In the WD version the tunneller's transporter has its importance too,
since it determines the scatter when the tunneller surfaces.
IMHO it should be mantained, or is pointless to have stats for the
Hellbore's transport.
--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:
> Hi!
>
> I believe Jar mentioned something about updating the tunnelers in
the
> drafts already out. The main difference from the original rules and
ours
> is that troops can disembark on the turn they surface in net epic.
>
> The part of what happens if it comes under a building was omitted,
but
> should really be part of the rules. It will go in if Jar hasn't
already
> done it.
>
> As for the spelling, either form isn't recognized by spell check so
I
> don't know if there IS a correct form.
>
> Peter
>
> -----Original Message-----
> From: AntiChrist [mailto:seimejote_at_t...]
> Sent: Wednesday, October 02, 2002 3:01 AM
> To: netepic_at_y...
> Subject: [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 Thu Oct 03 2002 - 06:45:52 UTC