RE: [NetEpic ML] New Squat Units. Tunnelers

From: Tom Webb <mail_at_...>
Date: Wed, 18 Jul 2001 11:31:47 +0100

Very nice, just thinking of a way to model it now :-)

Tom.
  -----Original Message-----
  From: eivind.borgeteien_at_... [mailto:eivind.borgeteien_at_...]
  Sent: 18 July 2001 08:43
  To: netepic_at_yahoogroups.com
  Subject: Sv: [NetEpic ML] New Squat Units. Tunnelers
  Sensitivity: Confidential


  Hi people,

  I really love ending exam periods...

  The long-time-ago promised brand new Squat tunellers are here!

  Part I

  HellWorm (or what happens when you mix a land train with a mole and add
some drop pod flavour)

  Just imagine a 1cm diameter worm, as long as you like, though not as long
as Arrakis ones. It is made from diferent "cylindric battle cars" steel
armoured and loaded of bolters, each one carrying a diferent set of weapons
or other things. Use all rules for tunnelers and Hellbore, though the
template of impact when surfacing is only 6 cm (half the Hellbore's one).
Note that Hellworm starts the game underground and doesn't have any
transport, it can go underground again any turn provided fuel Battlecar is
still linked to Tractor head. It cannot go underground and surface in the
same turn. Tractor head can clean minefields.

  Battlecars open with 2+ the turn they surface or automatic other turns.
Player may decide to open or close battlecars during movement, and for each
battlecar separately. Bolters fire even when closed unless specified. For
orders follow the same rules as land train. All battlecars add 1 Void S. but
shield Battlecar which adds 3 and repairs them easily.


  Hellworm Tractor head

  Note this Segment doesn't need to open to use weapons

  Move 15 cm on surface / 10 cm without fuel battlecar
  Save 1+ all around
  CAF +8
  Weapons
  Acid cannon Distance: Flamethrower Template Attack dice: No To
hit: 4+ STM: -1 Ignores cover
  Lascannons Distance: 75 cm Attack dice: 4 To hit: 5+ STM: -2
  Bolters Distance: 15 cm Attack dice: 6 To hit: 6+ STM: 0
  Notes: Tunneler, SuperHeavy, 2 Void Shields, carries 6 stands

  Cannon Battlecar

  Save 1+ all around closed / 3+ all around when open
  CAF +4
  Weapons
  Battlecannons Distance: 50 cm Attack dice: 4 To hit: 4+
   STM: -2
  Lascannons Distance: 75 cm Atack dice: 4 To hit: 5+ STM: -2
  Bolters Distance: 15 cm Attack dice: 4 closed / 6 open To hit:
6+ STM: 0
  Notes: Must be open to use cannons

  Barrage Battlecar

  Save 1+ all around closed / 4+ all around when open
  CAF: +3
  Weapons
  DDay cannon Dist: 150 cm At: d6+3BP STM: -3
  Bolters Dist: 15 cm At.Dice: 4
  Notes: Must be open to use DDay cannon

  Carrier Batlecar

  Save 1+ all around closed / 2+ all around open
  CAF +4
  Weapons
  Hvy Bolters Dist:25 cm At Dice 4/8 To hit: 5+ STM: 0
  Notes: Carries 10 stands. Must be open to disembark them

  Shield Battlecar

  Save 1+ all ar/3+ all ar
  CAF +3
  Weapons
  Bolters Dist: 15 cm At Dice 4
  Notes: Same rules as Land Train Shied Battlecar. Adds only 1 shield and
doesn't give repair advantge if closed.

  Buoy Battlecar

  Save 1+ all ar/3+all ar
  CAF+3
  Weapons
  Bolters Dist: 15 cm At dice 4
  Notes: All tunnelers may surface within 25 cm of Buoy Battlecar
automatically without scattering. May act as Forward observer even when
moving. Must be open to use Buoy and to act as forward observer

  Fuel/secondary engine Battlecar

  This segment never opens

  Save 1+ all ar
  CAF +3
  Weapons
  Bolters Dist: 15 cm At Dice 4
  If Fuel Battlecar is destroyed Tractor head cannot go underground anymore,
though may move on surface. If destroyed it explodes on 4+ striking a -3 TSM
hit to near battlecars and everything on d6 cm (but not other battlecars).



  Hellworm is a Special Card for tunneller companies only and it costs 300
points, gives 4 VP and is broken when the tractor head is destroyed. Unit is
composed of a tractor head plus a Fuel Battlecar attached ALWAYS after it.

  Battlecars are support cards of 3 Battlecars (any mix) plus a secondary
engine battlecar (total 4 battlecars) with a break point of 3, costs 350
points and gives 5 VP. Obviously you can only purchase them as support cards
of a tunneler company with a Hellworm Special Card. You can attach as many
battlecars as you want, though there's a limit of only 1 barrage battlecar,
1 shield battlecar and 1 Buoy battlecar in each worm. VP for battlecars are
awarded for every 3 battlecars destroyed from the same worm, even if they
are from different suppport cards. The Tractor fuel car doesn't count for
this.

  I haven't used Formula for point cost but bear in mind that Fuel/secondary
engine battlecars are more an annoyance than a help to give some limitation
to this unit. Be aware also that open battlecars are much vulnerable than
closed ones limiting more it's effectiveness.

  Please, I want to hear opinions, about this unit, not about how
cheesy/useless are Squats. I think this mixture of a Land Train and Hellbore
isn't cheesy at all. Even more, I think I overpriced it a little (remeber
its limitations, also implicit ones, like breaking the worm in two like the
Land Train) but I think playtesting will give a more detailed and clever
opinion on this. Any volunteers?

  Another ideas: Using templates like Praetorians (I don't feel like it
though), new battlecars, other card combinations (i.e. an infantry company
transported by a Hellworm plus 3 Carriers, similar to Hellbore company, or
other possibilities),

  I want some summer feedback (Hey, is anybody alive?)

  Albert Farr�







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Received on Wed Jul 18 2001 - 10:31:47 UTC

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