TUNNELS
- A tunnel is an underground passageway, dug through the surrounding soil/earth/rock and enclosed except for entrance and exit, commonly at each end.
- For the purposes of Heroes and Leaders mod, a Tunnel connect Bunkers, Fortresses, and/or Stone Buildings for convenient passage of people and equipment, for military purposes.
- Tunnels are not dug during play; they must be present on the board from the beginning, prior to start.
- The ground level Location of any hex marked with a staircase that allows to go down to the underground location of the entrance or exit to the Tunnels network are a Tunnel Location.
- The entrances/exit must be in separate ground level Bunker and/or Fortress Locations.
- Tunnels represent a net found beneath ground level of boards.
- Tunnels allow Infantry to move beneath the surface of the playing board free from the effects of enemy presence or fire at higher levels.
- While a Tunnel Location is one level below the rest of the hex where it is located, a unit in a Tunnel Location is at the same level as the hex it occupies, so in the habitual LOS of all enemy units. That is, the units that are in a Tunnel Location are not underground, outside the enemy LOS.
- A Tunnel Location may never be overstacked.
- Entrance to and exit from the Tunnels system are limited to Tunnels Locations.
- Tunnels can be connected together in forming Tunnel networks.
- Only a Hero, or Leader and all the units stacked with him, may, if they begin their impulse in a hex with a Tunnel Location, move to any other hex with other Tunnel Location within a range of six hexes.
- A Tunnel consists of two entrance Locations which must be within six hexes of each other.
- Only Good Order Infantry may enter and move inside a Tunnel net from a Tunnel Location.
- The squads and half-squads cannot move through the Tunnel network without being stacked with a Hero or a Leader.
- Heroes or Leaders can only move through the Tunnel network if they have a "Sewer Rat" Skill Card.
- Furthermore, only those units granted Tunnel Movement capability, may enter the Tunnel.
- Such movement is considered Tunnel movement, and is not subject to Opportunity Fire.
- Tunnel movement must start in a Tunnel Location and end in other Tunnel Location.
- Tunnel movement must be performed as one combined stack.
- If the destination hex is occupied by enemy troops, the units that made Tunnel movement conduct Melee combat as per standard Melee rules.
- The tunnels are also connected to the Sewer underground network, and the units can move freely from one Tunnel Location to another of Sewer, and vice versa, always within the limits of six hexes of maximum range.
- Units in a Tunnel may not portage more than their IPC nor push a Gun.
- Tunnel movement cannot be used to move beneath any Water Obstacle hex.
- Broken units may enter a Tunnel and use it to rout.
- Routing units are immune to Interdiction while in a Tunnel and may use it to move adjacent to or towards a Known enemy unit, provided that when they emerge they are no closer to any armed enemy unit that was Known when they entered the Tunnel, and that they don't become adjacent to a Known, unbroken armed enemy unit.
- No Fortifications are allowed in a Tunnel Location.
- A Tunnel Location covered by Rubble or Blaze is treated as if no Tunnel exists therein, but the Tunnel Location beneath it still exists.
- A Tunnel Location has no TEM.
