Tunnelers

From: AntiChrist <seimejote_at_...>
Date: Wed, 02 Oct 2002 07:00:53 -0000

I've found these rules about tunnelers in an old White Dwarf, and
they slightly differ from those in the Core Rules (see the value of
transports). Here they are, maybe we can use them...

Tunneler - At the start of the game any tunneler models are
positioned on their transports along with the rest of the army. The
tunnelers themselves are assumed to be underground from the beginning
of the game, and the transports are left on the table. Although
transporters don't have weapons and cannot move, they continue to act
as guidance stations for the tunnelers. It is possible for the enemy
to force a tunneler off-course by destroying its guiding transport
vehicle as described later. A tunneler may attempt to surface during
the Movement phase and is activated like any other unit. Declare the
tunneler to be surfacing and roll 1d6: on a 1 the tunneler has met
some obstruction and may not surface that turn, on a 2+ the tunneler
breaks through the surface. It does not move further during the turn
it emerges above ground, but can move along the surface from the next
turn. If the tunneler's transporter can be seen from the point where
the tunneler intends to emerge proceed as follows: first nominate
where you want to surface and then roll the Scatter die. If a Hit is
rolled then the tunneler has emerged on target, if an Arrow is rolled
the tunneler has missed its aiming point and instead emerge d6x5cm
away in the direction indicated. If the transporter cannot be seen
from the place where you want it to emerge, or if the transporter is
destroyed, then roll the Scatter die in the same way but the distance
will be d6x10cm for misses. Troops carried have independent orders
from the transporting tunnelers, and may disembark the same turn the
tunneler surfaces (they lose the normal 5cm of movement when they
leave a transport). Once on the board, tunnelers may only move on the
ground, always move in a straight line directly forward up to 15cm
and do not double their move on Charge orders. Once the tunneler has
completed its move for the turn may turn up to 45� so that it can
move in a slightly different direction next turn. This is the only
way to turn a tunneler and, as you can imagine, it makes them rather
cumbersome. A tunneler can move through woods, trenches, foxholes,
rocks and other broken ground without slowing down but marshes,
rivers and other bodies of water are impassable once the tunneler has
surfaced. A tunneler can emerge under a building or plough straight
through one if moving overland. That is a bit reckless as the
building can collapse as a result and there is a possibility that the
tunneler may be crushed by tons of plummeting rubble. To see if the
building survives, roll its basic Armor save: if it is failed the
building collapses and any troops inside are killed. If the building
collapses the tunneler may be trapped and destroyed, see its
description in the relevant codex.

BTW... is tunneler or tunneller?
Received on Wed Oct 02 2002 - 07:00:53 UTC

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