Sv: RE: [NetEpic ML] Tunnelers

From: <eivind.borgeteien_at_...>
Date: Thu, 3 Oct 2002 11:25:51 +0200

They do affect them, but with the craters they make, they should be given the "destroys buildings" buildings ablilty.

Eivind
>
> Fra: nils.saugen_at_...
> Dato: 2002/10/02 Wed PM 02:24:37 CEST
> Til: netepic_at_yahoogroups.com
> Emne: RE: [NetEpic ML] Tunnelers
>
> Well, mole mortars are barrage weapons aren't they??? Then they will affect
> buildings....
>
> Nils
>
> -----Original Message-----
> From: eivind.borgeteien_at_... [mailto:eivind.borgeteien@...]
> Sent: 2. oktober 2002 10:56
> To: netepic_at_yahoogroups.com
> Subject: Sv: [NetEpic ML] Tunnelers
>
>
> 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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> >
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Received on Thu Oct 03 2002 - 09:25:51 UTC

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