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Bastion: POINTS: 300 Points Plus Additional Weapons

A super weapon emplacement is an immobile artillery piece that can wreak as much damage as a titan. Point costs range from 300-600 points. Weapons include an Apocalypse Missile Launcher, Double-Barreled Turbo Laser Destructor, Gatling Blaster, Inferno Cannon, Laser Blaster, Melta Cannon, and Phantom Distortion Cannon. Super weapons ignore many defenses and have powerful profiles, with high strength, AP, large blast templates, and special rules like Apocalypse Barrage or opening warp portals.

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0% found this document useful (0 votes)
133 views

Bastion: POINTS: 300 Points Plus Additional Weapons

A super weapon emplacement is an immobile artillery piece that can wreak as much damage as a titan. Point costs range from 300-600 points. Weapons include an Apocalypse Missile Launcher, Double-Barreled Turbo Laser Destructor, Gatling Blaster, Inferno Cannon, Laser Blaster, Melta Cannon, and Phantom Distortion Cannon. Super weapons ignore many defenses and have powerful profiles, with high strength, AP, large blast templates, and special rules like Apocalypse Barrage or opening warp portals.

Uploaded by

vincentx2x
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© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Planetstrike Terrain in Apocalypse, v0.

5 Matt Plonski
5/3/2010

BASTION POINTS: 300 points plus additional weapons

TYPE: Super-heavy immobile structure


STRUCTURE POINTS: 2
ARMOR: 14/14/14 (Front/Side/Rear)
CAPACITY: 30
ACCESS POINTS: 1 (main gate)
FIRE POINTS: 3 (one per facing, except for the side with the gate)
WEAPONS AND EQUIPMENT: 4+ automated weapons (see below)
SPECIAL RULES:
Automated Weapons: A Bastion may be equipped with any number of automated
weapons, usually a total of four or one per facing. Automated weapons use a Ballistic
Skill of 2. Pay the point cost for each weapon beyond the initial four.
Weapon Point Cost
Lascannon 15 points
Heavy Bolter 5 points

Heavy Fire: A Bastion may have one interceptor weapon, turret emplacement, or super
weapon attached at the normal point cost. See those entries for more details.

Bunker: The Bastion may be downgraded to a simple bunker for -100 points. It loses
the super-heavy rule and has a capacity of 15. All other rules remain the same.
Planetstrike Terrain in Apocalypse, v0.5 Matt Plonski
5/3/2010
INDOMITABLE FORTRESS POINTS: 600 points plus upgrades

WEAPONS AND EQUIPMENT: 4+ automated weapons plus one interceptor weapon


per linked bastion.
SPECIAL RULES:
Strategic Objective: The side owning the indomitable fortress must place its
deployment zone objective on some part of the fortress.
Linked Bastions: An indomitable fortress is typically a series of two or more linked
bastions, following the rules for bastions listed above. One of the bastions must be
nominated as the gate house and is therefore the only bastion with an access point. (A
fire point replaces the access points on the other bastions.) All units must enter and exit
the indomitable fortress through the gate house access point. Once inside a unit may
move freely between bastions, but may only occupy one linked bastion at a time.
Upgraded Defenses: An indomitable fortress may have any of the following upgrades:
One or more additional linked bastions: 200 points each; double capacity for a bastion:
100 points; any number of additional automated weapons for normal point costs; or up to
one additional mounted interceptor weapon, turret emplacement, or super weapon per
linked bastion at normal point cost.
Rally Point: An indomitable fortress grants the owning player the Supreme
Headquarters strategic asset (the fortress itself, obviously) and up to two strategic assets
chosen from the Front Line or Battlefield strategic assets for free.
Planetstrike Terrain in Apocalypse, v0.5 Matt Plonski
5/3/2010

INTERCEPTOR WEAPONS

Weapon Point Cost


Icarus Lascannon 55 points
Quad Gun 65 points
Heavy Bolter Interceptor 15 points
Missile Silo* 100 points
Twin Lascannon Interceptor 50 points
SPECIAL RULES:
Auto/Manual Override: Interceptor weapons use a Ballistic Skill of 2, unless operated manually. To
operate an interceptor weapon manually, a friendly model must move into base contact with the weapon.
The weapon may be fired using the model’s Ballistic Skill in lieu of normal shooting following the rules for
the weapon.
Interceptor: Instead of firing in the shooting phase, a weapon with the Interceptor rule may fire once at
the end of the enemy movement phase with the target being either a flyer or any enemy unit that has arrived
via Deep Strike as long as the target is within range and line of sight of the weapon. This can include units
deployed by a vehicle with the Deep Strike rule. The free shot can cause Morale tests as normal. If this rule
is used the gun will not fire in the next player turn. If the target is a flyer, it may choose to disengage (i.e.
return to Strategic Reserves) instead of taking the hit (the flyer must decide before the to-hit role is made).
Rapid Targeting: The sophisticated sensors and machine-spirit controlled trajectory adjustment enable an
interceptor weapon to fire as an anti-aircraft mount. Skimmers moving Flat Out and bikes moving with a
Turbo Boost may not gain cover saves against shots from an interceptor weapon. *The missile silo, when
using the Rapid Targeting rule, loses the Ordinance and Barrage special rules.
Field Deployment: An interceptor weapon is an immobile artillery piece with an armor value of 10 on all
sides. As such, any penetrating or glancing hit will destroy the gun. If the weapon is deployed on a
bastion, indomitable fortress, or any other building with a point value, the gun becomes an automated
weapon as described on the unit entry, though its profile remains the same. Such a weapon cannot be
targeted independently but can be affected by rolls on the Vehicle Damage chart.
Planetstrike Terrain in Apocalypse, v0.5 Matt Plonski
5/3/2010

LANDING PAD POINTS: 150 points

TYPE: Immobile structure


ARMOR: 13/13/13 (Front/Side/Rear)
SPECIAL RULES:
Structural Integrity: Super heavy flyers with four or more structure points cannot land
on a landing pad unless they also have the Hover Mode special rule, as the support
structure cannot hold the weight of such large craft.
Rapid Re-Arm: A flyer that starts its Movement Phase on a landing pad (landed or
hovering) may have all of its one-shot or limited ammunition weapons re-supplied on a
D6 roll of 4+. For example, a Thunderhawk Gunship touched-down on a landing pad on
turn 4. At the start of turn 5, the Space Marine player rolls a 5 on a D6 so all Bomb
Pylons or Hellstrike Missiles would be re-equipped and ready for use in the upcoming
Shooting Phase.
Starport: A landing pad may be upgraded to a starport for +200 points. It becomes a
super heavy immobile structure with 3 structure points and armor value 14 on all sides.
As a starport is constructed to withstand massive cargo transports, the Structural Integrity
rule no longer applies. The pad on a starport terrain piece must be at least 24” in
diameter.
Planetstrike Terrain in Apocalypse, v0.5 Matt Plonski
5/3/2010

SUPER WEAPON EMPLACEMENT


A well-defended world will often have weapon emplacements that go beyond a simple Quad Gun. Taking
power from the planet’s power grid, these guns can wreak as much damage as a titan to those enemy units
that dare venture into range.

Designer’s Note: These are the super-


heavy equivalent of the Turret
Emplacement from Imperial Armour 1.
See page 202 of IA2 or page 28 of the
IA1update28AUG.pdf, available on the
Forge World web site for the battle
cannon-level turrets.

Point * To fire the Inferno Cannon, place the


Weapon Range STR AP Special Hellstorm template such that the narrow
Cost
Apocalypse Missile Apocalypse Barrage end is within 18” of the weapon and the
600 G24-360” 7 3 wide end is no closer to the weapon than
Launcher (5)
Double-Barreled the narrow end.
Heavy 2, 5” blast,
500 Turbo Laser 96” D 2 **For the Melta Cannon, roll 3D6+10 for
Destroyer armour penetration against targets under
Destructor
400 Gatling Blaster 72” 8 3 Heavy 6, 5” blast the hole in the centre of the marker, and
300 Inferno Cannon* Hellstorm 7 3 Heavy 1 2D6+10 against other targets.
Heavy 3, 5” blast, *** The Eldar Distortion Cannon opens a
600 Laser Blaster 96” D 2 vortex portal into the warp at the target’s
Destroyer
Ordinance 1, 10” position, with normal defenses being of
400 Melta Cannon** 72” 10 1 little help. The cannon ignore all Eldar
blast, Melta
holofields, power fields, and Void
Phantom Distortion Ordinance 1, 10”
600 G48” D 2 Shields. Any target hit by the center hole
Cannon*** blast, Destroyer
on the template is damaged as per a
Phantom Heat Ordinance 1, 7” blast,
600 72” D 1 Vortex Grenade.
Lance**** Destroyer
**** The Heat Lance burns through
Ordinance 2, 7” blast,
600 Phantom Pulsar 120” D 2 armor and systems, straight to the core
Destroyer
structure of a vehicle. The weapon adds
400 Plasma Blastgun an additional +1 to rolls on vehicle
Rapid 72” 8 2 Ordinance 2, 7” blast damage tables (only on the first roll in the
Ordinance 1, 10” case of a Chain Reaction result).
Full 96” 10 2
blast
Reaver Volcano Ordinance 1, 7” blast,
500 180” D 2 SPECIAL RULES:
Cannon Destroyer
400 Vulcan Mega-bolter 60” 6 3 Heavy 15 Auto/Manual Override: Super
Weapon Emplacements use a
Ballistic Skill of 2, unless operated manually. To operate a weapon manually, a friendly model must move
into base contact with the weapon. The weapon may be fired using the model’s Ballistic Skill in lieu of
normal shooting following the rules for the weapon.
Field Deployment: A Super Weapon Emplacement must always be mounted on a terrain piece suitable for
a weapon of its size. The weapon and the terrain piece count as an immobile vehicle with AV14 on all four
sides. If the weapon is deployed on a bastion, indomitable fortress, or any other building with a point
value, the gun becomes an automated weapon as described on the unit entry, though its profile remains the
same. Such a weapon cannot be targeted independently but can be affected by rolls on the Vehicle Damage
chart.
Phantom Deployment: Eldar weapons may be mounted on grav platforms for +100 points. These
platforms may move as a skimmer up to 6” per turn. In any turn in which a platform moves the weapon
may not fire.

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