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Weapon Emplacements

One thing that 40K really doesn't cover is weapon emplacements, like machine-gun nests, weapons mounted on the sides of buildings/fortifications, and the like.  It's easy to see how often this sort of thing could be useful in scenario design, but how many points should they cost?

First off, I'd charge the same for a heavy weapon in an emplacement as the army list charges for the same weapon as carried by a squad like Devastators, or whatever heavy-weapon troop your army has.  Why?  Remember that in 40Kv3, you are charged points based on how useful the item is (that's why things cost more for characters, who are already pretty tough).  A heavy weapon in a Devastator Squad is going to get fired a whole lot more than one in a Tactical Squad, since they're likely not going to move; thus, it is more valuable to you the general, and costs more points.  You can twin-link a weapon by paying double the base points cost (like on a Dreadnaught).  Add the cost for a  basic-trooper gunner (don't forget you'll need models for those) and you're good to go.

Pretty much any heavy weapon could be emplaced (or nested), but anti-personnel weapons are the classics.  Heavy bolters, assault cannons, etc. are great for "keeping the area clear".  Anti-tank weapons have their place as well - you'll be glad you kept that lascannon on the roof when the Wraithlords start knocking on your door.

Firing at robotic weapons:  There will be times when you will want to fire at Auto-Aim weapons which are stuck on a wall or ceiling and are tearing your soldiers to shreds.  Fire as normal, and consider the weapon to have an Armor of 6 and a 6+ (non-Invulnerable) save.  This applies to assaults as well (the robot machine gun isn't real useful when you kick it over and rip out the magazine).

Depending on how heavy your gaming group likes its firefights, I would count 2 or 3 emplaced weapons as equivalent to a Heavy choice.  Of course, in a scenario, you might create an allotment of slots for emplaced weapons and booby traps.

ADD-ONS & VARIANTS

Some of the things below are best used in special scenarios, rather than in pick-up games.  These variants and add-on gimmicks could also be used with larger weapons like the Rapier and Tarantula - see Support Weapons for ideas.

Gunnery Nest:  The emplaced weapon is surrounded by fortification, be it sandbags, a low wall, or a trench - anything that would provide a cover save, usually 4+ (even a wacky Eldar force-shield generator or whatever).      +10 points.

Auto-Aim: The weapon is wired with a motor for moving it in place and a rudimentary robot "brain" so it can select targets.  Effectively, the weapon is immobile but retains a normal arc of fire and does not need troops to man it.  Auto-Aim weapons are also not fantastic shots, and have a BS of 3 (unless your basic troop type has a lower BS, like Orks, in which case the Auto-Aim has a BS 2).  +25 points.

Link-fire: This is sometimes called "the poor man's Auto-Aim", but can be very useful.  The weapon can fire on its own but is not bright enough to select targets, or tell friend from foe.  The weapon is "linked" with a character's weapon or an Auto-Aim emplaced weapon, and will fire at that same target (if it's in range).  If there is no available target, the linked weapon isn't firing this turn, or the character who was linked is killed, then the Link-fire emplacement is useless.  +15 points.

Dumb-Trigger: This device is used for traps and such.  Nominate an area of the board 4" square or less as the trigger.  Either a motion sensor, pressure plate, or some other device is located there which triggers the fire of an emplaced weapon (which should be now represented with a model as the panel falls away, etc).  The weapon fires at targets in the "zone" so long as targets remain.  +10 points.  Particularly nasty is the "overhead grenade launcher" trap...but this is perhaps best used in a long corridor with a heavy bolter at one end and the trigger in the middle, so you get at least two turns of firing before any victims can escape.  If you allow the trigger to be linked to something that is not a weapon (for example, a door that closes automatically or some such) it might be cheaper, say 5 points.

 

 

 

 

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Last modified: February 23, 2001