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Rules for SM Castellum Stronghold

 Post subject: Rules for SM Castellum Stronghold
PostPosted: Wed Nov 27, 2013 3:09 am 
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I notice the latest. Forge World newletter has the rules for the Castellum Stronghold (SM Drop Fortress). It'll probably just be optional rules for friendly games and/or scenarios, but I thought it would be good to translate them to epic. It could add a new twist to the old SM list and play.
Quote:
Consisting of a system of interlocking modular fortifications, the Castellum Stronghold is a Space Marine tactical fortification intended for front line use. Deployed from orbit by landing craft, it can be swiftly configured and assembled even under heavy fire. The individual components are deployed in drop
cradles clad in ablative armour, the remnants of which are jettisoned at the moment the sections are landed, revealing a fully operational stronghold.
Such is the skill of the Legiones Astartes that in battle conditions this might take as little as 30 minutes, while the most adept at such operations, in
particular the Iron Warriors and the Imperial Fists Legions, take great pride in reducing this timeframe even further.
Castellum Strongholds are generally deployed for short lived but high intensity operations where the Space Marines must establish a heavily fortified
base in highly contested war zones. In such conditions it can serve as a firebase, artillery redoubt, defensive strongpoint, or platform from which they
can launch immediate offensive actions. It is not an unknown tactic for a Castellum Stronghold to be dropped deep behind enemy lines during an on-
going battle, sowing confusion and forcing a foe to turn back on themselves to stop their deployments from being destroyed from within.

Nice to see the Epic Landing Craft get a mention in new background :) It takes 30mins for it to be set up in battlefield conditions. How much time is an epic turn again? Perhaps it could be deployed by Landing Craft but the Castellum not fire on the turn it arrives?
An Epic scale one would be a 6cm by 6cm square. There are a range of weapon options but the set FW sells of a 'battle ready' Castellum Stronghold would probably make a good example of a typical one to base the stats on. Being a 0cm move unit it could be garrisoned forward.

Caestus Stronghold WE 0cm 4+ - 5+
Hyperios Missile Launcher 60cm AT4+/AA4+
Twin-Linked Lascannon 45cm AP4+, Fwd
Twin-Linked Heavy Bolter 30cm AP4+, Left
Twin-Linked Heavy Bolter 30cm AP4+, Right
DC4, Reinforced Armour. Critical Hit Effect: the Caestus takes an extra point of damage. Transport Capacity: 18 Space Marine infantry units (Terminators count as double). 6 of these units can be on the battlements and can shoot and firefight out. Can be deployed by a Landing Craft, carrying it in place of any other vehicles. It may not shoot on the turn it is deployed nor be redeployed.

Really not sure on points, perhaps around 350ish?


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 Post subject: Re: Rules for SM Castellum Stronghold
PostPosted: Wed Nov 27, 2013 4:01 am 
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I could easily see it being used in the Imperial Fists list. Not really sure of its use in other lists apart from, as you say, friendly games/scenarios.


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 Post subject: Re: Rules for SM Castellum Stronghold
PostPosted: Wed Nov 27, 2013 3:46 pm 
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It need to be Fearless else a lost assault will automatically destroy it. Unless this is intended :D

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 Post subject: Re: Rules for SM Castellum Stronghold
PostPosted: Wed Nov 27, 2013 11:27 pm 
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Imperial Fists would be the best fit and yes it should definitely have fearless.

Probably the ability to transport a few vehicles too I guess (though maybe not able to shoot as the walls / energy barriers would be in the way).


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 Post subject: Re: Rules for SM Castellum Stronghold
PostPosted: Thu Nov 28, 2013 1:54 am 
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Would it really deserve Fearless though? I mean, a lost assault would imply the enemy scaling the walls and/or breaching the doors so would most likely be in the stronghold. As there is no mechanism for transferring ownership of a unit to the other side, having it be destroyed (rendered unusable due to the assault) would seem to be the best compromise.

Also, "landing Craft" is the most generic name imaginable, so I doubt it's a reference to the Epic scale DC4 War engine we know and lovecomplain about the length of.


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