not Die to represent its weird semi living ability. That & shrouded could explain how eldar portals remain on worlds for thousands of years & remain whole & undiscovered. That would also be an "alien" way to let a flimsy eldar fort stay intact & be competitive with higher AV forts. How far out does everyone think the shrouded & stealth should extend? Id also throw in a minor psychic effect. The psychic assist could also just be represented be a Ld buff.
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![[Post New]](/s/i/i.gif) 2013/02/23 11:31:33
Subject: Xenos fortifications
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Wicked Warp Spider
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Lowering the AV is a means to an end. The portal I wrote doesn't grant fortification benefits, it grants deployment benefits (and also gives your fleeing units a table edge much closer to the action, so it's not all good) and still costs a massive 50 points. If it starts emanating Stealth and/or Shrouded, it is suddenly a force multiplier and while appropriate to the Eldar it may be that a 6-12" cover enhancer bubble is worth a significantly higher amount of points than 50.
Imagine sticking the portal near some terrain or a ruin and then sticking Reapers and what have you in the terrain for a 2+ cover.
It Will Not Die is perhaps appropriate for an Eldar structure. In fact I'd go so far as to say It Will Not Die is an interesting rule for any Craftworld Eldar model that's not mostly living tissue (Wraiths and Vehicles, of course).
As for psychic effect, no I don't think so. The webway isn't a nice place for living creatures of the materia and it's a downright nasty carnivorous place to psychers. If there's a psychic effect near it it would be the Runes of Warding effect which applies indiscriminate to the Craftworld Eldar as well.
I mean, if an Aspect Warrior risks going insane/dying by looking at a webway portal being formed through the FOF targeting systems of his shuriken pistol imagine what it would do to a psycher trying fancy stuff near that same portal....
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2013/02/25 02:53:37
Subject: Re:Xenos fortifications
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Dakka Veteran
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After breaking down what functional changes were made to classic weapons to turn them into emplaced guns for the Imperials I did the same conversions to what I felt were the closest weapons in the Tau and came up with these. But dear gracious me I'm a little disgusted with how powerful they are. Thoughts? First the Icarus is a Lascannon (long range, direct fire. antitank weapon) with double range and abilitie, so for the Tau...
Kingfisher Anti-Air Linear Accelerator(pts?)
Gun emplacement for defense lines
Range 144" S10 AP1 Heavy 1 Interceptor, Skyfire
And the quad gun is essentialy two, twinlinked autocannons (long range, high rate of fire, direct fire) mashed together (battery) so...
Tau Anti-Air Ion Battery (pts?)
Gun emplacement for defense lines
Range 60" S7 AP3 Heavy6 Twin-linked, Interceptor, Skyfire
I'm all like DAAAAANGGG!  Want to build models for them but, yikes.
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![[Post New]](/s/i/i.gif) 2013/02/25 05:40:02
Subject: Re:Xenos fortifications
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Infiltrating Broodlord
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Love the ideas.
A couple suggestions about the Tyranid Nest. They have already stated that tyranids can't use emplaced weapons so they all need to be automated or you could just call it an immobile MC with a Fortification special rule.... or something like that.
Also, just for fluff, perhaps an acid spray attack instead of the cluster spines.
"...functions as the primary biomass processing organism ... in addition to it's Impaler cannon the nest can spray it's digestive fluids quite accurately to defend itself from attackers."
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-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. |
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![[Post New]](/s/i/i.gif) 2013/02/25 11:15:42
Subject: Re:Xenos fortifications
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Twisted Trueborn with Blaster
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They are a bit cheap I think. Thats my only really issue.
I like the ideas a lot though. Nice work.
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I represent the Surrey Spartans gaming group. Check us out and feel free to come along for a game! https://www.facebook.com/groups/425689674233804/
Tzeentch Daemons 2000pts
Kabal of the Sundering Strike 2500pts
Eldar Corsairs 750pts
400pts Corregidor/Nomads
300pts Yu Jing
200pts+ each of Imperial and Rebel fleets for X-Wing
A Terran Alliance and Dindrenzi Fleet for Firestorm Armada
A Necromunda Goliath gang and Spyrer gang |
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![[Post New]](/s/i/i.gif) 2013/02/25 15:44:10
Subject: Xenos fortifications
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Trustworthy Shas'vre
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In regards to the Tau, their traditional ground based air defense unit was supposedly the Skyray, with a battery of Seeker Missiles. I would expect that an air defense battery of some kind might incorporate those instead of making a new Railgun or that twin Ion Cannon.
Other weapons common on Tau Anti-air platforms:
Single Ion Cannon
Single and twin linked Burst Cannons
Single and twin linked Missile Pods
Single and twin linked Long Barrel Burst Cannons (36 inch range)
Another interesting potential anti air weapon was the heavy twin linked long barreled burst cannon fitted to some Hammerhead tanks. 36 inches, ST 6, AP 4, Heavy 6, Twin-Linked. That would be murderous to AV 10 and 11 flyers. There was also a twin linked Plasma Cannon for the Hammerhead that had no blast so it could still target flyers. It's profile 48 inches, ST 7, AP 3, Heavy 4, Twin-Linked makes it a Quadgun of it's very own.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2013/02/25 21:11:33
Subject: Re:Xenos fortifications
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Freaky Flayed One
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NECRON SEPULCHRE - 75 points
Medium Building - AV12
Access points - 1
Fire Points - 2 per side (4 sides, total of 8 fire points)
Weapons - 4 emplaced Gauss Blasters (All 4 may be exchanged for Tesla Carbines at no additional cost).
Wargear - Quantum Shielding
Options:
- May Add one of the following:
- Gun emplacement with Heavy Gauss Cannon*.................. 35 points
- Gun emplacement with twin-linked Tesla Destructor*........ 50 points
*Both optional gun emplacements take their stats from Codex: Necrons, with the addition of the Interceptor and Skyfire USR's.
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![[Post New]](/s/i/i.gif) 2013/02/27 02:32:25
Subject: Xenos fortifications
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Devastating Dark Reaper
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All this stuff sounds great!! I especially like the tyranid nest idea
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In peace, sons bury their fathers. In war, fathers bury their sons.
-Herodotus
 I am Blue/Black Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.
...a true eldar |
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![[Post New]](/s/i/i.gif) 2013/02/27 06:34:20
Subject: Re:Xenos fortifications
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Deadly Dire Avenger
Colorado Springs
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Eldar Psychic Amplification Spire: 175pts
AV12
Stealth
Shrouded
All Eldar psychic tests automatically pass while within 24" of the spire. Eldar powers that note a strength value receive a +1 modifier within the 24" radius and all powers cast within 12" receive an additional 6" to their range and the strength modifier increases to +2. Within 12" of the Spire, wraith constructs do not need to roll for wraith sight. "Living" Eldar gain counter attack and fearless while within 6" of the spire.
The spire may make one attack per turn in the form of a witchfire psychic power. This may only be done if a farseer is within 12" of the spire and chooses to sacrifice a warp charge. The power is a small blast with a 36" range. All models must roll a check for perils of the warp at a -1Ld, all other effects are temporarily ignored.
(a little cheesy and maybe a little under priced but curious what others would have to say)
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"I have all the powers of Hell at my disposal. Who are you to question me?"
"You stand accused of violence against Iyanden. That your crime has not yet been committed is of no consequence. The sentence is oblivion."
14k 12/4/1 6th
3k 4/1/2
2.5k 9/2/0
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![[Post New]](/s/i/i.gif) 2013/02/27 12:47:54
Subject: Xenos fortifications
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Kabalite Conscript
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AV 13 for Orks is a bit much... Automatically Appended Next Post: I think the range on the Eldar construct is a bit too far. I would half the ranges and keep everything else. Remember the scale you're dealing with here. 24" for models is like 120 meters in real life.
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This message was edited 1 time. Last update was at 2013/02/27 12:52:29
War is like love, it always finds a way.
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![[Post New]](/s/i/i.gif) 2013/02/27 19:43:59
Subject: Re:Xenos fortifications
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Deadly Dire Avenger
Colorado Springs
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I can acknowledge reducing the range on the auto pass and buffs to powers, but the wraithsight, fearless, and the attack I would keep. The wraithsight negation is the same as it would be for a spiritseer warlock (6pts), the fearless is half the distance an avatar conveys it at, and the weapon loses usefulness at ranges less than that. For the point value above I'd say it is reasonable.
Besides, with a small blast it wont be doing much damage given each model gets a leadership test. It will get your average guardsman more often than not but they are expendable anyways and most Ld 9 or better (ie: marines or crons) will usually pass the test.
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"I have all the powers of Hell at my disposal. Who are you to question me?"
"You stand accused of violence against Iyanden. That your crime has not yet been committed is of no consequence. The sentence is oblivion."
14k 12/4/1 6th
3k 4/1/2
2.5k 9/2/0
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![[Post New]](/s/i/i.gif) 2013/02/28 00:02:48
Subject: Xenos fortifications
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Wicked Warp Spider
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The auto-pass is really powerful. What about making it a fortification weapon? I.e. one of those installed guns you put on the fortifications? The ones you need to touch to operate? Holo Field Emitter. XX points. Small structure. Provides Shrouded to all Eldar units within 12". Fire Storm Scatter Lasers (same as in Imperial Armour Aeronautica) +X points or Haywire Pulse Emitter (60" Heavy 2 Skyfire, Interceptor, Haywire) +Y points or Psychic Amplification Crystal (powers auto-pass, reduces deny the witch by 1 and increases range by 6") +Z points
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This message was edited 2 times. Last update was at 2013/02/28 00:03:46
I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2013/03/02 23:58:22
Subject: Xenos fortifications
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Crazed Cultist of Khorne
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In a more tyranidish way, you could reduce it to armour 12 and have it deepstrike...
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Here comes the horde!!! 8000pts
Burn it to a cinder! 7000pts
KILL, MAIM, BURN 1000pts |
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![[Post New]](/s/i/i.gif) 2013/03/04 13:15:43
Subject: Xenos fortifications
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Brainy Zoanthrope
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'Nid already have deep striking immobile thing in the codex, wanted to create something new.
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