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TUNNEL RUNNERS
It seems completely
plausible to me that creatures such as the
Skaven, which spend most of their lives
underground and dominate a huge subterranean
empire, could make use of their tunnels in
battle. Imagine a small group of these black-clad
adepts of Clan Eshin making their way through the
last layer of soft ground with their deadly
"digging" claws and then jumping on the
unsuspecting warriors of an opposing warband.
The following
rules are for Skaven tunnellers, which you can
use as a new Henchmen option for your normal
Skaven warband. As these are so unusual it would
be only right and proper to let your opponents
know what they'll be facing!
0-1 Skaven
Gutter Runners Tunnel Team . . . . . . 145 gc per
team
The team consists
of 2 Gutter Runners.
| Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| |
6 |
4 |
4 |
4 |
3 |
1 |
5 |
1 |
7 |
Equipment:
Tunnel Runners are equipped with Digging Claws
(counts as Fighting Claws for all purposes).
Special
Rules
Tunnelling:
Tunnel Teams arenot deployed at the beginning of
the game, but use the special rules for
tunnelling (see below).
Team:
If one of the team members gets the
"Dead" result than the other team
member also leaves the warband.
Rules for
Tunnelling
After
both sides have set up, place a tunnel marker (a
penny will do) anywhere on the battlefield. At
the beginning of each Skaven turn (except for the
first) roll a D6 to determine when your team
emerges:
| First
Turn |
N/A |
| Second
Turn |
3+ |
| Third
Turn |
2+ |
| Fourth
Turn |
Automatic |
When the team
emerges, roll a Scatter dice and an Artillery
dice. If you roll a Hit on the Scatter dice, the
marker stays in place; if you roll an arrow, move
the marker the distance indicated by the
Artillery dice in the direction shown by the
arrow.
Once the final
position of the marker has been established,
replace the marker with one of your models and
place the other model within 2" of the first
one, facing any direction. The team emerges at
the beginning of the turn (this is the very first
thing you do in the turn) and can act normally
(yes, they can charge!). If the marker is moved
under an enemy model, the Tunnellers will
automatically engage it in hand-to-hand on the
side closest to the marker (they count as
charging). If the marker is moved under a
friendly model or impassible terrain, place the
tunnellers on the closest edge of the
model/obstacle. If the marker is moved off the
battlefield, the team has got lost (as per result
3-4 on the Mishap table).
Mishap Table
(D6)
1-2 Cave in!
The tunnel collapses and the team is squashed.
Both Skaven are dead as a doornail.
3-4 Where are
we?
The team has got lost and emerged slightly away
from their intended target, maybe in a cave, the
lair of a huge monster, or into the wrong Dwarven
Hall. The team does not take any part in this
beattle.
5-6 I told you
to turn left!
The team almost made it, but went in the wrong
direction for the last few hundred yards. Your
opponent can place the marker anywhere on the
battlefield and deploy the Skaven models as they
emerge. the models cannot move in the movement
phase of the turn they emerge, because they are
too busy trying to work out where they are and
blaming each other for reading the map wrong.
And
if you really want...
It is a bit unfair
that only Skaven can take advantage of this
rule--any other race which lives underground
could have similar units. You can try other troop
types using the same rules, but to ensure that
the balance of the game is not ruined, you should
stick to units of four or less and models with
less than five Wounds (you should not be able to
pop up at the back of an enemy warband with
anything that can threaten a proper warrior).
Tunnel troops should be small groups of
infiltraitors, not huge fighting units.
Dwarf Miners and
Night Goblins (No Fanatics please!) could replace
the Gutter Runners. Just replace the stat-line,
equipment, and points cost of the Skaven with
those of the new warriors, but keep the special
rules for the Skaven tunnellers.
You could also
decide that you are not bothered with respecting
the game's balance and go wild! If so, you can
apply these rules to any monster that could dig
underground, like Hydra, Squigs, or one of the
many Chaos creatures.
If you want to
really push it, entire units could make their way
to the surface from underground if the fight was
close enough to one of the main settlements of
the race involved. So you could have units of
Iron Breakers or Stormvermin popping up from the
ground like daisies in spring.
By the way, these
rules should really apply only to Skaven, Dwarfs,
and Night Goblins. It would be rather unrealistic
to try and do the same with your Dark Elves!
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