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The Tunneler; i was bored 1 night...
Topic Started: 7th May 2005 - 02:04 AM (462 Views)
General Vorg
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Keeper of the Squeeks and the Temple

If any of you have seen that giant RoS diarama, youll see a giant drill, well i have created it!

The Tunneler
a rare choice and hero choice in skryre appendix
points: 385

Tunneler: M:6 WS:3 BS:4 S:6 T:6 W:4 I:5 A:2 LD:5
Warloc Engineer: SAME AS ARMY BOOK
Jezzial sniper: SAME AS ARMY BOOK
Chariot, its crew is 2 jezzial snipers and 1 warlock engineer, it is considered to have scythed wheels. It causes D6 impact hits (like a normal chariot)

Armour save: 3+

NOTE: In the Movement phase, The Tunneler moves, in the Magic phase, the warlock engineer may attempt to cast warplighting, in the shooting phase the jezzial fires may shoot, in the close combat phase the tunneler may attack, the warlock engineer may attack, the jezzials my shoot at the opposing unit ONLY.

NOTE: The Warlock engineer may only cast the 1 D6 version of warplighting, not the 2 D6 version, as he spent to much warpstone on the tunneler to effort better warblades.

Special Rules: Jump, its gana blow! Tunneling. Warpstone Powered. Were metalic, were invincible! It... it wont start! Get in!

Jump, Its gana blow!: when The Tunneler is about to explode, the warloc engineer will try to jump out. Roll a D6, on a 4-6, the Engineer is placed where the tunneler was and is considered to be fleeing. The jezzial Snipers are to slow and get blown up.

Tunneling: The Tunneler is known for one thing, tunneling. You may choose not to deploy your Tunneler, but to place a mark anywhere on the battlefeil (besides impassible terrian). on your first turn roll a D6, on a 5-6 the tunneler appears there. In you second turn roll a D6 and if you get a 3-6, the tunneler appears. It appears automaticly on the 3rd turn. If you roll a one, oll a D6 to consult this misfire table

1-2 Wait... where are we going?: The engineer has gone a bit of course, roll a scatter die, the tunnelers marker is moved 2D6 in that direction

3-4 Ahhh! Were under attack!!!: Theyre not really, dont worry. The tunneler has hit a hard object (perhaps thorium, or a dragon). It broke a bit during this so it is no longer considered to have scythed wheels AND it takes 1 Strength 6 hit with no armour save allowed.

5-6 Noo! Dont press the red button! Yes, someone has pressed the red button. The Tunneler appears in its marker, charges to the nearest enemy (if it cannot charge, just remove it from the table). Place a large template on the Tunneler, anything even parcially touched takes a Strength 6 hit, the tunneler take D6 strength 6 hits. If the tunneler dies from this, the warloc engineer may use Its Gana Blow!

If The tunnelers marker is on an enemy unit, conisder it like the tunneler charged it.

Warpstone Powered: Warpstone has it pros and cons. The Tunneler has a 4+ wardsave. The tunneler also is Flamable becuase the warpstone is leaking from it, so if fire touches that warpstone... BAM.

Were Metalic, Were Invincible!The tunneler is immune to phcology, it is unbreakable, it is immune to poison.

It wont start! Yes, the tunneler some times doesnt start. Everytime you want to move with the tunneler, you must roll a D6, if you roll a 1, the tunneler cannot move. But the crew inside it may still cast magic or shoot people (if in range)

Get In! The tunneler is a huge machine with a lot of cargo room, which holds a lot of things, even rats! You may place up to 25 rats inside the cargo hold, (does not count the warlock engineer or jezials snipers). Only thing on an infantry base can go in (no jezzials, no warplighting cannons, no ratling guns no rat ogres etc...). Any of the units insde may come out at the begining of your movement phase and they may move shoot attack or cast spells, just liek any other unit. They must be placed 1 inch away from the Tunneler and cannot be placed into close combat. You may choose to take out more then 1 unit in one turn. If the tunneler is in close combat, the units may be taken out during your movment phase BUT NOT INTO CLOSE COMBAT. If the tunneler dies then the units inside die to. The tunneler may tunnel with units inside it, but the second it appears (even if it appears in close combat) the units are automaticly placed 1 inch away from it, and of course, not in close combat. Other characters may not go inside the Tunneler.



squeeks
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Blood Vixen
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All hail the Age of Skaven
sounds fairly intersting but mby you should lessen the warlock engineer so it can only use 1d6 warp lightning as it doesnt have the equipment for the 2d6
Shhhh I'm not here
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General Vorg
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Keeper of the Squeeks and the Temple

good idea, ill change it now

squeeks
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Morkskittar
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The Tunnel's Resident Rodent Ecologist

That sounds so cool. I really wouldn't make any changes to it. Good job. No further comments.
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The Scourge
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Very nifty, Good stats with wonderfully Skavenish drawbacks. Excelent.
Happy Hunting
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s'nkeep
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Ajax = warpstone juice

http://www.158pol.be/seret/S4200009.JPG

after seeing the tunneler in pictures from french gd... id love it to be able to carry a unit or two in tunnel fashion... i mean can those eshin gutter runners have all the fun... just think of what you could do with a few slave units... and if it misfires eh its only 40 points of slaves..
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Scruitiss
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Grey Seer
No rules for carry a units or two ?
A really good begining.
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General Vorg
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Keeper of the Squeeks and the Temple

carrying a unit... good idea!

ill add it

squeeks
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Mutator
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Retired fat dude

Hmmm. Interesting... Try this for size:

Me
 
Tunnelling Device.   Big screw-fronted tank on tracks, for carrying units into battle.  

200 Points.   Core Unit Upgrade.   Takes rare slot.    0-1 per 2000 points.

M D6
WS -
BS -
S 6
T 6
W 6
I 1
A -
Ld 10

US 6

Armour Save 3+

Rules: Transporter, Tunneller, Powered Movement, Grind, Tank, MR 2.

Transporter:   Select one core unit of 25 rank and file models or less from your roster to be transported (ie those core units able to generate a rank bonus).   The unit may not be accompanied by weapons teams or characters.   This unit is deployed with (inside) the machine, or kept off the table until the machine's tunnelling has been resolved.   They may depart from the machine during the Compulsory Moves part of the Movement Phase, essentially remaining where they are, facing any direction, when the machine moves off (or surfaces and moves off).   They may not move this turn, although the machine may.   Transported units may not depart from the device whilst it is engaged in close combat.   Should the machine be destroyed or lost through a tunnelling mishap whilst the transported unit is inside then the transported units are considered casualties for VP purposes (except their banners, if any, are not captured), unless the tunnelling rules state otherwise.   Otherwise calculate VP for the transported unit and their tunnelling Machine seperately.

Tunneller:  The machine and it's transported unit may follow the tunnelling rules, as normal (including the misfires).   Note that the transported unit may not otherwise move on the turn they depart from the machine despite the machine being able to move on the turn it surfaces.

Powered Movement:   The machine moves on caterpillar tracks along the surface, in any one nominated direction, D6 inches*, in the compulsory movement part of the move phase.   Treat contact with other units (friend or foe) as a charge, with normal charge reactions allowed.   The machine must move unless engaged in close combat.   The machine is not hindered by any form of difficult terrain, although it will cease it's movement upon contact with impassable terrain.   It is free to move away from impassable terrain next turn as normal.

Should the machine roll a 1 for movement then it malfunctions and suffers a wound with no saves in addition to moving, as the gears momentarily lock.

Grind:  The massive drill causes D6+1 impact hits upon models contacted to the front if it counts as charging.   It will perform no other attacks that combat phase.   In subsequent close combat phases, or if charged, then it will grind enemy to the front for D6* hits in normal initiative order. 

Should the machine roll a 1 for number of hits then it malfunctions and suffers a wound with no saves.  No hits are directed against the unit in combat.

Tank:   The Tunnelling Device is a massive warpsteamtank, and thus is unbreakable, causes terror and is a large target.   Units engaged in combat with the Tunnelling Machine may freely depart during their normal moves part of the movement phase if not subject to any form of compulsory movement.   The Tunnelling Machine may not pursue fleeing units.   Tunnelling machines may not contest or capture table quarters or scenario objectives of any kind.

MR2.   It is a massive hunk of metal, and the soft squishy crew are deeep inside.    It is obviously less subject to magic.
Mostly harmless
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General Vorg
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Keeper of the Squeeks and the Temple

meh, i like mine better. I think im going to make it 1 day...

squeeks
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