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[Epic: Xenos] Expendable and Tunneler

 Post subject: [Epic: Xenos] Expendable and Tunneler
PostPosted: Fri Nov 04, 2011 3:31 pm 
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Just looking for some feedback on these, they'll be generic special rules in the Xenos supplement that the various armies will utilize.

Expendable was written with the FAQs for the Grot rule in mind.

Quote:
Special Rule: Expendable
A formation does not receive a Blast marker when an expendable unit is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move. If an expendable unit is hit by a weapon with the disrupt ability it does not inflict a Blast marker.

If a formation is comprised completely of expendable units then they do not benefit from any of the rules above.

Expendable units killed in an assault count for the purposes of working out its result (see EA 1.12.7).


For tunneler, all that was added was additional clarification (when things are done, overwatch notes, and placing multiple tunneler unit formations). The mechanics of the rule were preserved as it is currently being used by other armies.

Quote:
Special Rule: Tunneler
Tunnelers are set up touching their own side's table edge before the battle starts at the same time that spacecraft are setup (see EA 4.3.1). Any units transported in the tunneler should be placed to one side at this time too.

Secretly write down the location where the tunneler will surface at the same time and in the same manner that you record the coordinates of a drop zone (see EA 4.3.1). You must also secretly record when the tunneler will surface. If it is going to surface in your half of the table it may arrive from the second turn onwards. If it is going to surface in the opposing half of the table, it may arrive from turn three onwards.

Set up the tunneler at the start of the stated turn, before placing units with teleport, at the location you wrote down. Any units being transported are allowed to disembark immediately upon surfacing. Surfacing does not count as movement for the purposes of triggering overwatch fire. Disembarking triggers overwatch fire as normal.

If the tunneler surfaces on terrain that is impassable for it, under a friendly unit, or in an enemy zone of control then it is assumed that on-board sensor equipment will divert it towards another entry point. The unit should be moved by the opposing player to the nearest area where it can surface.

Formations of multiple tunnelers need only record one location where they will surface. Place a unit at this location, or within 5cm of another unit that has already been placed, so long as all units are placed within 15cm of the location and on the appropriate half of the table.

Tunnelers, and any units being transported in them, may take an action on the turn they appear.

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 Post subject: Re: [Epic: Xenos] Expendable and Tunneler
PostPosted: Fri Nov 04, 2011 5:02 pm 
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Expendable seems clear to me.

A note on Tunneller, though. Technically, we are not really talking about transported units and disembark moves when it comes to Trygons, or are we? Since the Trygon does not transport the raveners, could not we state that tunnelling (after setting up the entire formation) triggers overwatch? Seems a bit simpler to me.

/Fredmans


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 Post subject: Re: [Epic: Xenos] Expendable and Tunneler
PostPosted: Fri Nov 04, 2011 5:08 pm 
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Trygons don't transport units but the termite/mole/hellbore do.

Given that you can't overwatch teleporters or planetfall I think the same should hold for tunnelers. They'll still have to move to engage and that will trigger it.

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 Post subject: Re: [Epic: Xenos] Expendable and Tunneler
PostPosted: Fri Nov 04, 2011 5:15 pm 
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Tunneller: Why not just remove and use Teleport instead?

The 'nid list is the slowest playing army list in my experience, and could benefit from some speeding up IMO.

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 Post subject: Re: [Epic: Xenos] Expendable and Tunneler
PostPosted: Fri Nov 04, 2011 8:26 pm 
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I quite like tunneler and have no problems with the current wording. I think that using teleport for Trygons could become overpowered in the context of the nid list.


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 Post subject: Re: [Epic: Xenos] Expendable and Tunneler
PostPosted: Fri Nov 04, 2011 8:45 pm 
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Not with a price bump for tunneling formations.

I find tunneling to be a right pain in the arse at the moment.

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 Post subject: Re: [Epic: Xenos] Expendable and Tunneler
PostPosted: Fri Nov 04, 2011 8:50 pm 
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Tunnelling gives a good feel for Nids, but does slow down the start of a GT game. Quickens up later turn starts though.


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 Post subject: Re: [Epic: Xenos] Expendable and Tunneler
PostPosted: Sun Nov 06, 2011 3:14 am 
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Thanks (o:

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