Fw: [NetEpic ML] New Squat Units. Tunnelers

From: Albert Farré Benet <cibernyam_at_...>
Date: Wed, 18 Jul 2001 17:24:49 +0200

I think hotmail.com lost me another message, so here I forward it. Disregard the previous one if arrives (someday or another)

Albert



----- Original Message -----
From: Albert Farré Benet
To: netepic_at_yahoogroups.com
Sent: Wednesday, July 18, 2001 3:23 PM
Subject: Re: [NetEpic ML] New Squat Units. Tunnelers


Hi Eivind,

For the miniatures here are some posibilities:

Tractor head and closed battlecars: Use the frontal cone of a Mole (or any similar con) adding a little gun on the front representing the Melta / Acid. The main body and the closed battlecars can be done with a palstic tube, a cigar hard envelope, or any kind of cylindric tube of about 1,5 - 2 cm diameter cut in several parts (one for each car plus the tractor head). With a fine modelling knife you can "write" some details on it. The outside of the closed battlecars should look as segmented and polished steel (say 2 mm each segment), with some little points drawed which indicate bolter firing points. Note that when closed, all Battlecars should be equal. That means (or could mean) that the opponent doesn't know what contents has each Battlecar (but the first, which is always a fuel one) until they are open. The length should be 3 cm for the tractor head and 2 cm for each battlecar.

Open Battlecars (except for Carrier): Cut the cilinder in a half and then take the upper part and halve it again. Glue the quarters to the exterior part of the sides as if they had slided down. The contents depend on the Battlecar:

Cannon Battlecar: A turret with some guns or two turrets. You can also add bolter turrets from a StormHammer. An easy way is to use the upper part of the Land train berserker battlecar with some guns attached to the sides.

Barrage Battlecar: The upper part of Land Train Mortar Battlecar will do perfectly

Buoy Battlecar: A turret with any warship Radar on a small armoured platform will do

Shield Battlecar: I don't know how is a void shield generator, but I think that something similar to the buoy Battlecar will do, don't be too exagerated or it will look "orky".

Fuel and Secondary engine Battlecars don't have opening capability during battle

Carrier Battlecar: This one is a little more difficult. Instead of halving the pipe, only a lower quarter is removed (obviously infantry disembark from both sides, but it wouldn't look very well). Even better if you can remove only a part of this quarter, thus it will look like a cargo bay door open, this way it can be done in both sides. Add some little guns all around with little bits of plastic that look like the opened steel windows where the Hvy bolters shoot from.

I also recomend to put some slag and "removed terrain" under the worm to add stability.

My initial thought was that each battlecar unit would consist of two sets: opened and closed, but if someone feels like to make a worm with removable parts please send it to the list to look at it.

I hope the description can be understood, because English is not my mother tongue, but if you have any questions about this ideas, just ask


Albert Farré
  ----- Original Message -----
  From: eivind.borgeteien_at_...
  To: netepic_at_yahoogroups.com
  Sent: Wednesday, July 18, 2001 9:42 AM
  Subject: Sv: [NetEpic ML] New Squat Units. Tunnelers


  Hi

  I think this is a good idea, but I agree that acid doesnt fit the fluff very well. Meltas would be better.

  Other than that, I think it is difficult to say anything further without testing the unit.

  One question though, what would you use for miniature???

  Eivind
>
> Fra: Albert Farré Benet <cibernyam_at_...>
> Dato: 2001/07/18 Wed AM 04:54:58 CEST
> Til: <netepic_at_yahoogroups.com>
> Emne: [NetEpic ML] New Squat Units. Tunnelers
>
> 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 Farré
>
>
>
>
>
>
>
>


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------------------------------------------------------------------------------


  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 Farré







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Received on Wed Jul 18 2001 - 15:24:49 UTC

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