As a rule update concerning the tunnel for the finger gully to Hall 4:
A tunnel runs from RO EE25 to RO Z21. Due to the restrictive size, a maximum of three squads plus leaders and support weapons may utilize the tunnel. To successfully navigate and exit into Hall 4 takes 3 turns, rolls for lost status as per sewers is not applicable, and due to the terrain of Hall 4, exiting the tunnel into Z21 is not considered hazardous movement unless an KEU is adjacent to hex Z21. Exiting the tunnel will take the squads entire movement rate for that turn at which time, it can claim the terrain modifiers regarding defensive first/ final fire unless a KEU is adjacent to hex Z1. Exiting the tunnel is not considered a concealment loss activity unless there is LOS to hex Z21 at which time concealment is lost.
This rule applies to RO scenarios, as well as the RO campaign games.
For those that are better versed regarding the English language, can you please proof read and adjust as required. Also please consider possible changes, I have play tested this during my CG, it seems to work , but many sets of eyes and play testing by others will improve it.
Thank you
Shane