Deploying via Tunnel

(Rule)
Description: A unit with an attached Warp. grinder is not deployed at the beginning of the game, but instead uses the following rules: During deployment, but before Scouts, place a tunnel marker anywhere on the battlefield. The unit will then deploy like Ambushers. 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 number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the team and its parent unit are considered lost; treat them as casualties. If you roll misfire, roll on the Warp-grinder Mishap chart. Once the final position is established, place the Warpgrinder and its parent unit so both can touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction. If the marker is under an enemy unit when the Warpgrinder and its parent unit emerges, the Warp-grinder and its parent unit are both considered to have charged. Place the attacking Skaven to the front of the enemy unit that is atop the marker. The Warp-grinder fights in close combat using its crew's I, but not their Attack profile. Instead it uses the Weapon profile.