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Warhammer 40,000/7th Edition Tactics/Fortifications
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=Upgrades= ===For buildings only=== Small buildings can take one, medium buildings can take two and big buildings up to three of these upgrades. But you can only take one of each, so no double/triple void shields for you. *'''Ammo store''' - Re-roll ones to hit when firing out from the building's fire points (but not the battlements). Useful, if you for some reason have a plasma gun team hiding in the bunker, instead of driving around in a transport. Unfortunaltely this also doesn't affect emplaced weapons, so you can't use it to ignore the Plasma Obliterators "gets hot". *'''Booby Traps''' - The first unit to occupy the building would be blown up with 2D6 bolter hits (they also ignore cover saves). Only should be considered if you're planning on leaving the building unoccupied. Gets slightly better if you combine it with Magos Machine Spirit. Generally should be avoided. *'''Escape Hatch''' - Extra access point for a building, you can place anywhere within 12", with the downside that you cannot assault out of it. One of the uses for it is to provide your shooty squad a nice escape route once the enemy comes close and personal, but generally ammo store is preferable for that purposes, as it allows you guys to kill things faster, rather than escape them when they cannot kill it fast enough. ** The escape hatch can be used offensively by some armies. The hatch is placed in a forward position, allowing the embarked unit to go 12" forward, disembark 6", then shoot. This option is slightly cheaper than a drop pod if you were taking the building anyway and can be used by armies without access to drop pods to great effect. *'''Magos Machine Spirit''' - BS3 for unmanned emplacement guns. Great. Good for giving Orks a source of BS3. *'''Searchlights''' It's searchlights. Mostly useful for the shooty armies without their own sources of searchlights or night vision. By which I mean Necrons, especially with the Imotekh. *'''Void Shields''' This is often forgotten but all buildings can buy personal void shields, giving them and any models embarked within or on battlements a layer that must be popped before the target inside can be hit, making them immune to small arms fire. Any hits scored by shooting attacks that strike the building ''(or its occupants)'' will strike the shield <u>'''instead'''</u> and have to be resolved against AV12. The rule does say that '''"after this"''' any further hits strike the original target, but because you are supposed to resolve all attacks from one weapon simultaneously, leftover hits after popping the shield cannot be reallocated to the original target, meaning that the building is completely protected from at least one single weapon for each void shield. **Ranged D weapons don't even roll to penetrate, they just remove the shield. However, even if a D-weapon fires multiple times, they all strike the shield simultaneously, so excess hits are lost. **Smart opponent would pop the shield with S6-7 guns before unloading the heavy hitters on your building. But even then, the shield should take that autocannon or scatter laser fire from your other units for a turn or two. ===Battlements & Battlefield === You can only take one, so choose wisely. *'''Ammunition dump''' Re rolls 1's to hit this is a great upgrade in combination with units that like to use overheating weapons, but even without overheating weapons, it adds a sizable chunk of firepower to the squad holding it. Also remember that models with BS 5+ still get to use their full BS on a reroll. *'''Comms Relays''' Cheap upgrade that modifies reserve rolls, these are a must for each army that relies heavily on their reserves such as flyer heavy army or drop pod one. *'''Gun Emplacement With Quad-Gun''' - Nice little piece of anti-air. Being twin-linked and packing a lot of dakka, it can overcome the BS2 of being unmanned, if you don't want to waste the shooting of an entire squad holding it. '''Thanks to RAW, models using Interceptor to fire this and the Icarus during your opponent's phase can still use their own guns to shoot in your phase, enjoy the fun.''' *'''Gun Emplacement With Icarus Lascannon''' - cheaper, punchier and longer ranged cousin of a quad gun, it suffers from being one-shot and non-twinlinked. Unless you are absolutely certain there will be flyers with AV13 (!!!), it generally should be avoided. ** A single penetrating hit with +1 for AP2 can cripple a flier rather than plinking away at hull points. However with the <s>lack</s> (the moment you think about "lack" of them the [[Caestus Assault Ram]] will punish you) ''rarity'' of AV13+ flyers in the game, stats says that 4 TL S7 shots are always superior to 1 S9 shot, pretty much regardless of user BS or hull points lost per points spent. On the other hand, monsters with 3+ and T6/7 will laugh at Quadgun, while Icarus at least can make them jink. ===Obstacles=== Any fortification can take up to SIX of any of these in any combination. All of can be up to 6" long, and can be placed anywhere within 6" of a fortification. *'''Tangle Wire''' - Lines of dangerous terrain that grants 6+ cover. Meh. Take these if you just want to slow an enemy down while they try to approach since they don't give (good) cover to the enemy so you can just use these as a speed bump. Tangle wire is also cheap so basically any model that dies in the wire makes all the points back on your investment. **While they're basically shit for cover, they can do wonders for your overwatch. Adding dangerous terrain casualties on top of the 2" loss to charge range can be a big boon to forces with strong overwatch and less need of cover (Dark Angels). **Alternatively, saturate portions of the board with dangerous terrain to make deep striking difficult. *'''Barricades''' - Line of difficult terrain and 4+ cover. Basically a sections of ADL without that GtG cover bonus that you can spread more freely. Nothing regulates their height, so make sure yours are high enough to hide at least 25% of your tanks' profile. *'''Tank traps''' they give a 4+ cover thats great, but not the real reason. The real reason to use these is hilarious, as they are Impassible terrain for all non skimmer/flyer vehicles, including super heavy walkers.
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