WARPVERMIN PACK
Points/Model WS BS S T W I A Ld Sv
Warpvermin 18 3 3 3 3 1 4 1 7 6+

Pack: The pack consists of between five and ten Warpvermin.

Weapons: Close combat weapon and warpvermin grenade pack.

Options: The entire pack may equip their warpvermin grenade packs with weeping grenades at +3 pts per model.

SPECIAL RULES

Warpvermin Jump Packs: See the wargear section for details.







DOOMWHEEL SQUADRON
Points/Model WS BS S Armour I A
Front Side Rear
Doomwheel 65 4 4 3 10 10 10 5 1

Type: Walker/Bike.

Crew: One Warlock Engineer per Doomwheel.

Squadron: The squadron consists of between one and three Doomwheels.

Weapons: Each Warlock Engineer rider is armed with a warpstone autopistol. Each Doomwheel is armed with a warp lightning generator.

SPECIAL RULES

Movement: The Doomwheel moves as if it were a bike, but is treated as a walker in all other respects.

 

 


BURROWER
Points Armour BS
Front Side Rear
Burrower 100 12 10 10 3

The Burrower must be assigned as a transport upgrade for another unit and may only transport the unit it was assigned to. Independent characters that join a unit with a Burrower may also travel in it.

Type: Light vehicle, tunneller

Crew: Vermin

Weapons: Drill (counts as a dreadnought close combat weapon).

Options: The Burrower may be equipped with any of the following vehicle upgrades for the cost listed in the Vermin Armoury: biotox cloud, icon of the horned rat, warp lightning field, warp lightning generator, warpstone charm.

Transport Vehicle: The Burrower can carry up to 13 Vermin (count Banes as two models).  It is always taken as a transport upgrade for another unit and may only transport the unit it was bought for.  Independent characters that join a unit with a Burrower may also travel in it.

SPECIAL RULES

Drill Attack: Burrowers are able to use their drill bits whilst above-ground to attack.  When attacking, Termites follow the rules for walkers in close combat.

Tunneller: A Burrower may always be placed in reserve, even if reserves are not normally allowed by the scenario being played, and enter play using the Deep Strike rules.

Movement: Although able to move rapidly whilst tunnelling underground, a Burrower is slow and cumbersome when above-ground. Burrowers can move up to 6" a turn. They must always move straight ahead, and at the end of the move can pivot up to 90º.

Rough Terrain Capable: A Burrower may re-roll failed Difficult Terrain tests.


 
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