Racial Traits
The Underempire: Most of the engagements of the war of the Vermin are between the Lesser Tribes of the Underempire. The Migratory Tribes are less prone to war as they are concerned with their survival and self-sufficiency in a foreign and potentially hostile land. Furthermore, the Migratory Tribes are secluded on different worlds and have no chance for warfare except against their host race, although it is known for several Migratory Tribes to occupy the same world. Should the engagement be between two Vermin tribes from the Underempire, the terrain will be of the Underempire, which includes rocky outcrops and fungus trees. Underground lakes are also common in the Underempire. In addition, the warriors of both Vermin tribes treat it as if it was nighttime, for the Underempire is so called for its eternal twilight. Greyfur and Blackfur alike gain a permanent +2 boost to their BS.
Instinctual Preservation: The Vermin are relatively small creatures compared to the other sentient species of the universe. Their natural genetic conditioning of self-preservation allows them to take cover even in the barest of settings. To reflect this, all Greyfurs gain a natural 5+ CS regardless of whether they are actually in cover, while Blackfurs gain a natural 6+ CS due to their larger size and their more aggressive disposition. Also, whenever a Vermin unit has to make a Fall Back Move, it flees 2D6"+2 if it is a Greyfur unit and 2D6"+1 if it is a Blackfur unit.
Nocturnal: Vermin were born as a race in the darkness of the caverns of the Underempire through exposure to Warpstone. As a result of living in conditions of eternal darkness, the eyesight of the Vermin are extremely sensitive to light. To reflect this, Vermins have a naturally low Ballistic Skill. Should however, the Battle be a Night Fight scenario, or if night is created through artificial means, the Vermin gain a +2 bonus to their Ballistic Skill. In addition, they suffer no penalties for targetting in Night Fight scenarios. On top of that, should the Vermin suffer a Grenade Attack or any Attack that generates bright flashes of light, their Initiative is reduced by half, rounding down, while their Leadership is reduced by 1. If however, the Vermin are wearing Nightshades or under the Call of the Shadows Psychic Power, then their Initiative and Leadership are not reduced by Grenade Attacks.
Fleet of Paw: The Vermin were naturally creatures that crawled on all fours, before evolving into bipedal creatures that moved upright. In the heat of a battle, in order to gain ground and move with haste across the battlefield, the Vermin may choose to fall on all fours, and use their powerful forelimbs for added mobility, traversing even over difficult terrain with ease. To represent this, during the Shooting Phase, the Vermin may choose to Move instead of Shoot that Turn. The distance travelled is determined through the roll of 2D6 and the result is translated directly into the distance Moved in inches. This rule is only applied however, if the Vermin have free use of their forelimbs, as they are unencumbered by the handling of any weapons. If the Vermin in question have their forelimbs occupied in some form or manner, roll a single D6 instead to determine the Movements of the Vermin during the Shooting Phase. The CS bonus provided by Instinctual Preservation is forgone however, to reflect the Vermin Moving forward in their need for haste, ignoring the possible dangers that lie ahead. You may instead choose to keep the CS bonus of Instinctual Preservation by Moving forward your Initiative value in inches. This is to reflect the Vermin traversing ground cautiously, with their senses on the alert.
Burrow Warren: Should the Vermin encounter enemy within their own ground, they may use the burrows of their Warren to quickly traverse ground from one point to another. Should you be the defensive player within this Battle, i.e. you take second turn after the other player, you may distribute Burrow Exits and Entrances anywhere upon the Battlefield. To determine the number of Burrow Exits and Entrances, count the number of Greyfur packs and Vermin Tides within your army. That number is the exact amount of Burrow Holes upon the Battlefield. Place a marker to determine the presence of a Burrow Hole. Any Vermin unit within your army is free to access these Burrow Holes to pop out anywhere upon the Battlefield through another Burrow Hole. If an enemy unit is within 6" of a Burrow Exit, the Vermin unit counts as charging with a +1A bonus on top of the usual Attack bonus for charging just as if it has the Surprise Assault Special Rule. This is to represent the Vermin's ability to sense the vibrations caused by movements above ground and thus gain the preemptive on units on the surface. A Vermin unit may choose instead to enter a Burrow Entrance and lay in wait underground till an opportunity presents itself, when an enemy crosses a Burrow Exit, to reemerge for a Surprise Assault. Enemy Vermin from the opposing army may use the Burrow Holes too.
Scavengers: Vermin are known to live in huge underground Warrens beneath Hive Cities. In such situations, the Vermin are forced to subsist on scavenging, emerging from their subterranean dens to snatch whatever food supplies or equipment they can get their hands on. So too it is with technology. Much of their progress in science has been through the acquiring and dissecting of the gadgets of other races. This much to do with the fact that the dens they live in do not harbour the appropriate conditions for the manufacturing of firearms or any other such technological products. So it comes to be that Vermin residing within the underground of Hive Cities resort to a life of scavenging for all manner of things, from food to weaponry. To represent the scavenging tendencies of the Vermin race, whenever a Vermin unit happens upon fallen bodies on the Battlefield, you may choose to swap one model per fallen warrior, to represent the Vermin grabbing the equipment for his own. In other words, when any soldiers on both sides are to fall in battle, place them sideways down on the Battlefield instead of removing them as usual. Soldiers that have been wiped out from a Sweeping Advance are removed as per normal and do not count towards the fallen bodies upon the Battlefield.
Mystique of the Eldar: During the Great Age of Vermin, Morskittar began his campaign of domination, raising their race to their place as the most powerful species in the galaxy. However, they encountered the Eldar, and from that one experience they have come to dread facing the Eldar. The Vermin had managed to infest the craftworld of Saim-Hann, after Morskittar learnt of the ancient Webways, when he broke the one last secret of the Warportals. First, they simply infested the Craftworld without attacking or provoking the Eldar of Saim-Hann, gathering data on this new species they had encountered. Then once enough intelligence has been gathered, Morskittar began his invasion. After months of reconnaisance, Morskittar had knowledge of the key infrastructure and any weakness in the defences of Saim-Hann, and he exploited them. In this way he was largely successful in the invasion, almost infesting 50% of the entire Craftworld. Then, he met Eldrad Ulthran. From there, it went all downhill, for the ancient Eldar mustered the forces of Saim-Hann and launched quick attacks with the Jetbikes they were reknowned for, before quickly withdrawing, reducing Morskittar's forces through guerrilla tactics. Not to mention, the Eldar Farseer gathered the Warlocks and Farseers of Saim-Hann into a great coven, and their combined psychic might proved superior to even the Prophets of Tribe Whitempest. In this way, the Vermin were repelled from Saim-Hann, and they suffered greatly in that endeavour. From this one experience, against the psychic mastery and advanced technology of the Eldar, the Vermin have come to dread facing the Eldar on the field of battle. All Vermin units Fear all Eldar units. Whenever a Vermin unit is Charged by an Eldar unit, it has to pass a Leadership Test with a -1 modifier to the Leadership of the unit or Fall Back immediately. Should the Vermin unit attempt to Charge an Eldar unit, it has to pass a Leadership Test with a -1 modifier, failing which it becomes Pinned. Should it become engaged with that unit, then it suffers from -1MS and -1I in close combat.
Packs:
Troops
Greyfur: MS:3 BS:1 S:2 T:2 A:1 W:1 I:4 L:5 AS:- CS:5+
Point Cost: 4
Unit Size: 30
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Claws, +Nightshades+3Pts, Mirage Cloak
Special Rules:
Instinctual Preservation, Nocturnal, Burrow Warren, Scavengers, Fleet of Paw
Pack Mentality: Within a pack, the Vermin in the back rows gain courage from the Vermin in front of them. In their minds, they act as a living barrier between them and the enemy. The Vermin in the front however are unable to back off even if they wish to due to the pressure of their mates pushing from behind them. In other words, the cohesion within a unit of Greyfurs is not one of discipline but of fear and self-preservation. A band of Greyfurs is a mass of bodies pressing forward in reckless regard to their fellow mates. The Greyfurs gain courage from the close proximity of their neighbours, and their nearness to each other instills in them surety of their existing numbers. Take a model at the front of the pack as a reference point. For each model directly behind that reference unit, add 1 to the Leadership value of the unit on the whole. The individual models within the pack must stay within 1" of each other at all times.
Blackfang: MS:4 BS:1 S:3 T:3 A:1 W:1 I:3 L:6 AS:- CS:6+
Point Cost: 6
Unit Size: 1 per 5 Greyfurs
Equipment: Warplock Pistol +Scimitar+1Pt, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, Mirage Cloak
Special Rules:
Instinctual Preservation, Nocturnal, Scavengers, Fleet of Paw
Pack Leaders: When determining the model as the reference point for the rules of Pack Mentality, a Blackfang must always be chosen. As such, the Blackfangs within a Greyfur pack must always be in the lead of the pack.
Overgrown Incisors: The front incisors of a Blackfang are especially large, which has given rise to their name. In combat, the Blackfangs use their fangs to rip into the enemy. As such, as long as there is an enemy unit within 1" of the Blackfang, he gains an additional Attack.
Vermin Tide: MS:3 BS:0 S:1 T:1 A:10 W:10 I:4 L:4 AS:- CS:4+
Point Cost: 10
Unit Size: Swarm Base
Equipment: Claws and Fangs
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Burrow Warren
Blackfurs: For every 6 rolled when rolling to-Hit, an Attack is made at S2. This is to represent the presence of the stronger Blackfurs within the Tide.
Swarm: The Vermin Tide never gains the +1A Charge bonus for Charging into combat. For every Wound incurred, the number of Attacks is likewise reduced. They may never be Insta-Killed by all manner of weapons except Blast and Template Weapons.
Swarm Mentality: The unit of Vermin Tide must always stay within 2" of a Greyfur pack at the start of the Battle. The Greyfur pack may choose to drive forward the Vermin Tide to attack the enemy. They make a number of Attacks against the Vermin Tide as if they were engaged in combat. For every Hit incurred, the Leadership of the Vermin Tide increases by one. Decrease the unit by the appropriate number of Unsaved Wounds as usual. The Vermin Tide becomes subject to Frenzy and has to charge towards the nearest enemy unit. It gains +D3A during the Assault Phase. If the Vermin Tide is broken in combat, the unit loses Frenzy and its Leadership reverts to normal. In addition, whenever the Vermin Tide has to take a Leadership Test for losing in combat, the Test is taken with an unmodified Leadership, i.e. it will always be taken with the current Leadership value of the Vermin Tide, unmodified by Combat Resolution.
Elite:
Packmaster: MS:4 BS:2 S:4 T:3 A:3 W:2 I:5 L:8 AS:5+ CS:6+
Point Cost: 15
Unit Size: 1
Equipment: Warplock Pistol and Barbed Whip, Sheath, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Shell Armour, +Blood Skiff+30Pts
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw
Whip Mastery: Wielding a whip requires consummate skill. In inexperienced hands, the wielder is more than likely to hurt himself than the enemy. In the hands of a Packmaster, he is able to lash out with startling accuracy, striking at targets way out of the range of conventional melee weapons. As such, Packmasters have a Range of 4" in close combat. The Barbed Whip counts as Two Hand Weapons when used at a range of 4". This allows them to stay within 4" of the packs under their control while maintaining unit cohesion with them. The Whip becomes unwieldy to use when the enemy is too close in proximity to the bearer. As such the Barbed Whip is treated as an ordinary Hand Weapon when engaged in targets within 1" and loses its additional close combat Attack.
Beastmastery: The number of beasts under the control of a single Packmaster is equivalent to the number of Attacks the Packmaster is capable of making with his Barbed Whips, i.e. 3 Attacks. This is to represents the difficulty present in dividing your attention between multiple packs. As the Packmaster only has the dexterity and reflexes to make 3 Attacks per turn, he is effectively able to control only 3 Rat beast units.
Merely Beasts: The Packmasters treat the packs beneath them as mere beasts and have little regard for them, save the accomplishment of their purpose. The Packmaster may always use his Warplock Pistol to fire into combat even if the beast units under him are within that engagement. On a roll of a 1, a beast unit is Hit instead. If the Packmaster is directly engaged with the enemy, i.e. he is within 1" of an enemy unit, he may not fire his Warplock Pistol but may use it as an additional Hand Weapon.
Master of the Pack: If the Packmasters are to fall, the Rat beasts under his control would go berserk and start attacking friend and foe alike. The Rat beasts will charged towards the unit in closest proximity, regardless if its friend or foe.
Rat Pack: MS:3 BS:0 S:3 T:3 A:10 W:10 I:3 L:3 AS:- CS:5+
Point Cost: 20
Unit Size: Swarm Base
Equipment: Claws and Fangs
Special Rules:
Instinctual Preservation, Swarm Mentality, Swarm
Blackfurs: To denote the small percentage of Blackfurs within the pack, for every 6 rolled to Hit, one Attack will be made at +1S, i.e. S4.
Fleet of Paw: When Vermin of all kind Move over ground, they fall onto all fours to gain maximum mobility. To represent this, during the Shooting Phase, you may forgo Shooting to make a Move instead. Roll 2D6 and the combined score is converted into the distance travelled in inches. This is only applicable if the Vermin is unarmed and thus both forelimbs are free. If that is not the case, roll a single D6 instead. However, doing this forgoes the Cover Save provided by Instinctual Preservation. It is possible to keep the CS while still making a Move during the Shooting Phase. Simply Move forward your Initiative in inches. This represents them bounding forward, yet cautiously, with their senses on the alert.
Burrow Warrens: Vermin live underground in a complex labyrinth of tunnels that exit at various points on the surface. If the Vermin are on the defensive and fighting on home turf, then there will be the presence of various burrow holes across the battlefield. For every Rat Pack and Pawslave unit within your army, place a marker anywhere upon the Battlefield to denote a burrow hole. Any Vermin unit may access these burrow holes and pop out of another of these burrow holes during the Movement Phase. If an enemy unit is within 6" of a burrow exit, the Vermin unit counts as charging with a +1A bonus on top of the usual Attack bonus for charging just as if it has the Surprise Assault Special Rule. This is to represent the Vermin's ability to sense the vibrations caused by movements above ground and thus gain the preemptive on units on the surface. A Vermin unit may choose instead to enter a burrow entrance and lay in wait underground till an opportunity presents itself, when an enemy crosses a burrow exit, to reemerge for a Surprise Assault.
Dire Rat: MS:4 BS:0 S:4 T:4 A:2(3) W:2 I:5 L:4 AS:- CS:-
Point Cost: 14
Unit Size: 7
Equipment: Claws and Fangs
Special Rules:
Fleet of Paw, Calvary, Burrow Warren
Blood Scent: Choose a unit type for the Dire Rat unit to hunt. From now onwards, the Dire Rat unit may act independently of the Packmaster and must always Attack units of that selected type.
Burrow Earth: Remove the Dire Rat unit from play. Treat it as a reserve unit and roll for its deployment like it was in reserve since the start of the game. You may choose to Deep Strike the unit anywhere upon the table top, with the exception that if the Dire Rat unit surfaces directly next to an enemy unit, it is counted as having charged the unit with the Surprise Assault rule.
Pack Instinct: The Leadership of the Dire Rat unit is increased by 1 Point for each additional Dire Rat within the pack from the first. In addition, the Dire Rats operate in packs of 7 and as such a pack of 7 Dire Rats is considered a single unit, i.e. a Packmaster may have 21 Dire Rats under him at all times.
Instinctive Retaliation: If the Packmaster would cause a Wound on a Dire Rat while attempting to control the Movements of the pack, the Dire Rat would have to pass a Leadership Test on its own unmodified Leadership. If it passes the Test, it Attacks the Packmaster. Resolve all Attacks and all Wounds incurred upon the Packmaster. The Packmaster dodges the Attacks on a successful passing of an Initiative Test.
Rat Ogre: MS:4 BS:0 S:5 T:5 A:3(4) W:3 I:4 L:7 AS:5+ CS:-
Point Cost: 25
Unit Size: 1
Equipment: Claws and Fangs
Special Rules:
Hatred, Feel No Pain
Extra Appendage: +1A, -1I. Initiative may never be made lower than one.
Tortured Hide: The intense pain suffered from the constant exposure to radiation has gifted the Rat Ogres with an unnatural resilience. After experiencing such an intense and horrific experience within the Hell Pits, the Rat Ogre has become numb to pain and is capable of surviving blows that would otherwise kill them outright. +2AS. May only ever be increased once. In addition, the Rat Ogre may never be Insta-Killed.
Rebellious: Every turn after the first, the Rat Ogre's Leadership increases by one as his pent-up rage builds up. For every Turn the Rat Ogre's Leadership exceeds that of the Packmaster, he must pass a Leadership Test to see if he goes against the Packmaster. If he passes the Test, the Rat Ogre has now gone berserk and is subjected to Frenzy. His first act is to immediately engage the Packmaster in combat. He will always charge the nearest unit, friend or foe. In order to reduce the Leadership of the Rat Ogre to prevent such a mishap, the Packmaster must lash at the Rat Ogre with his whip at a Strength of 2. For each Hit caused, the Leadership of the Rat Ogre decreases likewise. Remember that the Packmaster may only use his whip, so he is entitled to three Attacks, not forgetting that the Barbed Whip counts as Two Hand Weapons at a Range of 4". If the Rat Ogre is broken in combat with an enemy unit, use the Leadership of the Rat Ogre if it is currently higher than the Packmaster, for all Leadership Tests.
Gutter Runner: MS:5 BS:2 S:3 T:2 A:2 W:1 I:5 L:7 AS:- CS:4+
Point Cost: 9
Unit Size: 5-10
Equipment: Weeping Blade and Claw/+Nightblade+6Pt/+Warpstone Blade+8Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pts, +Nightshades+3Pts, Mirage Cloak, +1Mistfield+10Pts
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Scavengers, Scouts
Skirmishers: The Runner Assassin gangs of Clan Eshin have been taught by Master Eshin that seizing the initiative is imperative to victory. They have thus learnt the art of skirmishing, falling back should they be charged, in this way removing the enemy's impetus while maintaining theirs. While the enemy attempts to recover from their failed charge, the Assassin gangs will regain the initiative by charging back. Maintain up to 4" Unit Coherency at all times. Should the unit be Charged, roll a D6 and add it to the Initiative of the unit, while doing the same for the Charging unit, as if you were making a Sweeping Advance. If your unit scores higher, the unit Falls Back 2D6"+2 or 2D6" if the rule Heavy Equipment is in effect. Skirmishers may choose to regroup their formations during the start of your Turn.
Concealment: During their wanderings in the streets of Grand Cathay, the Gutter Runners were forced to learn to blend in with the surrouding terrain, becoming one with the shadows in order to escape death. They are thus masters of concealment, especially within the dense terrain of a cityscape. Within a building terrain, a unit of Gutter Runners may only be Shot or Charged at if the enemy unit and the Gutter Runners compare Initiative values as if doing a Sweeping Advance. In addition, add to the Initiative of the Gutter Runners the level of cover they are currently in. For instance, if they are within a 3+CS, they add 4 to their base Initiative. If the Gutter Runners score higher, the enemy unit is free to target any other unit but the Gutter Runners.
Street Fighters: The Gutter Runners are adept at using their immediate surroundings to their advantage in combat, keeping to the shadows of the buildings so as to conceal their movements from their opponents. In such an advantageous position, they are able to strike swiftly from the dark, while parrying off the inefficient blows of the enemy. +1 CS within a building terrain. When engaging in combat within a building, gains +1 to-Hit and the enemy suffers -1 to-Hit against the Gutter Runner.
Sewer Rats: During their times in Grand Cathay, it was impossible for the Gutter Runners to move about openly in broad daylight. They had to figure out a means of moving en masse across the cityscape of Grand Cathay all the while being hidden, and it is from here that they learn how to travel rapidly across the terrain through the use of the sewer network of a city. Gutter Runners begin the game by Infiltrating directly into a building terrain anywhere on the Battlefield. If the Gutters Runners begin their Movement Phase within a building, they may choose to instantly traverse ground and appear in another building terrain on the Battlefield.
Sharpened Instincts: By spreading the attention of their focus of Ki to their immediate surroundings, the Gutter Runners can fling their Warpstone Stars with startling accuracy, based solely on instinct alone. When attempting to use their Warpstone Stars, the Gutter Runner may choose to use their Initiative value as their BS instead. To do so, roll a single D6 and add it to his Initiative value. The resulting value is the Range in which he can use his Initiative over his BS. Of course, this Range cannot exceed the natural Range of the Warpstone Stars, which happens to be 12".
Backstabbers: The Gutter Runners are stealth killers, whose entire method of war is to take the enemy by surprise, before ending their lives with a single deft stroke. They manoeuvre themselves through a cityscape until reaching such a favourable position as to be able to catch their target unawares, before stabbing them in the back before they can react. If the Gutter Runners are to Charge an enemy unit with their backs turned towards the Gutter Runners, all their Attacks on the Charge will Hit automatically at an Initiative of 10, and always Wounds on a 2+. On a to-Wound roll of a 5, the Attack ignores AS. This rule is only applicable against non-Monstrous Creatures.
Inner Sense: By focusing their Ki, the Gutter Runners can develop an intimate awareness with their surroundings. Acute Senses USR.
Elite/Fast Attack:
0-2Storm Runner: MS:5 BS:1 S:4 T:3 A:2(3) W:1 I:4 L:7 AS:4+ CS:-
Point Cost: 17
Unit Size: 10-20
Equipment: Claws and Fangs, Stillsuit, Shell Armour
Special Rules:
Nocturnal, Fleet of Paw, Furious Assault, Hit and Run, Overgrown Incisors
Bestial Pride: Unlike their kin, who cower under the protection of their Mirage Cloaks, the Storm Runners stand proud in their knowledge of their battle prowess, letting not their visage be covered by the Mirage Cloaks and diminish the dominating powers of their presence on the field of battle. The Storm Runners are the epitome of the Blackfurs and all they represent, their ferocity and aggression in combat. As such, the Storm Runners do not have the same levels of self-preservation as their kin upon the battlefield. Furthermore, they pride themselves in their brutal fighting style, as the epitome of the ways of war of all Blackfurs. They belief all close confrontation should be won purely on your raw physical prowess, disdaining the need for close combat weapons of any kind. When they close with the enemy, they lash out with their claws and fangs, striking with utter bestial ferocity and instinct, and because of this style of combat, weapons would only hinder the Storm Runners, rather than help them. This results in an absolute lack of weapons in a Storm Runner warband, save the armament of the Stormlords. To represent this, the Storm Runners do not benefit from the rules of Instinctual Preservation. Furthermore, they never deign to wear the Mirage Cloaks. Due to the Storm Runners' view on war, they never use weapons, relying on their claws and fangs instead. As such, they are always considered as being equipped with Two Hand Weapons.
Feral Leap: Upon approaching the enemy, the Storm Runners are known for making Feral Leaps, pouncing upon the enemy over incredible distances through the momentum gained as they bound towards the enemy on all fours. Gauge using your judgement if the target is reachable with Feral Leap. To determine the Charge distance of the Storm Runners for that Turn, take the total distance travelled during the Movement and Shooting Phase(through Fleet of Paw) and add them together. That is the maximum Charge Move they may make. The actual Charge distance is a distance up to the maximum Charge distance, arbitrarily determined by you. If the distance is misjudged and you fall short of your target, then simply Move the Storm Runners that amount of distance. The Charge distance determined by you is important because if the total leaping distance would cause you to land within the ranks of the enemy, the Storm Runners gain a further +1S on the Charge. They count as slamming into the enemy with the full momentum of the charge behind them. Simply place the Storm Runners in between the enemy models, creating space by Moving the enemy models ever so slightly apart. This means that more Storm Runners are in a position to Attack the enemy for that Turn. Also, if the leaping distance would cause some Storm Runners to land behind the ranks of the enemy, i.e. you overjudge the distance, this would never happen. Simply place the Storm Runners within the ranks of the enemy as you would in the previous scenario, with the exception that the Storm Runners do not gain the additional +1S on the Charge.
Mercenary Warband: Storm Runners are mercenary troops, hired out to one of the tribes and clans of the Underempire. They are hired for their primal instinct and knowledge of the ways of war. As such, they do not answer to the army general, and should they suffer heavy casualties in combat, they would prefer to retreat and abandon the war, rather than suffer unnecessary casualties for a war that is not even their own. This of course, would strike a bad reputation among hiring tribes and deter them from requesting their services, but thankfully, the prowess of the Storm Runners in combat has made this a relatively rare scenario. Storm Runners never benefit from the Alpha Pack Special Rule. They flee towards the edge of the Battlefield should they break in combat.
0-2Stormlord: MS:6 BS:2 S:4 T:4 A:3(4) W:2 I:5 L:8 AS:3+ CS:- IS:5+
Point Cost: 55
Unit Size: 1 per Storm Runner unit
Equipment: Claws and Fangs/Twin Scimitars+2Pts/Twin Power Scimitars+12Pts, Sheath, Warplasma Grenades, Warpfire Grenades, Nightshades, Stillsuit, Warpstone Armour
Special Rules:
Nocturnal, Fleet of Paw, Furious Assault, Hit and Run, Bestial Pride, Feral Leap
Champion: Stormlords are tasked with leading a band of Storm Runners in a battle. Their employment count towards the total cost of hiring the Tribe's warriors. The Stormlord must always be attached to a unit of Storm Runners.
Great Fangs: The Overgrown Incisors of a Storm Runner sharpens and grows with age and through the metabolic processes the Storm Runner undergoes when facing the dangers of battle. As such, those of a Stormlord are especially sharp and large. The Stormlord benefits from the rules of Rending for his one Special Fang Attack as long as he is within 1" of an enemy unit.
Fast Attack:
War Skiff: FA:11 SA:10 RA:11
Point Cost: 30
Unit Size: 1-3
Equipment: +Warplock Gun+15Pts, +Warplightning Cannon+20Pts, Wardrive, Front Ram, +Side Scythes+5Pts, +Warpshield+15Pts
Wardriver: MS:4 BS:2 S:2 T:2 A:1 W:1 I:5 L:7 AS:5+ CS:5+
Equipment: Warplock Pistol, Pike, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Shell Armour
Greyfur: MS:3 BS:1 S:2 T:2 A:1 W:1 I:4 L:5 AS:- CS:5+
Point Cost: 4
Unit Size: 10-20
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Claws +Rifle Sling+2Pts, +Nightshades+3Pts, Mirage Cloak
Blackfang: MS:4 BS:1 S:3 T:3 A:1 W:1 I:3 L:6 AS:- CS:6+
Fangleader: MS:4 BS:1 S:4 T:3 A:2 W:1 I3 L:7 AS:5+ CS:6+
Point Cost: 6/9
Unit Size: 10-20/1 per 5 Blackfangs
Equipment: Warplock Pistol +Scimitar+1Pt +Sheath+2Pts, +Nightshades+3Pts, Mirage Cloak
/Warplock Pistol +Scimitar+1Pt +Sheath+2Pts, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, Shell Armour
Special Rules:
Fast Skimmer, Open-Topped, Transport, Nocturnal, Flexible Skeletons
Instinctual Preservation: In the event the War Skiff crashes due to enemy fire, the self-preservative nature of the Vermin will alert them to the danger, and their flexible bodies allows them to escape any entanglement from the wreckage. Should the War Skiff crash, the Vermin within may use their CS to determine the number of casualties suffered, to represent them taking cover through their heightened senses of self-preservation. Furthermore, the flexible body of the Vermin means they never suffer from Entanglement.
Skilled Rider: Skilled Rider USR.
The Scythe: The Scythe is an extremely difficult manoeuvre that requires tremendous concentration from the Wardriver. The Wardriver directs the craft in a zig-zag fashion, brushing past an enemy unit at every turn. This is done so only if the War Skiff is equipped with scythes, as the scythes can then cut through the enemy unit. The Wardriver has to pass a Leadership Test in order to use The Scythe. In order to initiate The Scythe, Move the War Skiff forward towards the nearest enemy infantry unit. If the Wardriver fails his Leadership Test, then the War Skiff stops at the infantry unit, but if he passes, then you may Move again towards another enemy infantry unit. You may keep doing this as long as you pass further Leadership Tests, until you have Moved your maximum Move distance allowed.
The Weave: The Weave is a tremendously difficult manoeuvre, as the Wardriver drives forward at tremendous speed before doing a 180 degree turn with the War Skiff. This is done so so as to expose the rear of the vehicle to the enemy unit and allow the Warplock Gun or Warplightning Cannon mounted at the rear of the War Skiff to fire at the intended target. The War Skiff Moves its full distance towards the intended location before turning 180 degrees and facing away from the target. Before initiating the turn, the Wardriver has to pass a Leadership Test in order to complete The Weave. If he fails the Test, he may not do The Weave.
HQ:
Black Guard: MS:4 BS:2 S:4 T:3 A:2 W:1 I:4 L:7 AS:5+ CS:-
Point Cost: 13
Unit Size: 10-15
Equipment: Halberd, Sheath, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Shell Armour
Special Rules:
Nocturnal, Fleet of Paw, Overgrown Incisors
Elitist Pride: As long as the Warlord or Chieftain is alive, the entire unit is Stubborn. However, if the Warlord is to fall in battle, and the Black Guards are not currently within 6" of any enemy unit at the start of the Turn, the Black Guards have to take a Leadership Test. If the dice rolled is lower than the unmodified Leadership value of the unit, the entire unit erupts into infighting. Treat the Black Guards as Frenzied and resolve all Attacks against itself. At the end of the combat, count the total number of Wounds incurred, Saved and Unsaved. If the total number is 6 or more, replace one model in the unit with the Warlord. The new Warlord is counted as salvaging all the weaponry and armour of the previous Warlord. Remove any casualties incurred from Unsaved Wounds and the unit may act as normal in each Phase except the Movement Phase for that Turn as it regroups from the chaos of the infighting. If the total number is less than 6, continue resolving Attacks against the unit until the total number of Saved and Unsaved Wounds is 6.
Martial Pride: The Black Guard pride themselves on their martial prowess, disdaining the need to seek protection in cover, as their lesser kin are so tended towards. Furthermore, as the Black Guard of the Warlords, they would have to uphold the safety of the Warlord in their charge and not wane in their duty. As such, the rule Instinctual Preservation never applies to the Black Guard. As the bodyguard retinue of the ruling Warlord, diminishing their form by wearing Mirage Cloaks would reduce the impact of their presence. They see concealing their forms with the Mirage Cloaks as a sign of weakness. As such, Black Guards never deign to wear Mirage Cloaks.
0-1Warlord: MS:5 BS:3 S:4 T:4 A:3 W:2 I:5 L:8 AS:4+ CS:6+ IS:5+
Point Cost: 45
Unit Size: 1
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Warplock Pistol+1Pt and Weeping Blade+4Pts/+Power Scimitar+6Pts/Halberd+3Pts/Twin Power Scimitars+12Pts +Rifle Sling+2Pts/+Sheath+2Pts, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Warpstone Armour, +1Tribal Banner+10Pts, +War Skiff+30Pts
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw
Ferocious Fighter: The Warlord is the epitome of the spirit that characterises the Blackfurs, one of unbridled ferocity. The stronger and more successful the Blackfur, the fiercer his disposition would be. In combat, the Warlord is an unstoppable whirlwind of whirling blades, giving in to his primal ferocity to channel his blows. Each blow that cuts deeper only empowers him to fight with renewed fervour, flowing with the momentum of his attacks, unleashing a devastating barrage upon the fools that dare challenge him. Each Unsaved Wound caused by the Warlord, grants the Warlord another Attack.
Great Fangs: The Warlord gains Rending for one Attack only. This only applies if the Warlord is in the proximity to use his Special Fang Attack.
Tenacity: On his rise up the ranks of Vermin society, the Warlord has experienced countless brushes with death. The only thing preventing him from suffering the same fate of the many before him is his tenacious will to succeed and not succumb to the weakness of death. When the Warlord is reduced to 1 Wound, all close combat Attacks made against the Warlord suffer a -1 to-Hit penalty. The CS bonus provided by Instinctual Preservation increases to 4+. When Hit by Template and Blast Weapons, the Attack misses the Warlord entirely on the successful passing of an Initiative Test.
Overlord's Ambition: When a Warlord goes to war, he rides forth to establish his supremacy and through merit of victory of arms, extend his authority over a greater part of the Clan. As such the Warlord will always be the Army General and there may only be one Warlord in the entire army no matter the point size of the army. There may be as many Chieftains as allowable within the army though.
Warlord's Pride: The Warlord never conceals himself with a Mirage Cloak, as such never benefitting from the -1 to the enemy's BS from Range Attacks.
Alpha Pack: When the Vermin will still mere animals and did not have tribes and clans, the Vermin lived in packs, with the strongest male in the pack becoming the Alpha male. The Alpha males are the overall leaders of the pack and the rest of the pack will account themselves to the Alpha male and look towards him to protect them from stronger males from another pack. This relationship of the Alpha male to his pack is carried on in the traditions established in the Age of Warlords, as one of the Great Traditions. The Warlord and his retinue is looked upon as the Alpha pack by all the Vermin in the army. Should any of the Vermin packs be defeated by a superior foe, they will instinctively flee towards the Alpha pack, seeking their protection. If any unit is to break and flee on the Battlefield, and it does not have LoS to the Army General, it immediately takes a Leadership Test using the Leadership of the current Army General. If the Test is passed, the unit flees towards the position of the Army General, instead of fleeing towards the edge of the Battlefield. If it has LoS to the Army General, it will automatically retreat towards his position. Upon reaching within 6" of the Army General, the unit automatically rallies and regroups, and may even join up with another pack should their numbers be below 50% of its original size.
Chieftain: MS:4 BS:3 S:3 T:3 A:2 W:2 I:6 L:9 AS:5+ CS:4+
Point Cost: 30
Unit Size: 1 per Greyfur pack
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Warplock Pistol+1Pt and Weeping Blade+4Pts/+Scimitar+1Pt/Halberd+3Pts +Rifle Sling+2Pts/+Sheath+2Pts, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, Shell Armour, +War Skiff+30Pts
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Scavengers
Delegate: The Chieftain and his bodyguard retinue must always be leading a unit and may never leave that unit.
Force of Personality: All units within 12" may use the Leadership of the Chieftain for all Leadership Tests. If the Warlord and his retinue is within 12", and the Warlord is the general of the army, then the Warlord has to rely on his Leadership for his own Tests.
Paranoid: Accompanied by two Black Guards that must stay within 1" of the Chieftain at all times. If the two Black Guards are to fall in battle and the Chieftain is leading a group that contains Greyfurs, at the start of every Turn, the Chieftain has to pass an Initiative Test. If the Test was to fail, the Greyfur unit he is with will Attack him as long as the unit is not currently engaged in combat. The Greyfurs are considered as Charging the Chieftain and thus must manoeuvre themselves to surround him. If the Chieftain was to fall in combat this way, you may choose to distribute the weaponry and armour of the Chieftain as you wish among the Greyfurs of that unit, as the Greyfurs salvage his equipment for their purposes.
Ruthless Cunning: If the Warlord is to break in combat and flee, the Chieftain will instantly seize this opportunity by declaring himself the new Army General. If there are more than one Chieftain, then they all consider themselves the Army General. If the Chieftain and his retinue are ever to be in Charging distance of a rival Chieftain, then that unit must Charge if at all possible. For purposes of the rule of Alpha Pack, the unit will treat the nearest Chieftain as the Army General. Once the Chieftain declares himself the Army General, he may freely join and leave any unit just like an Independent Character.
Stigma of Inferiority: The Greyfurs are programmed from young to fear the Blackfurs for their superior strength. This stigma carries on into maturity and although it is not openly admitted to, a social hierarchy of sorts is formed within the Tribe, with the Blackfurs at the top. Even in the field of battle, the Blackfurs deign it beneath them to take orders from their "lesser" kin and as a result, the Greyfur Chieftains defer to them in their presence on the battlefield. If a Chieftain is within 12" of a Warlord, you may not use the Force of Personality Special Rule.
0-1Prophet: MS: 2 BS:5 S:1 T:2 A:0 W:3 I:5 L:10 AS:3+ CS:- IS:4+
Point Cost: 60
Unit Size: 1
Equipment: Stillsuit, Warpstone Armour, +War Skiff+30Pts
Psychic Powers:
Warptravel: The Prophet is able to leave its body and allow its psychic essence to enter into the Warp. Once within the Warp, its psychic presence may register at any point on the battlefield. RIP. Once activated, the Prophet may cast his Psychic Powers from any point on the Battlefield.
Doombolt: +20Pts. Drawing from deep within the Immaterium, the Prophet sends a stream of Chaos energy towards the target. R:36" S:5 AP:3 T:A3.
Warptime: +30Pts. By warping the very reality with Chaos energy, for a short span of time the individual senses everything moving at a slower pace. A selected model within 24" may re-roll all to-Hit and to-Wound rolls in close combat.
Black Aggression: +15Pts. By invoking the very spirit of aggression that is intrinsic to the Blackfurs, the Prophet is able to spur his darker kin into greater acts of fervour. RIP. A Blackfur unit within 24" gains +1A for one Turn of combat.
Fear of the Darkness: +20Pts. A deep, thrilling fear overcomes enemies within close proximity of the Prophet, as the Prophet sends visions of the terror of the dark into their minds. All enemy units 12" of the Prophet not locked in Assault, must make an immediate Morale Check with a -2 modifier to their Leadership, or Fall Back. All normal modifiers and/or exceptions apply(i.e., units that never Fall Back are immune to this power).
Call of the Shadows: +25Pts. Casting the very fabric of reality into the deep Void, the Prophet calls a huge mass of superdense shadows to descend onto a point on the battlefield. RIP. Place the Large Blast marker anywhere within 12". Units caught under it are considered Pinned. All units may not fire through the Large Blast marker.
Summon Darkness: +30Pts. By suffusing the very skies with Warp energy, the Prophet is able to create the illusion of night. RIP. Night descends upon the Battlefield. Night Fight rules applies.
Special Rules:
Nocturnal, Fleet of Paw, Psyker
Whitefur Pheromone: The Whitefurs exude a certain pheromone that is extremely attractive to Greyfurs and Blackfurs, such that they will obey the Whitefurs unquestioningly, and will go to all cost to protect them. All friendly units within 12" of the Prophet is subjected to Stubborn. Any units requiring to pass a Morale Check or Leadership Test across the Battlefield may choose to use the Leadership of the Prophet, as long as the Prophet is in their LoS.
Brilliant Aura: Such is the profiency of the Whitefur in the realm of the psyche that it is able to create a bubble of protective psychic energy around itself. The Prophet benefits from a 6+IS.
Luminous Presence: The white fur of the Prophet exudes a luminous glow. Should the existence of the Prophet be threatened, bolts of psychic energy in the form of rays of intense light will be instinctively released towards the source of the threat. Every single troop within a unit attempting to Shoot or Charge the Prophet suffer an automatic Hit at S1. Armour Saves do not apply. The unit then takes a Leadership Test modified by the presence of any casualties among the unit. If it passes, it may Shoot or Charge the Prophet as usual. If not, it becomes Pinned.
Warpchanneller: The Whitefur is physically very weak, but in exchange it is gifted with tremendous control over its psyche. It has a tremendously strong grasp over the realm of the Immaterium, allowing it to maintain multiple spells at the same time. The Prophet may only cast a single Psychic Power within its turn. However, it may keep a single Remains In Play Power, by passing a Psychic Test for that RIP Power on the first turn, and in subsequent Turns, continue passing a Psychic Test. Should it choose to cast another Psychic Power in addition to the one it is channelling, then it will only keep channelling the RIP Power if it passes a Psychic Test with a -1 modifier that is permanent and accumulative. In subsequent turns, should it choose to keep channelling its RIP Power while casting an additional Psychic Power, it must pass a Psychic Test with a -1 modifier that adds on to the -1 modifier of the previous Turn. The modifiers are permanent which means that should it choose not to cast a second Psychic Power, the Psychic Test for channelling the RIP Power is still taken with any negative modifiers accumulated so far. He may cast any other Psychic Powers in addition to that RIP Power per Turn, but may only channel one RIP Power per Turn.
Inner Essence: The Prophet may choose to attempt to manifest its inner essence. Take a Psychic Test at the start of the Turn, before all other Movements take place. If the Prophet fails the Psychic Test, it has broken the boundaries of its mind that limits it from freeing its inner essence. Replace the Prophet with the Verminlord model. If the Prophet were to pass the Psychic Test however, it has failed to manifest the form of the Verminlord and has become exhausted by the effort. It may not make any further Moves for the rest of the Turn, be it in the Movement Phase or Shooting Phase.
Partial Manifestation: During the procedure of manifesting its inner essence, if the Prophet was to suffer a Perils of the Warp attack while attempting to pass the Psychic Test, the usual rules for a Perils of the Warp attack do not apply. Instead, a Partial Manifestation takes place. Replace any of the statistics of the Prophet with that of the Verminlord, be it Strength, Attacks, even Leadership.
True Form: Upon attaining the form of the Verminlord, the Prophet is not truly complete as it attempts to master the beastly instincts of its inner self. Immediately take a Leadership Test, to see if It maintains Its sanity or fully gives in to Its instincts. If it fails the Test, the Verminlord goes berserk and is subject to Frenzy. On top of that, during your opponent's turn, he/she may control the Verminlord exactly as if It was his/her own unit. Whenever the Verminlord is broken in combat and loses Its Frenzy, take another Leadership Test. If the Leadership Test is passed, the Verminlord regains Its self-awareness and thus is returned to your control. Should you fail however, the cycle is repeated, the Verminlord gains Frenzy, is controlled by both sides during their respective turns until beaten in combat again, in which another Leadership Test is taken and finally the Test is passed and you break out of the cycle.
Verminlord: MS:7 BS:7 S:6 T:6 A:5 W:4 I:10 L:9 AS:3+ CS:- IS:4+
Point Cost: 0
Unit Size: 1
Equipment: Doom Glaive, Stillsuit, Warpstone Armour
Special Rules:
Fleet of Paw, Nocturnal, Psyker, Monstrous Creature
The Manifest: The Vermin venerate the Verminlord as living manifestations of their God. Its presence on the battlefield inspires the Vermin to incredible feats of arms. All friendly units within 12" of the Verminlord become Fearless. Any units requiring to pass a Morale Check or Leadership Test across the Battlefield may choose to use the Leadership of the Verminlord, as long as the Verminlord is in their LoS.
Brilliant Aura: The brilliant aura of a Prophet never truly leaves it, even in its manifested form as a Verminlord. The Verminlord benefits from a natural 6+ IS that is combinable with the effects of Warpstone Armour.
Night Runner: MS:6 BS:3 S:3 T:2 A:3 W:2 I:6 L:8 AS:- CS:4+
Point Cost: 19
Unit Size: 5-10
Equipment: Weeping Blade and Nightblade/+Warpstone Blade+2Pts/+Warpfire Blade+4Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Warpstone Brew+10Pts, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, +1Mistfield+10Pts, +1Nightfield+18Pts
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Inner Sense, Sharpened Instincts, Stealth
Shadowmeld: The Shadowmeld, the ultimate ability of the Night Sentinels, was finally mastered by the Night Runners in the face of the circumstances of the Great Skirmishes. In answer to the range firepower of Clan Skyre, the Night Runners proceed ruthlessly under the cover of darkness, drawing a dark curtain of Ki to conceal their movements and merge with the shadows. If the forces of Clan Skyre are not able to see the Night Runners, they would not be able to shoot at them. With this thought in mind, the Night Runners hoped to reach the forces of Clan Skyre and tear them apart in the melee. When the unit is in cover, any enemy units attempting to Shoot or Charge the unit must roll D6 and add it to their Initiative values. The unit does the same, as in a Sweeping Advance. If the Night Runner unit scores higher, the enemy units may not target any other units in LoS, as the Night Runners appear as a passing shadow that momentarily distracts them.
Death Stalkers: When the Night Runners go forth to war, they proceed with a deliberate calm, picking out a target among the mass of enemy units. Then, they slowly work their way towards the selected target, all the while clinging to the shadows and making their presence unknown to the target. Upon reaching such a distance that it would be too late even if the enemy is so able to spot them, the Night Runners pounce onto their targets, gutting them apart with their Nightblades. When you wish to Charge your Night Runners into an enemy unit, the enemy rolls a D6 and adds the score to its Initiative value. That is the spotting distance of the enemy unit. As long as the Night Runners are beyond the spotting distance of the enemy unit, all their Attacks on the Charge Hit automatically at an Initiative of 10, while Wounding on a 2+. On a to-Wound roll of a 5, the Attack ignores AS. In addition, if the enemy unit's back is turned towards the Night Runners, the Night Runners need not check for spotting distance. On top of that, you gain the rules for Surprise Assault.
Rough Navigators: One of they key trainings of the Night Runners was the swift manoeuvring over the terrain of the Underempire, learning to navigate smoothly over the jagged rocks and rough surfaces of the landscape. Upon mastering this essential technique, the Night Runners were able to move across the land at a startling rate, often reaching the front line of Clan Skyre's forces before they could even react. Ignore Difficult Terrain.
Sorcerer: MS:6 BS:3 S:3 T:3 A:2 W:2 I:6 L:9 AS:- CS:4+
Point Cost: 35
Unit Size: 1-5
Equipment: Weeping Blade+4Pts +Nightblade+6Pts/+Warpstone Blade+8Pts/+Warpfire Blade+10Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, +1Mistfield+10Pts, +1Personnel Nightfield+9Pts, +Night Skiff+30Pts
Ki Magic:
Sense Ki: At the start of every Turn, if the Sorcerer is not within 6" of any combat engagements, he generates D6 Ki Points. If he is within 6" of any combat engagements, he generates D6 Ki Points with a -1 modifier for every combat engagement. This is to reflect the disturbances in the flow of Ki at points of heated fighting. Thus, it becomes harder for the Sorcerers to sense the flow of Ki and tap into it. If the Sorcerer is locked in combat, he instead generates D3 Ki Points. The -1 modifier for combat engagements within 6" other than his own still applies.
Ki Tap: The Sorcerer may tap into the collective Ki energies generated by the coven. He is free to use their energies as if they were his own.
Ki Blast: The Sorcerer gathers the Ki around him into an immense bright blue ball of pure energy, before unleashing it upon his foes. R:30" S:X AP:- T:A1, Blast, Pinning. X is equal to the number of Ki Points committed to generating the ball of pure energy. The Sorcerer may make any amount of Ki Blast Attacks as long as he is willing and able to commit the Ki Points to do so.
Ki Bolt: The Sorcerer shapes the Ki around him into a projectile ending in an extremely sharp point, able to pierce through the armoured hulls of even the mighty Land Raiders. R:36" S:X AP:1 T:A1. X is equal to the number of Ki Points committed to generating the Ki projectile. The Sorcerer may make any amount of Ki Bolt Attacks as long as he is willing and able to commit the Ki Points to do so.
The Flow of Ki: The Sorcerer may choose to affect the Flow of Ki within a combat engagement 6" from him. For every Ki Point committed this way he may choose to inflict a +1 modifier to to-Hit and to-Wound rolls for his side of the engagement, or he may choose instead to inflict a -1 modifier to to-Hit and to-Wound rolls for the enemy's side of the engagement.
Drain Ki: This Ki Power is done during the Shooting Phase. The Sorcerer chooses to spent any amount of Ki Points. For each Ki Point spent this way, an enemy model within 6" has its Strength reduced by D3. For each point of Strength reduced this way, the Sorcerer gains that much Ki Points. No enemy model may have its Strength reduced by D3 more than once. The lowest the Strength of an enemy model can be reduced to is 1. IS may be taken against this power.
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Skirmishers, Inner Sense, Sharpened Instincts, Stealth
Hand of the Council: The Sorcerers rank just below the Council of the Night, and are the means in which the Council regulates and controls the movements of the Runner Assassins during times of war. For every 5 Gutter Runners or Night Runners, you may attach a single Sorcerer to the unit.
0-1Warp Runner: MS:7 BS:4 S:3 T:3 A:4 W:2 I:8 L:10 AS:- CS:4+
Point Cost: 50
Unit Size: 1
Equipment: Weeping Blade and Nightblade/+Warpstone Blade+2Pts/+Warpfire Blade+4Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Warpstone Brew+10Pts, +Warpfire Brew+10Pts, Warptunnel Orb, +1Skull Trophy+25Pts, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, +Mistfield+10Pts, +Personnel Nightfield+9Pts
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Stealth, Inner Sense, Sharpened Instincts, Shadowmeld, Rough Navigators
Stealth Assassin: The Warp Runner is the definitive stealth assassin, completely devoted to his singular purpose of hunting down the key individuals in the forces of the enemy. Due to his ability to warp to anywhere on the battlefield, it is impossible to notice when and where the Warp Runner is about to strike. When attempting to Charge an enemy unit, roll a D6 and add to your I value while doing the same for the enemy unit as if you were making a Sweeping Advance. If you scored higher, all your next Attacks Hit automatically while Wounding on a 2+. On a to-Wound roll of a 5+, your Attack ignores AS. You need not make this Special Test if the enemy unit's back is facing towards you. In that case, your Attacks will Hit automatically at an Initiative of 10, while Wounding on a 2+. In addition, you gain the rules for Surprise Assault.
Prehensile Tail: The tail of a Warp Runner may be used to grab weapons. A Warp Runner may always wield a total of 3 weapons, benefitting from having two additional Hand Weapons and thus having a total of +2A.
Armoury:
The ammunition of the Warplock Rifle is a shell of crystallised Warpstone of which encapsulates Warpstone in its volatile form as Warplasma. When the Warplock Rifle fires a shot, the force of impact of the shell of Warpstone upon contact with the armour or flesh of the target causes the shell to shatter. The volatile Warplasma is released from the casing of the Warpstone, reacting cataclysmically with the surrounding air, causing an intense explosion. The superdense heat of the Warplasma allows it to easily penetrate armour. The Warplock Rifle has the following profile: R:24" S:5 AP:3 T:H1, Blast, Pinning, Warplasma Shell, Warplasma Acid.
The Warplasma contained within a Warplasma Shell is highly corrosive. Upon contact with armour, the Warplasma Acid would simply eat away at the resistance of the armour, reducing its protective capabilities. The units caught within the Blast of a Warplasma Shell suffer a permanent -1 modifier to their AS, that is accumulative with further successful Hits.
The Warplock Rifle is useless without any ammunition. Ammunition for the Warplock Rifle is purchased separately, due to the large calibre round of the Warplock Rifle. For each Warplasma Shell Purchased, the Greyfur is able to make a single shot with the Warplock Rifle.
The Mirage Cloaks of the Vermin are manufactured by Tribe Chittin, from the fungus that grows in the dark corners of the Underempire. They weave them into fabrics that are extremely light and durable, and worn in such a way as to cover the entirety of the body of a Vermin. The Mirage Cloak garbles the outlines of its bearer, making him a hard target to aim at. All units attempting to Shoot at a unit equipped with Mirage Cloaks suffer a -1 penalty to their BS.
The Warplock Pistol uses ammunition of a much smaller calibre compared to the Warplock Rifle and as such, their ammunition is attached to it unlike the Warplock Rifle, in which the ammunition is slung into a belt around the body of a Vermin. It has the following profile: R:12" S:3 AP:5 T:P, Blast, Pinning, Warplasma Acid.
Scimitars are the preferred weapon of the Vermin. Their curved shape and design makes them lethal weapons on the charge, granting +1S to its wielder.
Warplasma Grenades are thrown right before engaging with the enemy in close combat. They are specially designed for use when attempting to engage enemies behind cover. For each Charge bonus you choose to lose, you may throw a Warplasma Grenade. It has the following profile: R:G12" S:5 AP:3 T:A1, Blast, Pinning, Warplasma Acid. For each casualty suffered from the Warplasma Grenade Attacks, the enemy unit takes their Pinning Test with a -1 modifier. If the target unit fails its Pinning Test, all bonuses gained when receiving a Charge while in cover are negated. Both Attackers and Defenders engage according to Initiative value as if there was no cover.
During the wars with the Imperium of Man at the start of the Age of Skavens, the Vermin had great difficulty in dealing with the armoured vehicles of the Imperium. Overlord Skyre called together his Warplords and tasked them with developing a weapon that would be specifically used against armour. The Warpfire Grenade was the result. It works by compressing Warpfire within the Grenade at tremendous temperature and pressure. When the Grenade is released on the attack, it explodes in a superheated blast capable of melting through neosteel. The Warpfire Grenade is used against enemy armour just like the Melta Bomb of the Imperium, with the exception that it is a Blast Weapon, and it Hits at Strength 9.
The Barbed Whip of a Packmaster is covered with barbs and thorns that dig deep into the skin. In order to drive his packs forward, the Packmaster lashes at them with just enough force to rupture the skin. The blow is not serious enough to be lethal to the beast, but the pain caused from the barbs digging into the flesh forces the packs into submission. When attempting to make any manoeuvres with the beast units under the control of the Packmaster, the Packmaster makes 4 Attacks that Hits by rolling a D6 for the Packmaster and the Rat beast and adding the scores to the Initiative of the Packmaster and Rat beast respectively. Should the Packmaster score lower than the Rat beast, he misses with his Barbed Whip, and the Rat beast does nothing. Should he score higher, he Wounds with a Strength of 2 upon the chosen beast unit. Armour Saves may be taken as normal. Manoeuvres include simply Moving the unit in the desired direction or Assaulting with the unit. In addition, the Packmaster must always stay within at least 4" of the beast units under his control.
Nightblade: Nightblades are blades crafted by the Bladesmiths of Clan Eshin during the times of the Great Exile. They are copied in make after the Ninjato used by the Night Sentinels. The Bladesmiths devote much of effort and attention to their craft, such that the Nightblades are finely balanced weapons, with a sharp edge capable of slicing through neosteel. Grants a +1 modifier to to-Hit rolls. Ignores AS.
Sheaths allow the hand weapons of a Gutter Runner to be kept aside, freeing his forelimbs for movement. Allows the Gutter Runner to make a Fleet of Paw Movement at 2D6" instead of just a single D6".
Warpstone Stars are Throwing Stars used with great skill by the Runner Assassins of Clan Eshin. They have a R:12" S:X AP:6 T:AY, where X and Y is the S and A of the thrower respectively. Their Warpstone Edge allows them to ignore IS.
The Vermin of Clan Eshin have a superstitious belief in the protective properties of Warpstone, so they wear amulets of them around their necks, believing they will protect them from all manner of danger, which surprisingly they do. It seems the Warpstone synchronises with the latent psychic emanations of the Vermin and creates a protective bubble of Warp energy around him. Warpstone Amulets provide a 5+IS to its bearer.
The Stormlords of Tribe Blackstorm are renowned for wielding two weapons at the same time. Their preferred weapon of choice is the Scimitar. The Twin Scimitars act as a further extension of their claws, which is why they are well suited to wielding two weapons, as it fits the fighting style that has been ingrained into them perfectly. Twin Scimitars confer +2S on the Charge. They count as Two Hand Weapons.
Warplock Guns are heavy, stationary versions of the Warplock Rifle, mounted onto the War Skiff. Created by the Smiths of Clan Verminkin, they were designed specifically for use on the War Skiffs as they were too large to be ported by hand. They fire pellets of Warplasma Shells in a random fashion, scattering them in a huge area around their targets. This makes them slightly unreliable, but the damage they can potentially do is enormous. Two Greyfurs are required to man the Warplock Gun, which is mounted at the rear of the War Skiff. That means the War Skiff has to expose its rear to the enemy in order to fire the Warplock Gun. The Warplock Gun takes up 3 Transport Slots and has the following profile: R:30" S:7 AP:2 T:HD3, Blast, Pinning, Warplasma Acid
Following the wars with the Imperium of Man, Verminkin III saw that it would be imperative to have weapons powerful enough to damage armour. Using the great wealth of his Clan, he hired the Warplords of Clan Skyre to develop a Warpstone weapon capable of piercing the hulls of the armoured tanks of the Imperium. The Warplightning Cannon was the result. Generating an immense bolt of Warplightning within the cannon, devastation is unleashed, vapourising the intended target and those in its immediate vicinity in a blast of pure Warp energy. The Warplightning Cannon takes up 3 Transport Slots and has the following profile: R:42" S:9 AP:1 T:H1, Blast, Pinning, Warplightning Arc
There is a slight flaw in the workings of the Cannon however. The Warplightning generated has a tendency to arc as it travels towards the intended target. This phenomenon is called the Warplightning Arc. The Warplightning Cannon actually has near indefinite range, able to reach across to any point on the board. However, the Warplightning arcs if the range exceeds the optimal range. For every 6" beyond 42", the optimum range, the shot scatters D6". That means if the range of the target is at 54", the Warplightning Cannon will scatter 2D6".
The War Skiff is so called for its Wardrive, a Warpstone-fueled turbine engine that drives the skimmer forward. Activating the Wardrive has its repercussions however, as it is prone to overheat, as the Warpstone fuel has a tendency to backfire and combust, damaging the engine from within. During the Shooting Phase, the Wardriver may choose to activate the Wardrive. Once this is done, the War Skiff may Move forward an additional 3D6". For every 1 rolled, the War Skiff suffers a S6, S7, S8 Hit to its Rear Armour, depending on the number of 1's rolled.
The Front Ram of the War Skiff is used to offensively ram into the formations of enemy troopers, or even tanks. Once having rammed into the enemy unit, the Vermin onboard the War Skiff can then assault the enemy unit, jumping out the front of the War Skiff and charging the enemy. The War Skiff may Tank Shock enemy infantry units and even ram enemy tanks and vehicles. In addition, the War Skiff may make a 6" Assault Move during the Assault Phase, Moving into the midst of enemy infantry as if making a Charge. Once this is done, the occupants onboard the War Skiff count as Charging that particular enemy unit that Turn, and all of them may make their full Attacks on the enemy unit.
Side Scythes can be attached to the War Skiff. As the War Skiff brushes past enemy units, the scythes cut a swath through the ranks of the enemy units, sending them into disarray. If the War Skiff touches an enemy unit whenever it makes a Move during any of the Phases, the unit suffers D3 Hits at S5. In addition, the unit has to take a Pinning Test that Turn.
As the War Skiff came into circulation among the tribes and clans of the Underempire, various modifications were added to it by the more innovative Vermin Smiths. One such modification is the Warpshield generator, created by the Skavensmiths of Clan Skaven when the War Skiff came into their possession. The Warpshield generator is based off the Warpbarrier Orb of Clan Skaven. It generates a protective barrier of Warp energy around the Warp Skiff. The occupants no longer have to fear being within an open-topped vehicle as the Warpbarrier covers the entirety of the vehicle. The War Skiff is no longer considered an Open-Topped vehicle. In addition, the War Skiff benefits from a 4+AS and a 5+IS. The occupants onboard the War Skiff benefits from a 5+IS. Should a Psychic Power be used against the War Skiff and its occupants, and the IS of the Warpshield successfully Saves against the Psychic Power, the Psychic Power is reflected back to its caster. This reflecting back of the Psychic Power only works on Psychic Powers that are single target, for area of effect Powers would be too powerful for the Warpshield to reflect back.
The Wardrivers wield Pikes, great, long polearms that have a sharpened end. The Pikes give the Wardrivers incredible reach, allowing them to attack from the safety of the War Skiff. Doing so gives the Wardriver greater protection from the attacks of the enemy. On the charge, the Wardrivers wield the Pikes with both hands, and its long reach means that the Wardriver has a greater chance to strike before the enemy. The impetus of the charge gives tremedous force to the thrust of the Pike. If the Wardriver is charged instead, the long reach of the Pike again allows the Wardriver to strike first, and the impetus of the enemy as he charges towards the Wardriver only strengthens the attack of the Wardriver. The Pike is thus a very powerful defensive weapon. The Pike is a Two-Handed Weapon that requires the use of both hands. On the Charge, it offers +2S and +3I to the Wardriver. If the Wardriver is Charged instead, it grants +2S and +3I. The Pike has a reach of 4", thus allowing the Wardriver to Attack from the safety of the War Skiff. If he does so, the Wardriver gains +1AS as the War Skiff provides some defence to the Wardriver from would-be Attackers.
Halberds are two-handed polearms with a large, curved blade at one end. Due to the leverage provided by its length, blows delivered by a halberd possess considerable strength. As such, a Halberd grants +1S to its wielder and a 3" Attack Range.
Being the elite bodyguard retinue of the Warlords of the Tribe, the Black Guards have the privilege of adorning the rare Stillsuits of Tribe Mors, gained through much expense of the Tribe. The Stillsuits increases the AS by 1 while negating a single Wound suffered on the roll of a 6.
The Vermin Smiths of each tribe are responsible for the crafting of the armours and weapons that are used by the Vermin in war. The armours they forge are crude implements, having none of the aesthetics of the Eldar, or the protective powers of the Space Marines. These are the Shell Armours, so called due to their protuberant shapes. Shell Armour confers a 5+AS to its bearer.
Weeping Blades are crudely shaped blades soaked in corrosive venom. Even the slightest contact with skin is enough for the venom to run its course through the body of the victim, damaging his internal organs. Each unsaved Wound from a Weeping Blade is multiplied into D3W.
Power Scimitar: In usual circumstances, the Vermin do not have access to the advance power weaponry of the other sentient races of the galaxy. However, when they do chance upon them through their scavenging, the Vermin Smiths would work on them under order of the ruling Warlords, for their personal use. The result is the Power Scimitar, after the design and shape so prided by the Smiths. The Power Scimitar works exactly like a Scimitar, granting +1S on the charge, but in addition, they ignore AS.
Twin Power Scimitars are two Power Scimitars wielded together as a pair by a Warlord. In the hands of a Warlord, he becomes a blur of slicing blades on the charge, cutting down all who stand before him. Twin Power Scimitars confer +2S on the Charge and ignore AS. In addition, they count as Two Hand Weapons.
Rifle Slings and Sheaths allow the bearer's hands to be kept free from his weapons of war, as the weapons are put to aside. These frees the forelimbs of the Vermin to be used in traversing ground instead. Rifle Slings are purchased if the bearer is wielding a firearm, and Sheaths are purchased if it is a close combat weapon. Purchasing both allows the Warlord to use both Range Weapons and Melee Weapons interchangeably, thus he can be armed with a Warplock Rifle and Twin Power Scimitars for instance, as when he uses the Rifle, the Power Scimitars are sheathed, freeing his arms to use the Rifle. Rifle Slings and Sheaths allows the bearer to Move 2D6" instead of D6" with Fleet of Paw. If they are not purchased, then the bearer may only Move D6" if he is equipped with a weapon. Warplock Pistols require Sheaths instead of Rifle Slings.
Warpstone Armour is armour specially crafted by the Smithmasters of Tribe Dirge. They are made of pure Warpstone but present none of the negative side effects to its bearer. Due to the difficulties involved in creating Warpstone Armour, the Warpstone Armour is almost exclusively reserved for the Warlords of a Tribe, tailored to suit their stature and size. As a suit of Armour, it grants a 4+AS to its bearer that is combinable with Stillsuits to be increased to a 3+AS. In addition, the Warpstone Armour naturally generates an aura that affects the bearer's presence in the Warp. The Warpstone Armour generates a natural 5+IS that benefits the bearer. In addition, should the IS prevent a Psychic Attack from harming the bearer of the Warpstone Armour, the Psychic Power is immediately reflected back onto the enemy. This works only if the IS is used in place of the AS. This reflecting back of the Psychic Power only works on Psychic Powers that are single target, for area of effect Powers would be too powerful for the Warpstone Armour to reflect back.
During the Age of Warlords, when the Vermin splintered into tribes and degenerated into inter-tribal conflict, it was noticed that it was confusing at times, in the mass of bodies, to know who was friend and who was foe. It was even harder to realise the position of the army general, and thus the Alpha Pack. This was a terrible case at hand, for it was crucial that the packs acknowledge the leadership of army general in the heat of war, so that he could organise and manoeuvre them on a massive scale. Thus, banners were woven together, from the fungus of the fungus trees at the dark corners of the cavern, to be carried on the field of war by the army general. These Tribal Banners displayed the heraldry of the tribe, which often included depictions of their Great Queen, Queen Mother of the tribe, from whom the members of the tribe could trace their ancestry from. The Tribal Banners allowed the army general to stand out and be seen by the rest of the army, and the Vermin gaining courage from the fact that their general was still alive and fighting, would press on, even against great odds. Thus, it came to be that whoever possessed the Tribal Banner became the general of the army, and Warlords working together in a campaign were known at times to attack the army general, in moments of weakness and carelessness, and seize the Tribal Banner for their own, and thus be declared the general of the army. In this way, power was seized within the sociopolitical dynamics of a tribe. It is compulsory for the Army General to purchase the Tribal Banner. The Banner confers +1 Combat Resolution to all units within 12" of it. It also confers LoS to all units on the field of the Army General's position. Thus, for the sake of the rules of Alpha Pack, units Falling Back always Move towards the position of the Tribal Banner and need not pass a Leadership Test. Should the Banner change hands to another Warlord or even a Chieftain, through the defeat of the current Army General in close combat with another Warlord or Chieftain, the Warlord or Chieftain becomes the new Alpha Pack and Army General, and will gain possession of the Tribal Banner.
The Doom Glaive is a weapon created from the will of the Verminlord, meant to bring doom to other Daemonic Entities of equal strength to the Verminlord. Each Unsaved Wound from the Doom Glaive causes D6W. The Verminlord is able to summon the Doom Glaive at will. When the Verminlord travels, it returns the Doom Glaive back into the substance of the Warp, freeing its forelimbs to be used in traversing ground. Therefore, the Verminlord always Fleet at 2D6".
Warpstone Blades are blades made of pure Warpstone. The Night Runners use them when facing off against a larger, stronger foe. As the Warpstone of the edges of the Warpstone Blade are left raw and unrefined, when the Blade sinks into the flesh of his victim, the mutagenic effects of raw Warpstone are let loose within the bodily systems of the victim, causing the flesh of the victim to rupture with untold mutations. The Warpstone Edge of the Blade allows it to bypass the defensive auras of Psykers and Daemonic Entities, making it the perfect weapon for hunting these beings. Attacks made by the Warpstone Blade ignores IS. Furthermore, for each Attack that Hits, the opponent receives a permanent -1 modifier to its Toughness value. After all Attacks are resolved, the opponent takes a Toughness Test, of which failing it the opponent receives an immediate Wound, bypassing Armour Saves.
Warpfire Blades Blades are similar to Warpstone Blades in the sense that they too have their edges made from pure Warpstone. The difference is that the edge of pure Warpstone is left in a volatile, semi-liquid state, unlike Warpstone Blades, which are completely solidified. Upon hitting an abrasive, the semi-liquid ignites, turning the Warpfire Blades into weapons that can cut through any material or armour. The all-consuming Warpfire burns with an intensity that is kept alive by the flesh of its victims. As such, the Warpfire Blades work in all respects in a similar fashion to the Warpstone Blades. In addition, all Attacks made by the Warpfire Blade ignores AS on top of ignoring IS. Against the armoured hulls of tanks, the Warpfire Blade offers 2D6 Armour Penetration. After the resolving of all Attacks, the Warpfire continues to burn, feeding off the flesh of its victims. As long as a Hit is made with the Warpfire Blade, a further Attack is resolved at Strength 5. Armour Saves are not allowable against this additional Special Attack.
Warpstone Brews are concoctions of the Sorcerers of Clan Eshin. Exposure to raw Warpstone is known to result in massive increases in muscle mass. Following this concept, the Sorcerers attempt to induce the same effects in their warriors but only temporarily, with the effects reversible, unlike the permanently twisted creations of Clan Moulder. The result of their experimentation is a distilled form of liquid Warpstone. Once imbibed, the user's Strength is increased twofold. The effects of the Warpstone Brew last for one turn only and is for one-use, and may be imbibed at any Phase within a Turn.
Nightfields are the result of a combination of the devising of the Bladesmiths and the sorcerous implementations of the Sorcerers of Clan Eshin. The Nightfields are inbuilt into the Stillsuits purchasable by the Night Runners, thus only if a Stillsuit is bought can the Nightfield be gotten too. The Nightfields create a field of superdense darkness in which no light can penetrate. To the eyes of those outside the field, the Nightfield appears as a blind spot. Only those imbued with the most alert of senses can notice the presence of the Nightfield; all others treat it as a blank space. In addition, the field of superdense darkness distorts the surrounding area as it bends light away, affecting the range of projectiles passing through the field. Place the Large Blast marker centered on the Night Runner unit. All units attempting to Shoot through this spot needs to pass an Initiative Test. In addition, the unit bearing the Nightfield is always considered in cover, although there is no actual bonus additions to the CS of the unit. On top of this, the Range of any weapon Shooting through the field is reduced by the distance it travels through the field. Basically, the maximum Range of the weapon is reduced by the distance it travels through the field, making it impossible to Shoot at units if they are beyond a certain point. The units within the Large Blast marker that denotes the Nightfield treat it as if it was nighttime. Night Fight rules applies within the Large Blast marker.
Personnel Nightfields are smaller versions of the Nightfield projectors. They project a Nightfield just enough to accommodate the bearer and his immediate vicinity. Use the Blast marker instead of the Large Blast marker when considering the radius of the Nightfield.
Warptunnel Orbs are miniature Warportals that allow instantaneous teleportation across the battlefield. They require the user to visualise the location of where he wishes to teleport to and will that image into the Warptunnel Orbs. The process of visualisation is very much like the exercising of a Psychic Power. The user has to pass a Psychic Test in order to use the Warptunnel Orb. Upon passing the Test, he may appear anywhere on the Battlefield even amidst the ranks of the enemy or friend. He is counted as Charging into combat for Assaults that Turn and in addition the rule of Stealth Assassin always apply, but he may not use Range Weapons if he chooses to appear within an enemy troop.
Warpfire Brews are volatile concoctions created by the Sorcerers of Clan Eshin. Warpfire is Warpstone in a purified, plasmic state. Upon imbibing the concoction, pure Warpfire courses through the veins, boiling the blood and sending the imbiber into a blood frenzy. The user is subjected to Frenzy for one Turn only. One-use only.
In dire times when the fate of the Clan is at stake, the Nightlords will bring out the severed head of their revered Master, and adorn it as a Skull Trophy around their necks. They then await for the soul of their dead Master to possess them. When the Greyfur disciples turned against their Master and cut off his head, it seems the Sorcerers bound his soul to his severed head. By adorning his skull around their necks, the Nightlords can attempt to allow the soul of their dead Master to descend into them. They are then totally lost in the conscious stream of their dead Master, but yet imbued with his deadly skills. Through this way their dead benefactor lives again, and they then beseech him to seek vengeance upon their enemies. All tremble in the wake of the "revived" Master Eshin, friend or foe alike. The Nightlord has to fail a Psychic Test in order to be possessed by Master Eshin. Upon failing the Test, his WS, S, T, A, W and I are boosted by 1. In addition, in close combat, he may re-roll all failed to-Hit and to-Wound rolls. On top of that, he has all the Ki Powers of the Sorcerers. There may only be one bearer of the Skull Trophy per Battle.

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