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=== Battlezone: Manufactorum === *'''Storage Fane''': 40 TP. A basic rectangular ruin consisting of one small L-shaped corner wall, and one medium L-shaped corner wall supporting the remains of a first floor, which also has a single pipeway access point. These're '''Breachable''', '''Defensible''', '''Light Cover''', and '''Scalable''' ([[Fail|Notice the change of spelling]], [[Games_Workshop|great job staying consistent within the SAME document, GW]]), an {{W40kKeyword|Area}}, and've the '''Ammunition Storage''' Special Rule. **'''Ammunition Storage''': Any model fully within the footprint of this thing can re-roll a single To-Hit roll of 1 every time it shoots, and one unit with every member model fully inside at the beginning of the Shooting Phase can've half its number rounded down throw their grenades instead of just the usual one. This'll benefit small units that can actually fit in it, such as [[Tankbustas]]s and [[Lootas]], but you could always squeeze the special and heavy weapon guys of a regular but larger squad in and just've all their buddies hanging around outside. *'''Sub-Cloister''': 50 TP. A different basic rectangular ruin also consisting of one small L-shaped corner wall, and one medium L-shaped corner wall supporting slightly more remains of a first floor, which also has a single pipeway access point, but both sections're at the opposite angle. These're '''Breachable''', '''Defensible''', '''Light Cover''', and '''Scalable''', an {{W40kKeyword|Area}}, and've the '''Hidden Basement''' Special Rule. **'''Hidden Basement''': Alternative deployment option for one ten-man-or-less {{W40kKeyword|Infantry}} squad, who can deploy inside this ruin during the Reinforcements Step of your Movement Phase. Great cheap way of '''Infiltrating''' any dudes you want, without spending CP to do it. *'''Engine Shed''': 60 TP. A complex rectangular ruin consisting of two small L-shaped corner walls, one at either angle, one medium L-shaped corner wall supporting the remains of a first floor, which also has a single pipeway access point, and one large L-shaped corner wall supporting a lot more remains of a first floor, which again has a single pipeway access point for a total of two overall. These're '''Breachable''', '''Defensible''', '''Light Cover''', and '''Scalable''', a {{W40kKeyword|Critical Feature}} and {{W40kKeyword|Area}}, and've the '''Engine Maintenance''' Special Rule. **'''Engine Maintenance''': One {{W40kKeyword|Vehicle}} model properly parked inside this terrain feature can be repaired once per turn for +1d3 Wounds at the start of your Command Phase, as long as there's also a friendly {{W40kKeyword|Infantry}} unit in there to help with the job. The garage area's big enough to fit any [[Trukk]] or new [[Warbuggy]] variant, but a [[Battlewagon]] might be pushing it a bit. *'''Sanctum Administratus''': 60 TP. A basic square ruin consisting of one small L-shaped corner wall, and one large U-shaped double-corner wall supporting the remains of both a first and second floor, as well as two pipeway access points. These're '''Breachable''', '''Defensible''', '''Light Cover''', '''Obscuring''', and '''Scalable''', a {{W40kKeyword|Critical Feature}} and {{W40kKeyword|Area}}, and've the '''Plunging Fire''' Special Rule. **'''Plunging Fire''': Any {{W40kKeyword|Infantry}} model on the second floor ignores the '''Look Out, Sir''' Special Rule when shooting. Turns any unit in your army into snipers. [[Ork Snipers]]? Yes, please! *'''Auto-Choral Transmitter''': 40 TP. A basic non-ruined building consisting of one tower, with a single pipeway access port. These're '''Inspiring''', '''Obscuring''', and '''Unstable Position''', a {{W40kKeyword|Critical Feature}} and {{W40kKeyword|Obstacle}}, and've the '''Broadcast Augmentation''' Special Rule. **'''Broadcast Augmentation''': +3" to the range of the aura abilities of one {{W40kKeyword|Character}} unit within 1" of this terrain feature or any terrain features connected to it at the end of the Movement Phase until the end of the turn. Can be combo'd with other things like Warlord Traits for some crazy range, such as '''Follow Me, Ladz!''' on a [[Warboss]] to double their '''Waaagh!'''s radius to 12"! *'''Thermo-Exchanger Shrine''': 50 TP. Another basic non-ruined building consisting of one vat, with a single pipeway access port. These're '''Inspiring''', '''Obscuring''', and '''Unstable Position''', a {{W40kKeyword|Critical Feature}} and {{W40kKeyword|Obstacle}}, and've the '''Thermal Suppresion Field (Aura)''' Special Rule. **'''Thermal Suppresion Field (Aura)''': Any {{W40kKeyword|Infantry}} models that use the '''Supercharge''' or '''Overcharge''' profiles of their weapons with 6" of this terrain feature or any terrain features connected to it, ignore any Mortal Wounds or just straight up destruction that come from that on a 4+ on a separate 1d6. This makes [[Plasma]] weaponry just that little bit safer, always welcome. *'''Thermo Pipes''': 20 TP. These're a whole bunch of fancy-as pipes, and're how you link your ruins and buildings together. Each datasheet allows you to take; one double pipe section that terminates in the ground on one side, two regular double pipe sections, two damaged single pipe sections, one Thermo Coil Regulator, and one single pipe bend, and you can deploy as many or as few of them as you like, as long as they all link together via their access ports into two separate pipe networks. These're '''Defensible''', '''Defence Line''', '''Difficult Ground''', '''Heavy Cover''', '''Light Cover''', and '''Unstable Position''', an {{W40kKeyword|Obstacle}}, and've the '''Overheated Regulator''' Special Rule. **'''Overheated Regulator''': Enemy units that end their Charge moves both in base contact with the Thermo Coil Regulator AND within 2" of one of your own units, suffer 1d3 Mortal wounds on a separate 1d6 roll of 4+. The Regulator sticks out like a sore thumb, so if your opponent knows what it does, they'll make sure to keep well clear of it, which could be used to your advantage to try and control the enemy's movement. *'''Conservators''': 20 TP. A couple of Tractors and a towable Trolley, for shifting crates around Spaceports. Each datasheet allows you to take a single Servo-Hauler with its Claw, a single Servo-Welder and its... Welder, and a single Haulage Trailer with a single Munitorum Armoured Container on it, and you must deploy all three, with the Servo-Hauler and Haulage Trailer able to be placed with 3" of each other. The Haulage Trailer's '''Exposed Position''', '''Light Cover''', and '''Scaleable''' (And back to the previous spelling), and an {{W40kKeyword|Obstacle}}. The Servo-Hauler and Servo-Welder're '''Heavy Cover''', '''Light Cover''', and '''Unstable Position''', an {{W40kKeyword|Obstacle}}, and've the '''Auto-Repair Protocols''' Special Rule. Note that the two pintle-mounted Storm Bolters on top of the Armoured Container can't be operated in the Shooting Phase in Matched Play. **'''Auto-Repair Protocols''': One {{W40kKeyword|Vehicle}} model within 1" of both the Servo-Hauler AND Servo-Welder, can be repaired once per turn for +1d3 Wounds at the end of your Movement Phase. Like the Engine Shed, a cheap way of getting another [[Mekboy]] on the field.
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