[NetEpic ML] New Squat Units. Tunnelers

From: Tom Webb <mail_at_...>
Date: Thu, 19 Jul 2001 10:27:48 +0100

I could draw up a few blue prints for you. It would be good if we could find
a way towards an alternitive source of Squat models, why not scour the net
for some and create articles for how to customise other units to create
them.

Tom.
  -----Original Message-----
  From: quester [mailto:quester666_at_...]
  Sent: 18 July 2001 15:38
  To: netepic_at_yahoogroups.com
  Subject: RE: [NetEpic ML] New Squat Units. Tunnelers


  If their are enough people interested in wanting one I could make a good
mini and cast them in resin

  If anyone has any ideas on how it would look send me a drawing or 10

  Ron

    Tom Webb <mail_at_...> wrote:

    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 Thu Jul 19 2001 - 09:27:48 UTC

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