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FORWARD COMMAND BUNKER

250 POINTS

The Forward command bunker is a place designed to protect high ranking officers and officials directing the battle on the front lines, while simultaneously amplifying their abi lity to lead with powerful communication technology.

Trust? Trust's got nothing to do with it. I just don't want them out of my sight. - after granting full access to his command bunker to the local PDF commanders on Vortovan

Target sighted! Red Corsairs Predator left of the bunker. See the repair seam on the turret? Steady. Fire! Good shot. Driver, AT mines, steer left now. Gunner! Enemy infantry in crater, eleven o'clock. High explosive, {ire! Sponson gunners keep an eye out, there's plenty more where they came from ... - Internal comm log, "Hand of SteeL during Operation Retort (second assault on Fort Lycoss)
UNIT: 1 Forward Co mmand
Bunker

BS
TYPE: Static Super- heavy.
4

FRONT
14

ARMOUR SIDE REAR


14 14

STRUCTURE POINTS: 3
BUNKER CAPACITY: 25

SPECIAL RULES:
Command bunker: An officer embarked within a bunker may still issue orders to squads. Measure range and line of sight from any point of the bunker's hull. Immobile: The Forward Command Bunker is Immobile - it may not move at all. The Bunker counts any Driver Stunned result as a Gun Crew Stunned re su lt instead. Shield Generato r: Officers housed in the bunker are criti cal to keeping the guardsmen operating at peak efficiency. They are given the best protection available. The bunker is treated as having 4 void shields. Comms array: The bunker contains powerful comms technology to assist the commander to lead his troops. Whatever officer is housed in t he bunker may give doub le his normal number of commands at double his normal range . Lo ng-Range Gro und Scanner has 2 modes: Short-Range Lock: Nominate 1 friendly unit wi thin 12" of the bunker. On a roll of 3+, that unit may re - roll any missing to- hit ro lls in it's shooti ng phase. If the friendly un it has a vox cas ter, it does not need to be within the 12" range. Long- Range Sweep: Any enemy uni t wishing to infiltrate within 92" of the bunker must ro ll a D6. On a 4+ they fail to infiltrate and must be set up with the rest of their army. (This does not effect deep-striking.)

FIRE POINTS: 8 WEAPONS AND EQUIPMENT:


The bunker may include up to 3 of the following weapons for a cost .

- Automated Flak Turrets for 50 pts each. (AA Twinlinked long- barreled autocannon. BS 2) - Automated Twin - linked heavy bolters for 15 po ints
each. (BS 2) - Automated Twin - Linked Lascann ons for 30 points each. (BS 2)

Each gun has a gun emplacement.

OPTIONS:
The Bunker may incl ude a long- Range Grou nd Scanner for the cos t of 80 pts, and for the cos t of 2 slot s of the bunker's capacity. (The ground scanner needs crew t o ope rate it.)

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