Chereads / Surviving the Multiverse with a Warhammer 40k System / Chapter 5 - Chapter 5: Building Check

Chapter 5 - Chapter 5: Building Check

As Alexander Opened his eyes thinking it was just a dream, seeing the Factions of Warhammer was just surreal until he saw the Aquila necklace and the Mechanicus token on his bed...

It's not a dream, is it?

Usually, most novels I read, the system introduce themselves first or something, why do I ended up chosen the faction first? Alexander Shrugged

Such as?

'Just imagining to hear you Speaking Orkish and as the only human leading the Orkz Waaagh does not seems to stomach my sensibilities and sanity...' Alexander sighed

"What the the difference?" As he get clothes from the drawer.

*Groan* How will I get the BaneBlade variants or the Titans?

"Great, a treasure hunt."

"That is reassuring"

"Okay, show me what I have got" As he heads to the Bathroom to wash his face.

Alexander Solair

Lvl: 1

Warhammer 40k Rank: Guardsman "Recuit"

Terran Federation Rank: Civilian

Resources:

Requisition points: 9000

Energy points: 9000

>Shop:

>Perks:

>Faction:

V

>Imperial Guard: Though weakest of the Warhammer factions, It's the most Versatile of most factions, Able to Wield Heavy Defensive platforms and trades the brunt of the damage for time, and Massed Combined Arms, and able to Orbital Prefabricated Buildings to keep Up Logistics and Base buildings and one of the unique Features is that they are able to transfer their units anywhere in the battlefield Via to any Of their Base Buildings Via Underground Tunnels.

All Units and Buildings are Blocked Until you Reached the rank Lieutenant to partially Unlock the Faction Arsenal.

>Buildings:

v

>Field Command:

Cost: 700 Requisition points and 240 energy.

(First one is free comes with a TechPriest Engineseer)

The Command Center of the Imperial Guard. Sturdy, Reliable and available, prefabricated, able to be dropped from Orbit, Easy to build up and Self-defense Weapons Consisted of Bolters, Plasma Gun, Multi-Laser, and ports for LasGuns, Able to Garrison up to 6 squads, 4 of said Squads able to man the weapons as a makeshift bunker and two will repair it. Have a small Manufactorum workshop and Hydroponics to produce supplies and Materials, able to survive in a no atmospheric zone having a Oxygen generator. (Require proper Equipment), Able to transfer units to other building via Underground Tunnels. (Unable to be drilled by external sources)

Serves as a Emergency Shelter For At least 650 or More if Maintenance tunnels are built.

Creates 35 Requisition points Every 30 minutes.

Able to Stockpile resources independently from Alexander Personal Stockpile

Completion time: 20 days

Produces:

>TechPriest Engineer [Builder Unit]

>Medic

>Flag Bearer: (Requires Infantry Command)

>Commissar

>Imperial Conscripts

>Vox Operator(Locked) Requires Mechanized Command

>Psyker require (rank 2)

>Alpha Psyker (Locked) [Require Rank of General]

>Colonel [Requires: Major General]

>Vindicate assassin

[Rank Required: Lord General Militant]

Upgrades. Cost. Rank Requirements

Req, Power

>Rank I. 650, 350. Major

>Rank II. 1700, 980. Colonel

>Rank III. 3700, 2670. Lieutenant General

>Rank IV. 4700, 4550. Lord General

>Rank V. 5500, 6000. Lord General Militant

>Plasma Generator:

Cost: 135 Requisition Points

The Basic Energy Building, Uses Plasma to generate the heat to produce Electricity.

Able to increase the Rate of units to be produced when placed near the respected Production Buildings,

Prefabricated

No limit,

Volatile when destroyed,

when the Plasma in the generator is drained, can spend 50 Requisition points to Restart it.

Completion time: 30 Minutes

>Twin Heavy Stubber Turret:

Cost: Req 100, Energy 100

Basic defense of the Imperial Guard

Armed with Twin heavy Stubber, it's a Backbone of every defense of a Imperial Guard Base

Prefabricated that need to be installed on site.

and able to be dropped immediately with its modular upgrade installed added to the base cost

Cost time: 12 hours

Modular and upgradable.

Anti-Air capable

Modular Upgrades:

Twin Punisher Cannons

(Anti-infantry)

Cost: Req 70, power 50

Random Scatter shot

Rapid Fire

Anti-Air capable

Twin Plasma Cannon

(All-rounder)

Cost Req 100, power 175

Area of Effect Weapon

Anti-Air capable

Slow to reload

Twin Missile launcher

(Anti-vehicle)

Slow attack

Cost: Req 95, Power 35

Twin Vanquisher Cannons

(Specialized Anti-vehicle )

Cost: Req 125 power 200

Unable to shoot air due to the heavy shells that is specialized to hunting Land vehicles

Auspex device Probe

Cost: Req 100, Power 85

Effect: Increase Radar Range of Field Command, and increase accuracy on nearby Units

Unable to detect Stealth or underground Units

Universal Upgrades:

Increase Defensive Performance:

Cost: Req 400, Power: 75 [ Base Cost increase with each Purchased upgrade by 5%]

(Limited upgrades: 5): Increase damage and range of Turrets and Earthshaker Platforms

Current rank is: zero

>Listening outpost:

Cost: Req 100

Since you are unable to have strategy points to lockdown

it has been modified for observation only, Produces 20 Supplies per 30 minutes

Able to Garrison A Single Squad and use Portholes

Able to detect Stealth and underground unit

Can be upgraded to have Single Twin-Heavy Stubber Turret on top

and a Universal Upgrade to increase the detected range beyond 5 km beyond the line of sight,

Must be Kept between 1 km away from each physical form to other to prevent the Detection from clashing.

Able to transfer Squad in any Garrisons able Faction Building

Completion time: 1 day plus 12 hours with the Heavy Stubber upgrade

>Tactica Control:

Cost: Req 240 and Power 250

Research Center to research Universal Upgrades to Imperial Guard units.

and Review tactics of Past Engagements and the future

>Infantry Command:

Cost: Req 120, Power 75

Completion time: 15 days

A Production Building that Trains Regular and advanced Infantry Of the Imperium

Produces:

Field Command Lieutenant (Require Tier 2)

Fire support Lieutenant (Require Tier 2)

Imperial Guards

Imperial Guardsmen Rider

Commissar Cadets

Special Weapon team (Required Tier 2)

Heavy weapon team (Require Tier 2)

Heavy suppression team(Requires Tier 3)

Kasrkrin squad (Required Tier 4)

Ogryn squad (Required Tier 4)

>Doctrine Command [Locked]

Cost: Requisition Points 1000

Completion time: 21 days

Note: As of your Current Rank you are unable to deploy Any Doctrine

Infantry Doctrine:

Train men to beyond their normal standards of training, make them harder to flee in combat, and able to equip more Specialized weapons than what normal squads is able to requisitioned on the battlefield.

Able to Recruit the Catachan Devils.

Note: Don't put a Commissar into their Squads, unless you are planning to shoot them...

Armor Doctrine:

Decrease cost of Leman Russ and its Variants

and Vehicles due to standardization of Parts

Able to Build Deathhammer: a vehicle predates the BaneBlade, A weaker Armor and less advance than the Famous Sibling, but able to produce much more in greater numbers than a normal Baneblade

Aerial support Doctrine:

Vehicles are able to be shipped to the Frontline via Deep strikes, Including a Baneblade can be Air dropped.

able to recruit the Elysian Drop Troopers and Elysian Tauros Available for Manufacturing

Artillery Doctrine:

Trains men to be more aware and artillery drills has made artillery more easier loading and setting up Artillery and Infantry Mortars has become less time consuming.

and able to recruit Krieg Grenadiers

>Mechanized Command (Tier II Required)[Locked]

Description: Able to Build varieties of War machines of the Imperium arsenal.

Days: 25 days

>Armoured Command (Tier III Required)

[Locked]

Description: Able to Build Variants of Leman Russ.

Completion time: 25 days

>Mars Pattern Center (Tier III Required)

[Locked]

Description: Able to Field BaneBlades and its Variants on the battlefield

Completion time: 35 days

>EarthShaker Platform (Tier III Required)

[Locked]

A Static Artillery Platform able to Lob heavy shells from a Distance

requires a day to move it after it is built

and 6 Hours to set it up.

If situation turn dire, can make the cannon turn into a makeshift Turret

Completion time: 2.6 days

>Air Command Post

Cost:??

Description: Able to Build Marauder Bombers, Marauder Vigilant, Valkyrie Troop transport

[Locked]

>Wall

Cost:??

Description: a normal wall... Of low-quality Block of Ceramite that was melted with Plasteel into a wall, comes in 90 meters in length, 72.5 meter in height. Comes with Pre-installed Stairs as complement and can be installed a room inside the wall with an additional cost.

Note: get away from the Drop site unless you wish to be squashed.

Completion time: 1.6 days that for just removing the chassis from the Orbital drop by a single TechPriest Enginseer

>Nuclear Silo

Cost: [Classified]

[Locked]

Cost:[Classified]

Description: [Classified due to low rank]

Completion time:??

>Basilisk Magnus

Cost: ??

[Locked] (Require Tier IV)

Description: the largest Tower gun that could be Fielded and it need a Vox Operator to act as it's spotter, it's only Known to be found in the 252nd Conservator Regiment Home Planet in the Kaurava System. Must be Placed in a secured location, and have Gunports to allow up to 20 squads to Defend the base, and Heavily Resource Intensive and rely Thermonuclear plasma Reactors to even turn that thing

Completion time: ??

>Thermonuclear Plasma Generator

Cost:??

(Tier IV)

Description: The Advanced Generator that hold Limitless Power and don't need to refilled and the only downside is it takes too much space and is very volatile that it can tear a Base to shreds.

>Titan Assembly Center

[Locked]

Cost:[Classified]

Description: [Classified due to low rank]

Completion time??

>Minefield:

Cost: Req 69

(An: Little bit of Trolling After all the Lengthy Explanation)

The Cheapest Defense

has Mine count of 35 of High explosive Mines.

Completion time: 7 minutes