Dwarven Tunneler : Chris Hajison

The Dwarves are famous for their ingenuity and creativity with machines, and the Dwarven Tunneler is their latest and most awe-inspiring invention.  The machine is itself has a wood and canvas covered shell with a large burrowing cone mounted to the front.  On top of the ground, the machine is ponderous and slow moving, but underground, it can move through solid earth with ease.  The machine is powered by steam and driven by a series of pulleys and gears connected to a center drive shaft.   The steam generation is still a highly dangerous affair, and the power required to drive the boring machine is so great that Tunnelers have been known to explode with the effort of generating enough steam.  The Tunneler is crewed by a driver and an engineer and has enough to cram up to 5 size one models inside.  Only size one models may ride in the Tunneler, and due to the terror and abuse of riding the dangerous thing, only dwarves may ride inside, and no creatures, or other races.  Further more, once underground, the steam quickly makes it unbearable for the riders (even dwarves) so the Tunneler may never stay underground for more than three turns.  If it attempts to stay under for a fourth turn, the Tunneler and all crew and passengers are lost.

 

CC

MW

PW

LD

AC

W

ST

MV

A

Def

S

Cost

 

12

10

-

14

2

1

1

3

 

0

1

-

Crew

-

-

-

-

2

5

0

2/4

23/26

+2

3

65

Tunneler

 

Special Rules:      While inside the Tunneler, all riders are immune to fear and panic.  Tunneler and Crew are immune to fear and panic.  Trample (Dam 14), Tunneling (as abyss crawler).  To embark or disembark the Tunneler, it requires the model to expend 1 action.  Models may embark if in base to base with either side of the Tunneler, and not in base-to-base with an enemy model.  To disembark, place model in base-to-base contact with the Tunneler.  If disembarking model is placed in base-to-base with an enemy model while disembarking, treat enemy model as if it where braced.  One Tunneler may be in a force for every 1000, or portion of 1000, in an army (like spell casters).

Equipment:            None

Structure:             2 crew, unit counts as an Individual

 

Roll

Location

Effect if save fails

1 – 14

Tunneler

1 Wound

15 - 18

Crew or Rider

Random Crew or Rider takes a wound

19 - 20

Boiler

Roll on Critical Boiler table

Table 1: Hit Location

If a crewmember dies, then Tunneler moves at half rate.  If both die, the Tunneler may not move and is counted as a casualty although riders may still disembark.  If the Tunneler takes its last wound, it must roll on the Critical Boiler Table and then, regardless of the result, it may not move, and is counted as a casualty.  Crew may disembark and become a leaderless warband. Armor for the boiler is 23; armor for the Tunneler is 26.

Roll

Effect if save fails

1 – 2

Tunneler takes a wound and spouts a steam leak.  One random rider or crew takes a dam 10 hit.

3 – 7

Tunneler begins losing steam.  Tunneler takes a wound and moves at half speed for rest of game.

8 - 12

Tunneler takes two wounds and spouts a major steam leak.  Two random riders or crew takes a dam 10 hit.

13 - 18

Boiler has a massive leak.  All crew and riders take an 8x2 hit.  Tunneler cannot move and counts as a casualty.

19 - 20

Tunneler boiler explodes and Tunneler is destroyed in a shower of shrapnel.  All crew and riders take a 12x3 hit.  Center Hail or arrows template on Tunneler and all other models touched take a Dam 11 hit. 

Table 2: Critical Boiler Table

 

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