You may include between one and five Myrmidons for each Elites or HQ choice. Each Myrmidon must be attached to a Vermin pack as indicated in the army list. The Myrmidon is a member of his squad and cannot
leave it during the game.
Weapons: Myrmidon's whip.
Options: Each Myrmidon can be given any equipment allowed from
the Vermin Armoury.
SPECIAL RULES
Leaders: Although natural leaders, Myrmidons will always
subordinate themselves to higher authorities. To represent this Myrmidons
may be taken as both HQ and Elite choices.
Pack: The Warvermin pack consists of between five and twenty Warvermin.
Weapons: Autopistol and close combat weapon.
Options: Any
model may replace their autopistol with an autogun or shotgun at +1 pt.
Any model may
either upgrade their ranged weapon with Warpstone ammunition at +1
pt, or replace their close combat weapon with a Warpstone blade for +5 pts.
The
entire pack may have any of the following: frag grenades at +1 pt per model;
krak grenades at +2 pts per model; Warpstone bombs at +4 pts per model.
The pack may be accompanied by a heavy weapons team bought separately
from the Heavy Support section.
The pack may be led by a Myrmidon bought
separately from the HQ
or Elites section.
Transport: If the pack numbers
thirteen models or less the entire pack may be mounted in a Burrower bought separately from the Fast Attack section of the Army List.
Pack: The pack consists of between five and ten Shadowvermin.
Weapons: Needle pistol and close combat weapon.
Options: Any model may replace their close combat weapon with a
weeping
blade at +7 pts.
Any model may replace their needle pistol and close combat weapon with a
needle sniper rifle at +5 pts.
The entire pack may be given any of the following: frag grenades at
+1 pt per model; krak grenades at +2 pts per model, smoke grenades at
+2 pts per model; warpstone bombs at +4 pts per model.
SPECIAL RULES
Shadow Cloak: All Shadowvermin wear a Shadow Cloak, thus any shooting
at a
unit of Shadowvermin in cover requires a 6 to hit.
Infiltration: In the right
circumstances Shadowvermin can work their way
into a forward position on the battle field. To
represent this, as long as the mission allows Infiltrators they may set up using the Infiltrators
rule. If the mission does not allow Infiltrators then after
both sides have deployed but before the first turn takes place the Shadowvermin
pack may make a 'free move' of up to D6+6".
Move Through
Cover: Shadowvermin roll an extra D6 when
rolling to move through difficult terrain. In
most cases this means that they will roll 3D6 and
pick the die with the highest score.
Pack: The pack consists of between five and ten Biotox Fanatics.
Weapons: Biotox Censer.
SPECIAL
RULES
Fearless: Biotox Fanatics never fall back and
cannot be pinned. They are assumed to automatically pass any
Morale test.
Biotox Censers: Biotox censers are huge
but cumbersome weapons, thus in close combat Biotox Fanatics
strike at +2 Strength and -1 Initiative (already included on
profile).
In addition, the rank clouds which issue from the biotox censers surround the Fanatics, making them difficult targets to shoot
at. Biotox Fanatics and any Skaven unit shot through a Biotox
Fanatic pack count as being in cover against
shooting attacks, and thus receive a 5+ cover save.
Pack: You may include one Shadow Assassin as a
single Elites choice.
Weapons: Weeping warpstone blade (bonus already included on profile), needle pistol.
Options: The Shadow Assassin may have any of the following:
bands of power at +10 pts; Warpvermin grenade pack loaded with weeping grenades
at +10 pts; prehensile tail at +10 pts; warpstone bombs at
+5 pts.
SPECIAL
RULES
Shadow Cloak: The Shadow Assassin wears a Shadow
Cloak, thus any shooting at the Shadow Assassin whilst he is in cover
or specifically targeting the Assassin whilst he is part of
his pack requires a 6 to hit.
Concealed: The Shadow Assassin must be
assigned to a pack at the start of the game; make note as to
which pack the Assassin is assigned to. The Shadow
Assassin is not set up at the start of the game as normal,
instead the Assassin is revealed once his pack is fighting in
hand-to-hand combat. The player declares that his pack
conceals a Shadow Assassin, and replaces any model from
the pack in base-to-base contact with an enemy with the Shadow Assassin.
Surprise Attack: To account for the element of surprise, on
the turn during which he is revealed a Shadow Assassin
fights before any other models but at the same time as
any other models with the ability to strike first (eg. Howling
Banshees). After the Assassin has made his surprise attack he becomes
a part of his pack and fights as normal.
Leadership: Although the Assassin remains a part of his
pack his Leadership value is never used by the pack he is with,
nor does he benefit from the Pack Mentality rules. If the pack he is with is fails a morale or Leadership test
and is forced to flee the Assassin may either remain with the
pack and suffer the consequences or pass a separate leadership
test and transfer to another pack within 6".