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 90.

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


 
All original concepts Krinos. Last modified 06-10-01. Disclaimer: This website is completely unofficial and in no way endorsed by Games Workshop Limited. Warhammer, Squat, Astronomicon and Skaven are trademarks of Games Workshop Limited,and are used without permission. No challenge to their status is intended.