Having worked as a farmer and woodcutter for most of my life i became determined to do something that would leave my mark after i was gone. Since then i got back to studies, and i have now a master degree in Electrotecnical Engineering as well as a degree on Electromechanical Engineering. On my free time i like playing and so i became interested in creating my own games or, in the shorter term, modding games to get something closer to what i would like games to be.
Just some tests with a concept related with a heavy defensive structure that can serve as a garrison but has its own firepower even without squads inside.
How it works:
It begins with 3 basic weapons available, namely wall mounted lasguns, plasma weapons and missile launchers. The north weapons are being used by the bunkers own soldiers but external squads are required to man the south, east and west defenses (check the bunker more to the right it only fires from one side until its is garrisoned by some squads). This means this is a directional defense, which is not that useful if your manned weapons are not pointing in the direction where the enemies come from but with a few additional men inside additional directions are safe from enemy interference.
It can be upgraded with additional weapons through add-ons (banners indicate bought add-ons), first with flamers for close ranged defense against infantry and later with heavy bolters for long range, low reload time anti-infantry capabilities.
Two additional add-ons will cover other areas than adding weapons and are currently not implemented (the add-ons themselves were created but they don't currently provide the intended bonuses).
Banners are also currently not implemented but will reflect the nature of the add-on so it is easy to notice what building has certain add-ons available and which are lacking.
This modified infantry command is based on the already modified DoW Pro infantry command bunker with 4 add-ons available with respective banners.
Are the white-ish orbs plasma bolts? If so, they're way too rapid firing to be plasma, at least if we're keeping it lore friendly to plasma weaponry's well known habit of overheating.
That aside: How many Baneblades I have to offer to the Mechanicum to get this on my regiment again? It's AWESOME.
Yeah they are plasma bolts and they are currently super fast firing. Still since you can't see the weapons mounted inside the bunker i could always tell you that the weapon was in reality a rotating structure with 6 plasma weapons mounted on it and with each rotation the top weapon would be firing and the opposite corner weapon would be submerged on cooling fluid. If i can imagine it working in the 21st century they would probably be able to do it in the 41st millenium.
"That aside: How many Baneblades I have to offer to the Mechanicum to get this on my regiment again? It's AWESOME. "
How many Baneblades do you usually have around? Perhaps some agreement can be made :P
If you take a quick look into MAJOR source of all w40k data - the Codex (Codex Astra Militarum, for example), you will see that Plasma Gun have both rules "Get Hot" and "Rapid fire", where 1st one describes the overheating and 2nd one - describes ... a rapid fire!!!
:D
Older versions also refer the same rules for plasma guns. The weapon's description also refers most guardsmen don't live long while using them so it must be the overheat issues. "Fire your weapon until you burn" would be a good description.
These bunkers look awesome. Are they going to have also meltaguns?