Structures

Army Upgrades

Primary Barracks: 500 points.
Each Primary Barracks allows one additional Troops slot on the force roster.

Headquarter Housing: 1000 points.
Each Headquarter Housing allows one additional HQ slot on the force roster.

Veterans Barracks: 800 points.
Each Veterans Barracks allows one additional Elite slot on the force roster.

Fast Attack Barracks: 700 points.
Each Fast Attack Barracks allows one additional Fast Attack slot on the force roster.

Garage: 800 points.
Each Garage allows one additional Heavy Support slot on the force roster.

Secret Weapons Lab: 800 points.
Each Secret Weapons Lab allows one additional Lord of War slot on the force roster.

Deployment Facility: 600 points.
Each Deployment Facility allows one additional formation on the force roster.

Logistical Support Center: 700 points.
Each Logistical Support Center allows a formation to contain an additional 50 points. Which formation may contain the extra points may be changed during the Building phase and a single formation may benefit from multiple Logistical Support Centers.

Training Center: 650 points. Only two Training Centers may be built per faction.
Each Training Center grants newly purchased units 5 XP.

Hex Tile Upgrades

Aegis Defense Line: 100 points; level two upgrade 75 points; level three upgrade 75 points. Available to any Imperial faction or Chaos Space Marines. This acts as a superstructure from level one.

3+ cover save, 8”/12”/16” of aegis segments. May purchase up to 3 emplaced weapons used in any combination (heavy stubber emplacements 15 points each, heavy bolter emplacements 30 points each, autocannon emplacements 45 points each).

Bunker: 200 points; level two upgrade 100 points; level three upgrade 100 points. Available to any Imperial faction or Chaos Space Marines.

AV 12/13/14, may purchase a turret (twin-linked heavy bolter for 30 points, twin-linked autocannon for 40 points, twin-linked lascannon for 50 points). Turret must be manned to fire, but can fire at a separate target from unit firing from the bunker. Can only use one turret each battle, but may swap between battles if multiple turrets are purchased. Each territory may have a maximum of two bunkers.

Improvised Defenses: 40 points; level two upgrade 35 points; level three upgrade 45 points. Available to any army. Does not become a superstructure at any point.

Improvised defenses confer a 5+ cover save, 8”/12”/16” of segments.

Landing pad: 100 points, available to any army except Chaos Daemons and Tyranids. Does not become a superstructure at any point.

Place a landing pad marker prior to deployment. It may be placed anywhere outside of the enemy’s deployment zone. If placed in your own deployment zone, a flyer may be deployed on the marker during deployment. Flyers arriving from reserves may be placed on a landing pad facing any direction. Units in a flying transport ending its movement on a landing pad may disembark normally even if they moved more than 6” that turn.

Targeting relay: 60 points; level two upgrade 30 points; level three upgrade 30 points. Available to any Imperial faction or Chaos Space Marines. Does not become a superstructure at any point.

Place 3, 4, or 5 relay markers prior to deployment, no closer than 6” apart. As long as the center of a blast marker is placed over any point of the relay marker, it scatters 1d6” instead of 2d6”.

Chaos shrine: 200 points; level two upgrade 100 points; level three upgrade 100 points. Available to Chaos Daemons or Chaos Space Marines.

  • Khorne: Friendly models within 18” get (extra attack when charging/extra attack/extra attack and Hammer of Wrath).
  • Tzeentch: Enemy models that begin their turn within 8”/12”/16” must pass a leadership test or be reduced to BS1 and WS1 until the start of their next turn.
  • Slaanesh: Enemy models that begin their turn within 12”/18”/24” must pass a leadership test or move 2d6” in a random direction in the movement phase.
  • Nurgle: All friendly models within 24” get It Will Not Die (6+/5+/4+)
    All types give non-chaos models within their radii of effectiveness a leadership penalty equal to the level of the shrine.

Warp Vortex: 150 points; level two upgrade 50 points; level three upgrade 50 points. Available to Eldar, Chaos Daemons, or Chaos Space Marines

Place a vortex marker prior to deployment anywhere but the enemy’s deployment
zone. Units that start their turn within 12” of the marker take d6+(1/3/5) AP- wounds and each psyker gains 1/2/3 mastery levels until end of turn.

Spore Column: 75 points; level two upgrade 100 points; level three upgrade 125 points. Available only to Tyranids. The structure confers no benefit when Tyranids are not participating in the battle.

Gives models within 12” a 6+/5+/4+ cover save.

Hive Tunnels: 100 points; level two upgrade 50 points; level three upgrade 75 points. Available only to Tyranids. The structure confers no benefit when Tyranids are not participating in the battle.

Place 2/3/4 markers prior to deployment. Models do not scatter when deep striking at those locations.

Spawning Nest: 150 points; level two upgrade 50 points; level three upgrade 75 points. Available only to Tyranids. The structure confers no benefit when Tyranids are not participating in the battle.

Place a nest marker in your deployment zone. At the beginning of your turn, spawn d6+(2/4/6) hormagaunts within 6” of the marker.

Armory: 150 points. Available to any army.

An armory allows a player to swap between weapon upgrades purchased between battles. Player must keep track of which upgrades have been purchased in what quantity. Units may only swap special wargear with the armory and other units that pay the same price for the same upgrade, therefore creating multiple weapon pools that the player must keep track of.

Defensive Turrets

Imperial Guard Light Turret: 15 points.
AV: 11, 11, 11 BS: 3 Hull Points: 2
The turret must select a single weapon system at the following points cost: Grenade Launcher 10pts; Plasma gun 10pts; Heavy Bolter 10pts; Multilaser 20pts.

Imperial Guard Heavy Turret: 30 points.
AV: 12, 12, 12 BS: 3 Hull Points: 2
The turret must select a single weapon system at the following points cost: TL Heavy Bolters 20pts; Lascannon 20pts; Autocannon w/ Skyfire 20pts; Battle Cannon 70pts.

Space Marine / CSM Light Turret: 15 points.
AV: 11, 11, 11 BS: 4 Hull Points: 2
The turret must select a single weapon system at the following points cost: Flamer 10pts; Plasma gun 15pts; Heavy Bolter 15pts.

Space Marine / CSM Heavy Turret: 30 points.
AV: 12, 12, 12 BS: 4 Hull Points: 2
The turret must select a weapon system at the following points cost: Heavy Flamer 15pts; Lascannon 20pts; Missile Launcher 20pts; TL Heavy Bolters 20pts; Multi-melta 25pts; Demolisher cannon 80pts.

Ork Light Turret: 10 points.
AV: 11, 11, 11 BS: 2 Hull Points: 2, Open Topped
The turret must select a weapon system at the following points cost: Big Shoota 10pts; Scorcha 10pts; Rokkit Launcha 10pts; Lobba 20pts.

Ork Heavy Turret: 20 points.
AV: 12, 12, 12 BS: 2 Hull Points: 2, Open Topped
The turret must select a weapon system at the following points cost: TL-Big Shoota 15pts; TL-Rokkit Launcha 15pts; Zzap Gun 25pts; Shokk Attack Gun 50pts.

Tyranid Light Spore Launcher: 20 points.
D3 Spore Mines are placed in the enemy deployment zone before the game begins. They scatter 2d6 (choose highest) and then roll for movement as usual in the following turns.

Tyranid Heavy Spore Launcher: 30 points.
D6 Spore Mines are placed in the enemy deployment zone before the game begins. They scatter 2d6 (choose highest) and then roll for movement as usual in the following turns.

Structures

War for Vulcallus aelkane