Are this rules that different from the one we use?? The only thing I miss in our rules is the reference to what happens when the tunneller surfaces in buildings and impassible terrain.
While we are on the subject of tunnelling weapons, shouldn't it be possible for the mole mortars to destroy buildings? After all, they make craters that traps superheavvies. I think such a crater in the fundations of a building should be enough to destroy it.
What do you think?
PS: I think it is "tunneller" :-)
Eivind
>
> Fra: "AntiChrist" <seimejote_at_...>
> Dato: 2002/10/02 Wed AM 09:00:53 CEST
> Til: netepic_at_yahoogroups.com
> Emne: [NetEpic ML] Tunnelers
>
> 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?
>
>
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Received on Wed Oct 02 2002 - 08:56:02 UTC