So I just whipped up some faction specific terrain pieces here. Enjoy, critique, and post your own.
Orks
Looted fortification: Varies: Pts -20
Looted fortifications are any other race specific building fortification, using all its appropriate special rules and weaponry. The armor values of all buildings is reduced by 2 to represent the damage caused by the orks taking over the fortification. Subtract 20 from the cost of the chosen fortification to find the cost of a looted one.
Orky Fort: 250 pts
An Orky fort consists of 4 towers and 4 8" wall sections laid out in a square with Towers forming the corners. One wall section has a gate allowing models to pass through the wall. Each tower is treated as a Medium building with 4 fire points and AV12. Walls are treated as medium buildings with AV10. The Orky Fort has 8 big shootas that may be placed anywhere along the battlements. These are not automated weapons, they can only be fired by a model manning the gun. Models in the central courtyard have a 5+ cover save from the random debris scattered about.
Upgrades:
You may upgrade the Armor value of all the buildings in the Orky Fort by 1 for 50 points. This upgrade may be purchased twice for a total of +2
AV.
Add up to 4 additional Big Shootas: 10 points each
Add up to 4 Grot operated Supa-shoota turrets: 20 points each
Grot operated Supa-shoota are turret emplacements that fire at BS3 with the following profile. Range 36", Str6, AP4, Assault 3 Skyfire. They cannot be manned by other models, they already have a gunner.
Tau
Mont'ka Command Center: 250 points
The Mont'ka Command center is an AV13 medium one story building with 4 firepoints(2 models may fire from each) and battlements. While the Command Center is active, all Marker Lights on the field become Networked Marker Lights and all Networked Marker Lights become Twin-linked Networked Marker Lights.
The Mont'ka Command Center can purchase a Seeker Missile array for 50 points.
A Seeker Missile Array is armed with 6 Seeker Missiles and one
TL-Networked Marker Light. The Markerlight is fired at BS2.
You may purchase additional missiles for 10 points each.
The Seeker Missile Array may swap all of its Seeker Missiles for Airburst Missiles for Free.
Airburst missiles have the following profile.
Range Infinite, Str4, AP5, Heavy 1 Large Blast
Kauyon Command Center: 250 pts
The Kauyon Command center is an AV13 small building with 4 firepoints and the Shrouded special rule. While the Command Center is active, all friendly Tau codex models gain the Move Through Cover special rule and any units arriving by Outflank may reroll the dice to see which board edge they arrive from. All Kroot units receive the Hit and Run special rule.
The Kauyon Command Center may purchase a Seeker Missile array for 50 points.
A Seeker Missile Array is armed with 6 Seeker Missiles and one
TL-Networked Marker Light. The Markerlight is fired at BS2.
You may purchase additional missiles for 10 points each.
The Seeker Missile Array may swap all of its Seeker Missiles for Airburst Missiles for Free.
Airburst missiles have the following profile.
Range Infinite, Str4, AP5, Heavy 1 Large Blast
Eldar and Dark Eldar
Webway Gate: 250 pts
The Webway Gate is treated as a AV12 small building with no transport capacity. It is treated as a board edge when receiving reserves. Any friendly Eldar unit within 12" becomes Stubborn. Any Guardian, Dire Avenger, Fire Dragon, Dark Reaper, Striking Scorpion, Howling Banshee, Kabalite Warrior, Wych, Harlequin, Scourge, or Incubi unit within 6" may regain D3 models at the beginning of each turn that were lost earlier in the battle. This may not be used to replace character models.
However, the opposing player treats the Webway Gate as a Secondary Objective worth 5 Victory points. The Eldar or Dark Eldar player may choose to fire upon the Webway gate and attempt to destroy it. If it is destroyed it no longer may be captured as an objective.
The Webway gate has the Stealth and Shrouded special rules. Models hiding behind it gain a 4+ cover save.
Tyranids
Spawning Nest: 200 pts
A Spawning Nest is treated as a AV12 medium building with no transport capacity. At the start of the movement phase it spawns a unit of
2D6 Termagants exactly like a Tervigon, except it never runs out of Termagants to spawn. Termagant and Hormagaunt broods within 12" of the Spawning Nest gain the
FnP and Stubborn special rules. Spawned units are not scoring.
The Spawning Nest may Spawn Hormagaunts instead of Termagants for 20 points.
The Spawning Nest may have a Synapse Node for 20 points in which case it counts as a Synapse Creature.
1-3 Hardened Capillary Nodes: 50 points each
A Hardened Capillary Node is a gun emplacement armed with a twin-linked Deathspitter.
Any Node may replace its twin-linked Deathspitter with one of the following,
Twin-linked Devourer: free
Fleshborer Hive: 20 pts
Heavy Venom Cannon: 20 pts
Impaler Cannon: 30 points
Spore Mine Launcher: 10 pts
Bio-plasma: 20 pts
One Node may replace its twin-linked Deathspitter with a Rupture Cannon for 50 pts
Any Node may give its weapon the Skyfire special rule for 20 pts