WARMASTER
Points WS BS S T W I A Ld Sv
Warmaster 40 5 4 4 3 3 5 3 7 4+

Options: The Warmaster can be given any equipment allowed from the Vermin Armoury.

Retinue: A Warmaster may be accompanied by a Warvermin retinue. The Warvermin retinue is purchased exactly as outlined in the Elites section of the army list, but the Warlord and his Warvermin count only as a single HQ choice.

SPECIAL RULES

Independent Character: Unless accompanied by a retinue, the Warmaster is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

 

 


 
GREY SEER
Points WS BS S T W I A Ld Sv
Grey Seer 35 3 3 3 3 3 5 1 7 6+
Seer Initiate 5 3 3 3 3 1 4 1 5 6+

Options: The Grey Seer can be given any equipment allowed from the Vermin Armoury.

The Grey Seer may be given any of the following Psychic Powers: Curse of the Horned One at +20 pts; Death Frenzy at +15 pts; Warp Lightning at +20 pts; Weeping Wind at +25 pts.

Retinue: A Grey Seer may be accompanied by up to twenty Seer Initiates. Seer Initiates are each armed with an autopistol and close combat weapon.

SPECIAL RULES

Independent Character: Unless accompanied by a retinue, the Grey Seer is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

Initiates: A Grey Seer may use an Initiate to re-roll a failed psychic test. Each time this is done, remove one Initiate as a casualty. A Grey Seer may only do this once per psychic power use.

Cunning: A Vermin army including a Grey Seer may double their strategy rating to 2D6.

Note: The Grey Seer Initiate concept was created by Alister of the Scrinswarren and is used without permission.


0-1 VERMINLORD
Points WS BS S T W I A Ld Sv
Verminlord 100 8 4 6 6 4 6 3 10 5+ (Invulnerable)

Weapons: Doom Glaive

Options: The Vermin Lord may be given any of the following Psychic Powers: Curse of the Horned One at +20 pts; Death Frenzy at +15 pts; Warp Lightning at +20 pts; Weeping Wind at +25 pts.

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.


 
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