SPECIAL RULES
Possession: Verminlords are kept in reserve at the start of the game,
even if the mission does not normally use the Reserves scenario special rule. Starting with the second turn check to see if the Verminlord
has possessed a model and entered play. This check is made at the start of the
assault phase.
To see if a model has been possessed, pick any character model in the army
apart from another Daemon and roll a D6. If you roll a 6 the model has been
possessed as described below. If you fail to roll a 6, pick another character
model, and roll the dice again. Keep on doing this until you roll a 6, or have
rolled for all of the character models in the army. Note that all characters
must be rolled for, but the Vermin player gets to pick the order the dice rolls
are made in. If no character is possessed, the Verminlord does not arrive this
turn, but you must check again following the same procedure, in the next turn.
If, or once, a model is possessed, simply remove the Vermin model and replace
it with the Verminlord model. The model that has been removed is destroyed in
the process and counts as having been killed for victory point purposes.
Independent Character: Verminlords are independent characters and
follow all the Independent Character special rules as given in the Warhammer
40,000 rulebook.
Fearsome: If the Verminlord wins an assault his opponents automatically
have to fall back without a Morale check being taken. Opponents that never fall
back or ignore Morale checks ignore this effect and will not fall back.
Fearless: Verminlords never fall back and cannot be pinned. They
are assumed to automatically pass any Morale test.
Monstrous Creature: Verminlords are huge and terribly strong opponents.
They are treated as Monstrous Creatures and therefore roll 2D6 for armour
penetration and ignore their opponents' armour saves in close combat. |