Rogal Class Astartes Forward Base
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The Rogal Forward Base is designed to allow Space Marines to instantly create a command position from which to strike. Launched from orbit, and deployed with a minimum of fuss by the Techmarines and their Servitor aids, the Rogal Forward Base can transform untouched landscape into an unbreakable bastion from which the Astartes operate.
Though the Rogal Forward Base has seen use many times, perhaps the most famous was its application on the planet of Tartarus, and Chronus, both occasions by the Blood Ravens Chapter, who seem to favour the installation.
Formation: One Battle-Monestary, plus any of the following:
0-2 Chapel-Barracks: +50pts.
0-1 Armoury: +50pts.
0-1 Machine Temple: +100pts.
0-1 Orbital Relay: +100pts.
0-5 Turret Emplacements: +50pts.
The Armoury, Machine Temple and Orbital Relay all have two Structure Points. The Battle-Monestary has three.
Fortification: Each building may hold a certain number of friendly units inside it. These units receive a 3+ Cover Save, and Grenades have no effect on them. All buildings have AV 14 all round, and should be treated as vehicles, ignoring Crew Shaken and Crew Stunned results (they are very sturdy!).
The buildings may only be occupied by Infantry or Jump Infantry; no other types of unit may enter.
Orbital Drop: All buildings in the Formation enter play at the start of the Space Marine's first turn, landing via Deep Strike as if they were a Drop Pod (ie: moving away from impassable terrain, etc). All structures must land within 12" of the Battle-Monestary, but may scatter further than this.
Note that due to the sheer size and bulk of the Battle Monestary, it will literally crush smaller terrain pieces; if it lands on Size 2 Terrain, the terrain is destroyed.
Battle Monestary: As long as the Battle Monestary is intact, All Space Marines are Leadership 10. In addition, up to three squads may occupy the Bunker. The Battle Monestary has three Structure Points.
Finally, as long as the Battle Monestary remains occupied by a squad of Space Marines, the Space Marine side counts as having one more objective than they would normally have.
Chapel-Barracks: The Chapel-Barracks functions as a Teleport Homer. In addition, one friendly Space Marine unit per turn that is held in Reserve may Deep Strike into the Barracks, or within 6" of it.
The Chapel Barracks may be occupied by one unit at a time.
Armoury: Up to one Space Marine Infantry or Jump Infantry unit may fortify the Armoury each turn.
In addition, at the start of each Space Marine shooting phase, choose one Space Marine unit within 6" of the Armoury (or the unit inside). That unit may re-roll all failed To Wound rolls. If shooting at vehicles, all their weapons count as Ordnance.
Machine Temple: The Machine Temple allows one friendly Space Marine vehicle per turn to Deep Strike within 6" of the building as if it had a Teleport Homer, even if it cannot normally Deep Strike. In addition, up to one Vehicle at a time may "hold" the Temple. A vehicle Holding the temple is placed inside it, and can only suffer Glancing Hits.
Super Heavies cannot Deep Strike via the Machine Temple unless they could normally Deep Strike, nor can they "hold" the Temple.
If a vehicle is inside the Temple when the Temple is destroyed, the vehicle takes a Str 10 hit.
Orbital Relay: The Orbital Relay grants the Space Marines the Orbital Bombardment Stratagem, in addition to their normal Stratagems. If destroyed before the Bombardment is used, the Bombardment is lost.
Turret Emplacements count as an Immobile Vehicle with 13/13/12 armour and Ballistic Skill 4. They are armed with a Twin-Linked Heavy Bolter. This may be upgraded to a Twin-Linked Missile Launcher at +10pts. An Immobilised result stops the Turret from turning (its weapon can only fire straight forward). Subsequent Immobilised results destroy the Turret.