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		<title><![CDATA[Latest posts for the thread "Daemon Fortifications "]]></title>
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				<title>Daemon Fortifications </title>
				<description><![CDATA[ (All have Daemonic Assault (deployed by deep strike, as per codex, no dangerous terrain tests))<br /> <br /> KHORE SKULL TOWER  85pts<br /> Composition: 1 Tower<br /> Type: Medium building (AV14) <br /> Access points & firing points: 1 door and a few windows or balconies. <br /> Weapons: Four emplaced Harvesters (the soul grinder’s dakka gun, 24” S4 AP5 Assault6). usually one on every side.<br /> Special: Walls of Blood (If the Tower’s guns inflict 5 or more wounds in single shooting phase, or 5or more wounds are caused to enemy within 6” of the Tower in single phase; then Tower restores 1AV and 1 destroyed emplaced gun).<br /> Cannot be occupied by Slaanesh-aligned models. <br /> Options (max one): <br /> 	Emplaced Hades Sky-cannon (Can auto-fire) (36” S8 AP4 Heavy4, Interceptor, Skyfire)	+50pts<br /> 	Emplaced Sky Maw (Can auto-fire) (36” S10 AP1 Heavy1, Interceptor, Skyfire)	                +35pts<br /> 	Sigil of Rage (all Khorne models within 12” gain Rage <span class="glossaryitem" onmouseover='gp(136);'>USR</span>)	                                                +25pts<br /> <br /> TZEENCH HOWERING TOWER  75pts<br /> Composition: 1 Tower<br /> Type: Medium building (AV13) <br /> Access points & firing points: 1 door and a some windows or balconies.<br /> Weapons: Four emplaced Daemonic Gaze (24” S5 AP3 Assault 3). Usually one on every side.<br /> Special: Hover: can move 6” in movement phase, if so counts as WS1 like moving vehicle. <br /> Cannot be occupied by Nurgle-aligned models.<br /> Options (max one): <br /> 	Emplaced Pirocaster (Can auto-fire) (36” S8 AP1 Assault2, Interceptor, Skyfire)	              +40pts<br /> 	Emplaced Sky Maw (Can auto-fire) (36” S10 AP1 Heavy1, Interceptor, Skyfire)	              +35pts<br /> 	Sigil of Change (you can re-roll one dice roll per turn while Tower is on the table)             +20pts<br /> <br /> NURGLE HALL OF DESPAIR 75 pts <br /> Composition: 1 Hall<br /> Type: Medium building (AV13) <br /> Access points & firing points: 1 door and a some windows<br /> Weapons: Four emplaced Harvesters (the soul grinder’s dakka gun, 24” S4 AP5 Assault6). usually one on every side.<br /> Special: Cloud of flies: models assaulting the Hall do not gain bonus attacks for charging. <br /> It will not die <span class="glossaryitem" onmouseover='gp(136);'>USR</span> (will restore 1 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> or emplaced gun, as buildings lack <span class="glossaryitem" onmouseover='gp(661);'>HP</span>).<br /> Cannot be occupied by Tzeench-aligned models.<br /> Options (max one): <br /> Emplaced Sky Maw (Can auto-fire) (36” S10 AP1 Heavy1, Interceptor, Skyfire)	                             +35pts<br /> Emplaced Bile siphon (Can auto-fire) (12” S1 AP2 Torrent1, Poison 4+, Glances vehicles on 4+) +35pts<br /> Sigil of Endless Decay (each shooting phase, all enemy models within 12” suffer S2 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- hit)       +25pts<br /> <br /> SLAANESH DEN OF DELIGHTS 60pts<br /> Composition: 1 Den<br /> Type: Medium building (AV13) <br /> Access points & firing points: 1 door and a some windows or balconies. <br /> Weapons: Four emplaced Daemonic Gaze (24” S5 AP3 Assault 3). Usually one on every side.<br /> Special: Transfixing imagery (models assaulting the den strike 1 attack less)<br /> Cannot be occupied by Khorne-aligned models.<br /> Options (max one): <br /> Emplaced Sky Maw (Can auto-fire) (36” S10 AP1 Heavy1, Interceptor, Skyfire)	                               +35pts<br /> 	Emplaced Pavane of Slaanesh (Can auto-fire) (18”, as per codex)                                                +30pts <br /> 	Sigil of Ecstatic Torment (all Slaanesh models within 12” gain Feel no pain <span class="glossaryitem" onmouseover='gp(136);'>USR</span>)	              +25pts]]></description>
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				<pubDate><![CDATA[Wed, 20 Feb 2013 23:17:12]]> GMT</pubDate>
				<author><![CDATA[ Ratliker]]></author>
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				<title>Daemon Fortifications </title>
				<description><![CDATA[ Maybe its me but there is something a bit off about daemon buildings based off of the bastion<br /> <br /> The main thing being they barely have anyone who can use it shooty wise besides minimum 5 man squads. Unless you use a bunch of tzeentch horrors on everything (except the nurgle one)]]></description>
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				<pubDate><![CDATA[Thu, 21 Feb 2013 07:41:29]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Daemon Fortifications </title>
				<description><![CDATA[ Emplaced sky maw.... Your on krak ( of the grenade variety), this is cheaper than a quad gun, not gonna happen, for that gun at least 100pts.]]></description>
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				<pubDate><![CDATA[Thu, 21 Feb 2013 12:48:29]]> GMT</pubDate>
				<author><![CDATA[ Formosa]]></author>
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				<title>Daemon Fortifications </title>
				<description><![CDATA[ I love the idea of demonic stutucutres and terrain from the warp deep striking into the battle, but I feel that doing 1 for each of the four gods, and making them all comparable, feels mechanical and uninteresting. That being said I do like what you have done.<br /> <br /> I think a big gun citadel (that fires its own guns) fits well for khorn. (the fluff describes the brass fortresses that guard his domain in the warp).<br /> <br /> I think for nurgle some sort of marsh that hurts non-nurgle things, and heals nurgle things would be more appropriate. Not a "fortification" in the usual sense, nonetheless a useful piece of terrain.<br /> <br /> For tzeetch my problem is that a floating fortification that moves feels like it might just be better off classed as a skimmer. Why not just make it one? That way it wouldn't feel quite as much like "tzeetches version of ...". I suppose this would require it to move to fast attack or heavy support.<br /> <br /> As I said I do like what you've done, this is just what I would have done differently.]]></description>
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				<pubDate><![CDATA[Thu, 21 Feb 2013 18:26:53]]> GMT</pubDate>
				<author><![CDATA[ Dast]]></author>
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				<title>Re:Daemon Fortifications </title>
				<description><![CDATA[ I'd go with something more along the lines of a Warp Rift or something.<br /> <br /> <br /> Warp Rift: 200 pts<br /> <br /> Medium Building: AV12 all around<br /> <br /> Access points: Open Topped<br /> <br /> Transport capacity: none<br /> <br /> <br /> Special Rules: Daemon, <br /> <br /> Warp rift: Daemon units deep striking within 8" of the Warp Rift do not scatter. <br /> <br /> Incomprehensible Horror: Non-fearless enemy units without Preferred Enemy[Daemons] that begin their turn within 12" of the Warp Rift must take a leadership test. If failed, the unit immediatly moves <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> away from the Rift. In addition, any psykers that take a psychic test within 12" of the Rift will suffer a Perils on any roll of a Double, not just double 1s or 6s.<br /> <br /> Dimensional Construct: Whenever a Warp Rift suffers a penetrating hit, roll on the following damage chart instead of the normal one.<br /> <br /> 1: Minor fluctuations. No effect.<br /> <br /> 2-4: Temporary Destabilization. Roll a further <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. On a 1-3 nothing happens. On a 4+, the Warp rift is moved <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" towards a randomly chosen table edge. Moving the minimum distance required to avoid other units.<br /> <br /> 5: Rift collapse. Units within <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+2" suffer <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> Str4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- hits, treated as shooting attacks, and the Warp Rift is destroyed. Remove the Rift from the table and replace it with an area of Difficult Terrain.<br /> <br /> 6: Rift implosion. Units within <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" suffer <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> wounds distributed as shooting, psykers within the distance also suffer an automatic Perils. Remove the Warp Rift and replace it with an area of Dangerous Terrain.]]></description>
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				<pubDate><![CDATA[Thu, 21 Feb 2013 22:39:54]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Daemon Fortifications </title>
				<description><![CDATA[ Warp rift is a good idea, but making it building enables to destroy it with lasscannons, which sounds silly. <br /> Just a terrain piece perhaps?]]></description>
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				<pubDate><![CDATA[Fri, 22 Feb 2013 19:07:28]]> GMT</pubDate>
				<author><![CDATA[ Ratliker]]></author>
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				<title>Daemon Fortifications </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8d660b635676a71e64f8a20211c7b61a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/509027/5316247.page"><b>Ratliker wrote:</b></a><br/>Warp rift is a good idea, but making it building enables to destroy it with lasscannons, which sounds silly. <br /> </div></blockquote><br /> <br /> I think Warp Gate makes more sense. A machine that can be turned on and off, or some type of summoning circle structure that can be blown up<br /> <br /> Warp Rift sounds more of a pure portal that comes out of nowhere]]></description>
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				<pubDate><![CDATA[Fri, 22 Feb 2013 19:11:19]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Daemon Fortifications </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8d660b635676a71e64f8a20211c7b61a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/509027/5316247.page"><b>Ratliker wrote:</b></a><br/>Warp rift is a good idea, but making it building enables to destroy it with lasscannons, which sounds silly. <br /> Just a terrain piece perhaps?</div></blockquote><br /> <br /> It does have a 5+ invuln. Maybe I could give it a unique damage chart too.]]></description>
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				<pubDate><![CDATA[Fri, 22 Feb 2013 19:19:13]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Daemon Fortifications </title>
				<description><![CDATA[ lulwhat? Those weapons are all CRIMINALLY underpriced/<span class="glossaryitem" onmouseover='gp(280);'>OP</span>. Most of them should be double what you have them costing, at a minimum. They are leagues better than current <span class="glossaryitem" onmouseover='gp(805);'>AA</span> options, while still being cheaper.  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0">  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0">  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 22 Feb 2013 22:47:07]]> GMT</pubDate>
				<author><![CDATA[ ragingmunkyz]]></author>
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				<title>Daemon Fortifications </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8d660b635676a71e64f8a20211c7b61a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/509027/5309085.page"><b>Ratliker wrote:</b></a><br/>(All have Daemonic Assault (deployed by deep strike, as per codex, no dangerous terrain tests))<br /> <br /> KHORE SKULL TOWER  85pts<br /> Composition: 1 Tower<br /> Type: Medium building (AV14) <br /> Access points & firing points: 1 door and a few windows or balconies,Units getting out of the Tower count has disembarking from an Assault Vehicle. <br /> Weapons: Four emplaced Harvesters (the soul grinder’s dakka gun, 24” S4 AP5 Assault6). usually one on every side.<br /> Special: Walls of Blood (If the Tower’s guns inflict 5 or more wounds in single shooting phase, or 5 or more wounds are caused by freindly or ennemy models within 6” of the Tower in single phase; the Tower restores 1AV and 1 destroyed emplaced gun).<br /> Cannot be occupied by Slaanesh-aligned models. <br /> Options (max one): <br /> 	Emplaced Hades Sky-cannon (Can auto-fire) (36” S8 AP4 Heavy4, Interceptor, Skyfire)	+35pts<br /> 	Emplaced Sky Maw (Can auto-fire) (36” S9 AP2 Heavy1, Interceptor, Skyfire)	                +50pts<br /> 	Sigil of Rage (all Khorne models within 12” gain <i>Rampage</i> <span class="glossaryitem" onmouseover='gp(136);'>USR</span>)	                                        +25pts<br /> <br /> </div></blockquote><br /> <br /> Fixed.<br /> <br /> Sky wam is better as a Lazcan count as, Sigil of Khorne is more interessting if it give Rampage rather then Rage, because Rage is subpar compared to Rampage.<br /> <br /> And also modified the Walls of Blood so that no matter who kills who or what, it gets its Power of the Blood, because Khorne's doesn't care from wich the blood comes, given that it Flows!]]></description>
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				<pubDate><![CDATA[Sat, 23 Feb 2013 20:02:43]]> GMT</pubDate>
				<author><![CDATA[ Slayer le boucher]]></author>
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