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Discussion Starter · #1 ·
WiP Apocalypse (Dark) Eldar Super Heavy Structure

Widow’s Heart Webway Portal w/ Psychic Ward

Game stats:

Warmachine – Immobile – 3 Structure Points – Eldar Fields – F:14 S:14 R:14 BS:3
Weaponry: Single weapon able to fire in one of two ways each turn:
Focused – Rng 120”, Str 10, AP 1, Heavy 1, 3” Blast, Titan Killer, Twin Linked
Dispersed – Rng 60”, Str 6, AP 3, Heavy 1, 10” Blast, Twin Linked

Psychic Ward – Eddies of psychic energy traverse the warp, frequently contacting the fragile network of portals for which the Widow’s Heart beats. These tendrils of raw power are imperceptibly siphoned off over countless millennia and harnessed into a tangible, yet barely discernible field of psychic energy surrounding the portal.

This ‘Psychic Ward’ acts to defend the Widow’s Heart in two ways. The Psychic Ward may fire as indicated above once per shooting phase. The weapon aspect of the Psychic Ward has a 360 degree line of sight and is projected from center of the Portal itself. In addition, the Psychic Ward provides the Portal with a 4+ Invulnerable Save against all shooting attacks. The Psychic Ward has no effect against melee attacks. As the Psychic Ward is powered by the ability of the Widow’s Heart to operate within the Webway, it cannot be destroyed (neither the Weapon, nor the Eldar Fields) until the structure has been reduced to 1 Structure Point. Treat all such occurrences on the damage tables as a ‘Stunned’ result instead.

Widow’s Heart – This Webway Portal is a major hub in the network of warp passages in use by the Eldar race, capable of transporting all manner of vehicles, gravitic tanks, and even some titans. The Portal itself has no facing; rather it presents itself as a circular column roughly 9” in diameter. Any model with 3 or fewer structure points may be held in reserve (regardless of the mission’s normal special rules) while the Widow’s Heart is in play. All such units MUST be brought in from reserves by way of the Widow’s Heart Webway Portal. Of all (Dark) Eldar units, only Swooping Hawks may arrive normally (including the use of Grenade Packs and unit placement). All other units must enter play from any point of the Portal, just as if the unit had come in from the designated table edge. No other Webway Portals (of any kind) may be used during this game. Should the Widow’s Heart be destroyed, all units still held in reserve are considered casualties and will award victory points as normal to the attacker. ((Keep in mind that while this may grant the defender a bonus by allowing oncoming (Dark) Eldar units to move farther onto the board, this also means that the attacker will always know where these units will begin their movement when arriving from reserves.))

The Widow’s Heart Webway Portal will alter game objectives considerably. In any mission where the Widow’s Heart is in play, the (Dark) Eldar will always be the defender while the opponent must be the attacker. The Widow’s Heart must be placed within the defender’s deployment zone (by the defender) after all other terrain has been placed. The roll of 2d6 and a scatter die will then determine the final position of the Widow’s Heart; making sensible adjustments as necessary should the Portal contact other terrain. The Portal must remain within the defender’s deployment zone, discounting any excess movement. In addition to other victory conditions set by the mission, the control of the Widow’s Heart will affect the outcome of the game. Should the Widow’s Heart be destroyed, the best result the defender can achieve is a Draw. A Loss is still possible as per normal victory conditions, but with the loss of the Widow’s Heart, the (Dark) Eldar simply cannot entertain the notion that the battle was a victory. At game’s end, should the attacker have a scoring unit within 6” of the Widow’s Heart and uncontested (the Widow’s Heart itself does not count), then the game is automatically a Loss for the defender. At no point in the game will control of the Psychic Ward leave the defender’s control, even when left undefended by the defender.

The Widow’s Heart is not affected by Psychic powers of any kind (beneficial or baneful) as the shear power of the Psychic Ward overrides such trivial attempts

535pts

This ‘Portal’ is intended as a unique scenario piece for big fun games, such as those promised by the new Apocalypse rules set. A model for this piece is being built at the time of this writing and may be posted at a later date.
 

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Discussion Starter · #5 ·
This is just something I've had in mind. I'll be building some Eldar scenery soon, and thought I might start with something that could make a campaign game interesting, especially in the Apocalypse setting.

Does it sound, uh, 'balanced'? :roll:
 

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Porn King!!!
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Holy crap Hes, been thinking about that one for quite some time haven't you? Would definitely be interesting to try but I couldn't honestly say if it was balanced without trying it in truth. Looks fairly well thought out though.
 

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Discussion Starter · #7 ·
Since yesterday. :wink:

It should be very difficult to destroy, almost impossible, in a six turn game of 40K. But, it should only be moderately difficult if, say, your opponent is fielding a titan or another superheavy and you're playing Apocalypse and not 40K.

If you look carefully enough at the Widow's Heart, you'll notice that it is not really advantageous at all for the Attacker, other than another really big funnin gun and the ability to hold any unit in reserves. The downside is that it may be destroyed outright on turn one (if you're silly enough to hold 'all' of your units in reserve) and you'll automatically lose the game (and a lot of respect from more sensible gamers).

I'm hoping it turns out to be more of a conversation piece that takes pride of place on megabattle tables and campaign scenarios.
 
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