WARGEAR
Bands of Power: These are a special
set of bracers inset with intricate Warpstone designs. A model
equipped with bands of power may activate them at the start of any assault phase.
Until the end of the assault phase the model may double his Strength.
A single set of bands of power may only be used D3 times per game,
roll to determine the number of uses when they are first used.
Biotox Blade: Any
close combat from with a biotox blade which roll a 6 to wound cause Instant Death (ie counts
as having a Strength twice the target's Toughness). Note: the model
may still save as normal.
Biotox Hurler: Any hits from a biotox
hurler which roll a 6 to wound cause Instant Death (ie counts as
having a Strength twice the target's Toughness). Note: the model
may still save as normal.
Biotox Grenades: An enemy unit
charged by a unit armed with biotox grenades suffers a -1 to hit
modifier in hand to hand.
Blessing of the Horned Rat:
If a model with the blessing of the Horned Rat is wounded and fails
his armour save (or receives no save) and is within 2" of a
friendly model roll a D6. On a result of 4+ he ducks away at the last
minute - apply the wound instead to any friendly model within 2".
Doom Glaive: Each Verminlord wields a
deadly weapon called a Doom Glaive. The Doom Glaive is a massive spear
with a huge blade of warpstone attached to its head. In addition to
being used in close combat, a Doom Glaive may also be thrown in the
shooting phase and uses the following profile.
Weapon |
Range |
Strength |
AP |
Type |
Doom Glaive |
6" |
6 |
2 |
Assault 1 |
After being thrown it will magically return to the Verminlord's
hand. In addition, on any natural to wound roll of 6 a hit from a Doom Glaive
will inflict D6 wounds instead of 1.Engineer Warlock's Tools:
Each turn an Engineer Warlock equipped with his tools may either
attempt to repair an immobilised vehicle or destroyed vehicle weapon
(successful on a roll of 6), or allow the unit that he is part of to to re-roll one missed to hit shooting roll.
Flame Cannon: A flame cannon works in
exactly the same was as a Heavy Flamer, except the heavy flamer
template is moved forward D6" when fired. Any model which is
covered or partially covered by the heavy flamer template as it moves
is effectively hit by a heavy flamer.
Myrmidon's Whip: A Myrmidon's
whip is treated as a close combat weapon, and also
allows the Myrmidon to attack models within 2" as if they were
in base-to-base contact.
Additionally, once per turn a Myrmidon may use the whip if his
pack fails a leadership test of any kind. Resolve a single close
combat attack by the Myrmidon at the closest member of his pack: if
the attack successfully hits the pack may re-roll the failed
leadership test.
Needle Pistol: Needle pistols work
similarly to Needle Rifles in that they fire small needle-like
projectiles coated in poison. A needle pistol always wounds on a 4+,
regardless of the targets Toughness value.
Prehensile Tail: A Vermin model with
a prehensile tail receives an additional +1 attack.
Screaming Bell: Each time the Screaming Bell is used, roll 2D6 to determine the
strength of the hit, however if doubles are rolled the Screaming Bell
itself is also damaged - roll a D3 on the glancing hit table to see
what effect it has on the vehicle. When rolling to penetrate
against vehicles roll 4D6 and discard the lowest die.
In addition, any Vermin pack with a model within 6" of a
Screaming Bell when it is fired receive +1 Ld until the end of the
following opponent's turn.
Shadow Cloak: A shadow cloak is
a specially woven cameleoline cloak which renders its wearer near
invisible in cover. Any enemy firing at a model wearing a shadow cloak
in cover requires a 6 to hit.
Skalm: A model equipped with Skalm allows his
unit to ignore its first failed saving throw each turn. This ability
may not be used on any model who has been unfortunate enough to suffer
Instant Death or that has been hit by a weapon that allows no save.
Staff of Power: A Grey Seer wielding a
staff of power gains a bonus of +1 to his Leadership when making any
Psychic tests. In addition it is treated as a power
weapon, but can unleash a psychic attack that can kill an opponent
outright. Roll to hit, to wound and to save as normal, Then as
long as at least one wound has been inflicted, make a Psychic test for
the psyker against one opponent wounded by the rod. The normal rules
for using psychic powers apply, and you can not use another psychic
ability in the same turn. If the test is passed then the opponent is
slain outright, no matter how many wounds it has (but count the actual
amount inflicted for determining which side won the assault).
Warpstone Ammunition/Blade: Vermin
weapons may be upgraded with Warpstone blades or ammunition. A warpstone blade or weapon with warpstone ammunition receives a bonus of +1 Strength.
In addition, any hits which roll a 6 to wound ignore armour saves, and
any hits against vehicles which fail to penetrate but roll a 6 for
penetration score a glancing hit, regardless of the target's armour
value.
Warpstone Bombs: Warpstone Bombs have
an armour penetration of 4D6 against vehicles. However, warpstone bombs need to be
primed and clamped on, so each model using them makes only one attack
and doesn't count bonus attacks for charging, extra hand weapons, etc.
Warpstone bombs can be used in a Death or Glory attack against a tank
attempting to overrun.
Warpstone Charm:
A model bearing a Warpstone Charm gains an Invulnerable save of 6+. In
addition, any psychic power affecting a model with a Warpstone Charm is nullified on a roll of
4+ and may not be used that
turn.
Warpvermin Grenade Pack:
Warpvermin are equipped with a short ranged grenade launcher loaded
with frag and krak grenades, and sometimes weeping grenades. Weeping
grenades are a special type of grenade consisting of a highly corrosive poison
contained within a glass sphere. Weeping grenades always wound on a 4+, regardless of
the
target's Toughness value.
Warpvermin Jump Pack: Warpvermin
use a complex jump generator which allows them to jump short distances
through the warp. Although this allows them to move rapidly and avoiding
any obstacle, the Warpvermins' exposure to the warp is not without peril. A
model with a Warpvermin jump pack may move up to 12" in the movement
phase and ignores all terrain during its move. The model may not
finish its move in impassable terrain.
The Warpvermin may make a second jump at the start of the assault
phase if you wish. They cannot make a second jump and charge into an
assault in the same turn. The jump generator becomes more
unpredictable during this second jump and the following rules apply.
Nominate the direction the squad is jumping in and move the squad
2D6" in this direction. If you roll a double, one member of the
squad has suffered a calamity in the warp and is removed as a casualty
(the survivors move the distance rolled).
A unit equipped with Warpvermin jump packs advance and fall back
3D6",ignoring terrain as for its normal move.
Weeping Blades: A weeping blade always wounds on a roll of 4+,
regardless of respective Strength and Toughness values. Additionally, a natural to wound roll of 6 means
that D3 wounds are inflicted instead of 1.
PSYCHIC POWERS
Curse of the Horned One: The
Curse of the Horned one may be used during the shooting phase instead
of firing a weapon. Choose any model within 18" and line of
sight as the target: the Vermin player rolls 4D6 and the
opposing player adds together the target model's Leadership,
Toughness and remaining Wounds - for each point the Vermin player wins
by the target loses one wound, no armour save allowed. If the
Vermin player scores equal to or less than the target the psychic
power has no effect.
Death Frenzy: The Death Frenzy psychic
power may be used during the shooting phase instead of shooting.
Nominate a
Vermin unit within 12" and make a psychic test. If successful, the target unit
may make a
'Fleet Of Foot' move of 2D6" instead of the regular
D6". If doubles are rolled the unit suffers D3 wounds from
overexertion, with normal
armour saves allowed.
Warp Lightning: The Warp Lightning
psychic power works in the same way as the Warp Lightning
Generator, and may either be used during the shooting phase
instead of firing a weapon, or at the start of the Assault phase.
Weeping Wind: The Weeping Wind may be used
during the model's shooting phase instead
of shooting a weapon. When used, the Weeping Wind counts as a weapon with the
following profile:
Weapon |
Range |
Strength |
AP |
Type |
Weeping Wind |
18" |
* |
6 |
Ordinance 1 Blast |
The Weeping Wind always wounds on a 4+,
regardless of the targets Toughness value.
VEHICLE UPGRADES
Biotox Cloud: Roll a D6 for each model assaulting a vehicle
equipped with a
biotox cloud - if the roll is
higher than the model's toughness the model automatically takes a wound but may roll for armour as normal.
Icon of the Horned Rat: All Vermin packs with at least one model
within 6" of a vehicle with an Icon of the Horned Rat receives
+1 Ld.
Warp Lightning Generator: A
Warp Lightning Generator may be used in one of two ways: If the model is
engaged in close combat it may make D3 extra close combat attacks worked out at Initiative 8. This can be used
on models within 2" as well as those in base contact. The attacks
will hit on a roll
of 4+ regardless of Weapon Skill, and inflicts D3 Strength 6 hits with
normal armour saves allowed. Note: since any models killed in this
fashion count as close combat casualties, a Doomwheel will get its
full number of Attacks, even if the model it is in base contact with
is killed by the Warp Lightning Generator.
If the vehicle is not in close combat the Warp Lightning
Generator can be used as a ranged weapon with
the following profile:
Weapon |
Range |
Strength |
AP |
Type |
Warp Lightning |
24" |
6 |
- |
Assault D3 |
Warp Lightning Field: The warp
lightning field offers the vehicle a variable saving throw against
shooting attacks. At the start of each Vermin turn
roll a D6 and consult the following table:
D6 |
Result |
1 |
The Warp Lightning Field shorts out, and may not be used for
the rest of the game. Roll a D3 on the glancing hit table to see
what effect it has on the vehicle. |
2-4 |
The vehicle receives an armour save equal to the die roll
against all penetrating and glancing hits until the start of the next
Vermin turn. |
5-6 |
The vehicle receives an invulnerable save equal to the die
roll against all penetrating and glancing hits until the start of the next
Vermin turn. |
Warpstone Charm:
Any psychic power affecting the a vehicle with a Warpstone Charm or any Vermin within 6"
of the vehicle is nullified on a roll of 5+ and may not be used that
turn.
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