• 1325 pts (29.44 %) Characters (40 Max)
  • 1745 pts (38.78 %) Core (25 Least)
  • 1205 pts (26.78 %) Special  
  • 885 pts (19.67 %) Tunnel Gunners (30 Max)
  • 0 pts (0.00 %) Bread and Games (20 Max)
Characters
250 points
Vermin Senator #1

Vermin Senator - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 7
Defensive HP Def Res Arm
3 3 3 0
Offensive Att Off Str Ap Agi
Vermin Senator 2 3 3 0 4
Mount: Senatorial Litter
Global Adv Mar Dis Model Rules
5" 10" C
Defensive HP Def Res Arm
4 C C C+1
Offensive Att Off Str Ap Agi
Blackfur Veteran(4) 1 4 4 1 5
Options Senatorial Litter • General
Magic items Crown of Autocracy • Map of the Deeps
195 points
House Prefect #1

House Prefect - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
2 2 3 0
Offensive Att Off Str Ap Agi
House Prefect 2 2 3 0 4
Options Rakachit Technocrat • Pistol (3+)
Magic items Binding Scroll
280 points
Swarm Priest #1

Swarm Priest - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
2 2 3 0
Offensive Att Off Str Ap Agi
Swarm Priest 1 2 3 0 4
Options Holy Triumvirate • Wizard Adept • Cult of Errahman • Occultism
Magic items Talisman of the Void • Cowl of the Apostate
290 points
Swarm Priest #2

Swarm Priest - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
2 2 3 0
Offensive Att Off Str Ap Agi
Swarm Priest 1 2 3 0 4
Options Holy Triumvirate • Wizard Adept • Caelysian Pantheon • Thaumaturgy
Magic items Book of Arcane Mastery
310 points
Swarm Priest #3

Swarm Priest - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
2 2 3 0
Offensive Att Off Str Ap Agi
Swarm Priest 1 2 3 0 4
Options Holy Triumvirate • Wizard Adept • Caelysian Pantheon • Witchcraft
Magic items Rod of Battle • Tome of the Ratking
Core
430 points
Vermin Legionaries #3

Vermin Legionaries x60 - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
1 2 2 0
Offensive Att Off Str Ap Agi
Vermin Legionary 1 3 3 0 4
Options Musician • Standard Bearer • Shield, Spear
Magic banners Stalker's Standard
440 points
Vermin Legionaries #2

Vermin Legionaries x60 - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
1 2 2 0
Offensive Att Off Str Ap Agi
Vermin Legionary 1 3 3 0 4
Options Musician • Standard Bearer • Shield, Spear
Magic banners Rending Banner
475 points
Blackfur Veterans #1

Blackfur Veterans x39 - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 6
Defensive HP Def Res Arm
1 3 2 0
Offensive Att Off Str Ap Agi
Blackfur Veteran 1 4 3 0 5
Options Musician • Standard Bearer
Magic banners Rending Banner
160 points
Vermin Slaves #3

Vermin Slaves x30 - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 3
Defensive HP Def Res Arm
1 1 2 0
Offensive Att Off Str Ap Agi
VerminSlave 1 1 3 0 4
Options Tunnelling Tools • Musician
240 points
Vermin Slaves #2

Vermin Slaves x60 - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 3
Defensive HP Def Res Arm
1 1 2 0
Offensive Att Off Str Ap Agi
VerminSlave 1 1 3 0 4
Options Tunnelling Tools
Special
210 points
Shadowfur Stalkers #1

Shadowfur Stalkers x20 - Standard - Infantry - 20x20mm

Global Adv Mar Dis Model Rules
5" 10" 5
Defensive HP Def Res Arm
1 3 2 0
Offensive Att Off Str Ap Agi
Shadowfur Stalker 1 3 3 2 5
Options Throwing Weapons (4+)
385 points
Murmillo Brutes #2

Murmillo Brutes x4 - Large - Infantry - 50x50mm

Global Adv Mar Dis Model Rules
6" 12" 6
Defensive HP Def Res Arm
3 4 5 0
Offensive Att Off Str Ap Agi
Murmillo Brute 3 3 5 2 4
Options Standard Bearer • Halberd, Shield
Magic banners Bell of the Deep Roads
610 points
Murmillo Brutes #1

Murmillo Brutes x6 - Large - Infantry - 50x50mm

Global Adv Mar Dis Model Rules
6" 12" 6
Defensive HP Def Res Arm
3 4 5 0
Offensive Att Off Str Ap Agi
Murmillo Brute 3 3 5 2 4
Options Musician • Canister Launcher (4+)
Tunnel Gunners
225 points
Vermin Artillery #2

Vermin Artillery - Large - Construct - 75mm round

Global Adv Mar Dis Model Rules
5" 5" 5
Defensive HP Def Res Arm
4 1 4 0
Offensive Att Off Str Ap Agi
Crew 3 3 3 0 4
Options Rakachit Mauss Cannon (4+)

Magics

Racial Trait Spell

H The Awakened Swarm Effect
Casting: <5+> {8+}
Range: 12"
Type: Ground
Duration: Instant
The range of this spell can be measured from the Caster or from any friendly Tunnel Marker on the board. Summon a unit of 3 Rat Swarms (profile below), with its Centre on the targeted point. {The Summoned unit may perform a 6″ Magical Move.}
Occultism

Occultism

The Sacrifice: When casting a non-Bound Spell from this Path, immediately after the casting roll, but before any Dispelling Attempt, the Active Player may choose the Caster’s unit or another friendly unengaged unit within 24″.
A unit may only be chosen once per phase. The chosen unit suffers X hits that wound automatically with Armour Penetration 10 and Magical Attacks, and with no saves of any kind allowed, where X is determined by the Discipline value of the largest fraction of models in the unit, ignoring all Discipline modifiers. In case of a tie, use the lower value:
• 0 to 4: 3 hits
• 5 to 7: 2 hits
• 8 to 10: 1 hit
Any Health Point loss from The Sacrifice that would remove the last model of the chosen unit as a casualty is discarded.
These Health Points losses never cause Panic Tests.
If at least one Health Point loss was caused, the spell is cast with the {amplified} version. In that case, use any text marked with {}.

Casting Range Type Duration Effect
5 Marked for Doom 9+ 24" Hex, Damage, Direct Instant The target suffers 1 hit with Strength 10, Armour Penetration 10, Multiple Wounds (D3), and Magical Attacks.
{If the target is within 12" of the Caster, the spell targets a single Character or Champion joined to the target unit.}
4 Breath of Corruption 6+ [9+] Caster [12"] [Augment], Focused Last one Turn The target gains Breath Attack (Magical Attacks, Toxic Attacks).
[This spell may only target Characters, Champions, and single model units.]
{If the Breath Attack is used as a Shooting Attack, its range is increased to 18″.}
1 Pentagram of Pain 5+[6+] 24"[12"Aura] |Hex|, |Direct|, [Universal], |Damage| Instant The target suffers D6 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
[The Caster's unit is unaffected.]
{If one or more unsaved wounds are caused with this spell, the Caster Recovers 1 Health Point.}
6 The Grave Calls 11+ 12" Hex, Damage, Direct Instant The target suffers 2D6 hits with Strength 5, Armour penetration 2, and Magical Attacks.
{The hits gain +1 Strength and +1 Armour Penetration.}
3 The Rot Within 6+ 18" Hex Permanent The target suffers -1 Offensive Skill and -1 Defensive Skill.
{The Caster gains +1 Offensive Skill and +1 Defensive Skill.}
2 Hand of Glory 6+ [8+] Caster [12"] [Augment], Focused Last one Turn [This spellmay only target Characters, Champions, and single model units.]
The target {and all models in its unit} gain Aegis (6+) and Aegis (+1, max 3+).
Thaumaturgy

Thaumaturgy

Judgement on High: When casting non-Bound Spells from this Path, all Magic Dice that result in ‘1’ must be rerolled.
Dice causing a Miscast cannot be rerolled. If a Caster Miscasts when casting a spell from this Path, add a +1 Miscast
Modifier.

Casting Range Type Duration Effect
1 Hand of Heaven 5+ [8+] 24" Hex, Missile, Damage Last one Turn The target suffers D6 [D6+1] hits with Strength D6 [D6+1], Armour Penetration 2 [3], and Magical Attacks.
2 Smite the Unbeliever 6+ [9+] 24" Hex Last one Turn Immediately after successfully casting this spell, roll a D6.
[Choose which effect to apply when casting the spell.]
- If 1-3 is rolled, the target suffers -1 Resilience.
- If 4-6 is rolled, the target suffers -1 Strength and -1 Armour Penetration.
3 Speaking in Tongues 7+ [7+] 18" Hex Last one Turn Units with at least one model affected by the spell cannot benefit from Commanding Presence [Rally around the Flag].
4 Cleansing Fire 5+ [8+] Caster [18"] [Augment], Focused Instant The target gains Breath Attack (Strength D3+2, Armour Penetration 1, Magical Attacks).
(Roll the D3 immediately after successfully casting this spell.)
[This spell may only target Characters, Champions, and single model units.]
5 Wrath of God 12+ 96" Ground Permanent Place a counter on the target point. At the end of each subsequent Magic Phase roll a D6; if 1-3 is rolled, add another counter on the same point. If 4-6 is rolled, each unit within (2D6+X)″, where X is equal to the number of counters, suffers 2D6 hits with Strength 5, Armour Penetration 2, and Magical Attacks. If a unit fails a Panic Test forced by the spell, it flees directly away from the marked point. The spell then ends, remove all counters.
6 Trial of Faith 7+ [10+] 12" [18"] Hex, Missile, Damage, Focused, Direct Instant The Caster rolls D3+1 and the target rolls D3. If the Caster’s roll is higher, the target suffers a number of hits equal to the difference between their respective rolls. These hits wound automatically with Armour Penetration 10 and Magical Attacks.
Witchcraft

Witchcraft

Casting Range Type Duration Effect
A Evil Eye 24" Universal Last one Turn If this spell targets a friendly unit, the target gains +1 Advance Rate and +2 March Rate.
If this spell targets an enemy unit, the target suffers -1 Advance Rate and -2 March Rate, to a minimum of 3 and 6 respectively.
A unit cannot be affected by this spell more than twice in the same Magic Phase.
1 Raven's Wing 7+ [9+] 18" Augment Instant The target may perform a 8" [12"] Magical Move and gains Fly and Light Troops until the end of the Player Turn. Nominate a single model part affected by the spell. This model part may perform a Sweeping Attack during the move (possibly in addition to other Sweeping Attacks). This Sweeping Attack causes D6 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
2 Deceptive Glamour 4+ [6+] 24" Hex Last one Turn The target suffers -1 [-2] Offensive Skill, -1 [-2] Defensive Skill and -1 [-2] Agility.
3 Twisted Effigy 5+ [7+] 36" Hex Last one Turn The target cannot use Shooting Attacks [and suffers a -2 modifier to its casting rolls].
4 The Wheel Turns 8+ [10+] 24" Hex Last one Turn Melee Attacks made by {and distributed towards} R&F models in the target unit are set to wound on a 4+, and Close Combat Attacks made by {and allocated against} R&F models in the target unit additionally are set to hit on a 4+, regardless of Offensive Skill, Defensive Skill, Strength, and Resilience. Apply this effect before other to-hit and to-wound modifiers.
5 Will-o'-the-Wisp 8+ [8+] 18" Universal Last one Turn The target gains Random Movement (2D6 [3D6])
6 Bewitching Glare 8+ [12+] 18" Hex Last one Turn Melee {and Shooting} Attacks against the target must reroll failed to-wound rolls.

Magic items

Binding Scroll: One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.

Book of Arcane Mastery: The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Cowl of the Apostate: The model gains Holy Triumvirate (see Swarm Priest), and for the purpose of this rule, it counts as having both Caelysian Pantheon and Cult of Errahman.

Crown of Autocracy: The bearer gains +1 Discipline. If taken by the General, the opponent is awarded an additional +200 Victory Points if the bearer is removed as a casualty.

Ghostly Guard: The wearer gains +2 Armour against non-Magical Attacks.

Lucky Charm: One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.

Map of the Deeps: At the end of each friendly ShootingPhase, the bearer may move a single friendly Tunnel Marker within 24″ up to 6″ in any direction.

Rod of Battle: The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 12″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.

Talisman of the Void: The bearer gains Channel (1).

Tome of the Ratking: The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
At the end of each friendly Magic Phase, the bearer may discard up to 3 Veil Tokens. For each discarded Veil Token, Raise 3 Health Points in a friendly Rat Swarms unit. This can Raise Health Points above the unit’s starting size, up to a maximum of 27 Health Points.

Willow's Ward: While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.

Magic banners

Bell of the Deep Roads: The bearer’s unit may start the game in Tunnel Reserve. Ambush rolls of the bearer’s unit may be rerolled. This overrides the restriction of Special Items not working while their bearer is off the board.
If the unit passes an Ambush roll, all subsequent failed Ambush rolls for Tunnel Reserve during this Player Turn may be rerolled. Any unit that passes its Ambush roll due to this reroll must enter the Battlefield from the same Tunnel Marker as the bearer’s unit. If this is not possible, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.

Rending Banner: One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.

Stalker's Standard: The bearer’s unit gains Strider.

Special rules

Avatar of Acratos: Universal Rule.
The model gains Lightning Reflexes and adds +2 to its side’s Combat Score in combats which it is Engaged in when Combat Scores are calculated.

Avatar of Favana: Universal Rule.
The model gains Multiple Wounds (D3) and Swiftstride.

Avatar of Udius: Universal Rule.
The model gains Fortitude (4+, against non-Magical Melee Attacks).

Avrasi Formations: Universal Rule.
The model gains the following rules based on its unit’s Formation:
• Testudo: While the model’s unit is in Close Formation, the model gains +1 Armour against Shooting Attacks.
• Phalanx: While the model’s unit is in Line Formation, the model must reroll natural towound rolls of ‘1’ with its Close Combat Attacks.

Back to the Burrows: Universal Rule.
Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model’s unit is not Engaged or Shaken and has 50 or fewer Health Points.

Bloodfur Praetorians: Universal Rule.
The model gains Bodyguard (Vermin Senator that is the General) and Great Weapon, and loses Halberd.

Bloodpox Blades: Universal Rule.
The model gains Paired Weapons and Poison Attacks.

Borne into Battle: The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

Caelysian Pantheon: Universal Rule.
The model’s Path access is replaced with:
- Thaumaturgy
- Witchcraft

Callous: Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions:
• The enemy unit is Engaged only with friendly models that are of Standard Height and/or Infantry.
• Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight).
• Roll to hit as normal against the intended target. Each hit from attacks without Area Attack must then be randomised to determine which unit is hit by rolling a D6 for each hit. On a roll of 4+, unless specifically stated otherwise, the intended target is hit; otherwise, the friendly unit Engaged with the intended target is hit. If there is more than one friendly unit, randomise which one is hit.
• In case of Area Attacks, the initial hit is not randomised. Determine the number of hits caused by the Area Attack based on the attack’s initial target. Then randomise each hit as specified above.

Chain Lightning: Special Attack.
The model’s Grind Attacks are resolved as Lightning Attacks.

Cohort Coordination: The model gains two instances of Fight in Extra Rank while its unit is Steadfast and does not suffer from Disrupted Ranks. Check if the conditions are met and apply the effects at the start of each Initiative Step.

Cult of Errahman: Whenever a Close Combat Attack allocated towards a model with Cult of Errahman rolls a natural ‘1’ to hit, the model part inflicts 1 hit with Toxic Attacks against the attacking model’s unit in the same Initiative Step, before any casualties are removed.
R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.

Dark Doorways: Universal Rule.
The model cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose a friendly unit of Vermin Velites, Vermin Legionaries, Blackfur Veterans, Shadowfur Stalkers, or Ignifier Grenadiers that is not Fleeing and that the model can join, and apply the following rules:
• Remove a R&F model from the chosen unit’s first rank as a casualty. You cannot remove the last R&F model from a unit.
• Deploy the Duskblade Assassin inside the unit in the position of the removed model.
• The Duskblade Assassin cannot voluntarily leave its unit during the Player Turn in which it was deployed.
• If the model is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed for the rest of the game.
• The model cannot be deployed in a Summoned unit

Decimation: Universal Rule.
When the model’s unit fails a Discipline Test after any rerolls, you may apply the following rules:
1. Roll a D6.
2. Add the result to the initial dice rolled for the Discipline Test as an (additional) instance of Minimised Roll, ignoring all dice that were discarded from any other instances of Minimised Roll.
3. The model’s unit suffers a number of hits equal to the discarded diceD6 from this instance of Minimised Roll that wound automatically with no saves of any kind allowed.

Dire Rats: Universal Rule.
The model gains +1 Strength, +1 Armour Penetration, and +1 Resilience, and its base size is changed to 25×50 mm. The model loses Insignificant.

Disdain for Plebs: Universal Rule.
The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.

Eagle Standard: While a non-Fleeing unit with one or more Eagle Standards is within range of its General’s Commanding Presence, the unit gains Rally Around the Flag with the following rules and exceptions:
• Its range is always 6″.
• Discipline Tests taken by units while within range of one or more instances of this Rally Around the Flag are subject to Minimised Roll.

Earthbreaker Drill: Universal Rule.
The model can only perform its Grind Attacks against units Engaged with its Front Facing. The model gains +3 Armour against:
• Shooting Attacks from enemy models Located in the model’s Front Arc.
• Melee Attacks from units Engaged with the model’s Front Facing.

Endless Tide: Universal Rule.
Rat Swarms cannot declare any Charges and always count as Fleeing when Charged (i.e. they must Flee as a Charge Reaction if able to, are destroyed if Pursued into, etc.). They cannot benefit from Commanding Presence.
A Rat Swarms unit can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″ (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit for each Health Point in the Rat Swarms unit with Strength 2 and Armour Penetration 1. If the enemy unit is Engaged in Combat, then randomise the hits as per the Callous rules.
If another unit (friend or foe) comes into base contact with a Rat Swarms unit, then that unit suffers hits as if. the Rat Swarms had performed a Sweeping Attack against it. The Rat Swarms unit is then removed as a casualty.

Fear no Evil: Universal Rule.
While the model’s unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable. In addition, while in the same unit as a Swarm Priest, the model gains Fearless.

Fetthis Fleshmaster: Universal Rule.
The model gains Heavy Armour and Shield. Charge Range rolls in the Charge Phase of units consisting entirely of Giant Rats, Fetthis Brutes, Arena Beasts, and models on Praetorian Brute within 12′′ are subject to Maximised Roll.

Greater Eagle Standard: Universal Rule.
The bearer gains Standard Bearer and Eagle Standard, with the exception that the requirement for being within range of its General’s Commanding Presence is ignored.

Heavy Weapon: Attack Attribute – Shooting.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn

Holy Triumvirate: Universal Rule.

If there are at least 3 models with Holy Triumvirate on your Army List and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows:
• Wizard Apprentices select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell.
• Wizard Adepts select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.

I am the Senate: Universal Rule.
When friendly units within range of the model’s Commanding Presence (including the model itself) lose Health Points due to Unstable, the number of lost Health Points is reduced by the unit’s number of Full Ranks, to a maximum of 3.

Life is Cheap: Each Health Point loss of models with Life is Cheap is only counted as half a Health Point loss for the purpose of Combat Score, rounding fractions up. This does not include Combat Score bonuses from Overkill.

Lightning Attacks: Close Combat, Shooting
The attacks become Magical Attacks, their Strength is set to D6, and their Armour Penetration is set to 2. If the target’s unit is in contact with Water Terrain, failed to-wound rolls must be rerolled. Roll only once for the Strength value of all simultaneous hits with Lightning Attacks from a single unit and apply the result to all hits.

Lord of the Legions: Universal Rule.
The model gains Great Weapon and Paired Weapons.

Mishap: The model suffers a Mishap when it rolls a natural ‘1’ for the type of roll described in brackets (X). If X is “Misfire”, the model suffers a Mishap instead of suffering effects from Misfire. A roll resulting in a Mishap can never be rerolled and an attack resulting in a Mishap is always lost. When suffering a Mishap, the model’s unit suffers 2 hits with Strength 5 and Armour Penetration 10. If the Trial and Terror shooting mode was used, the number of hits is increased to 4.

Pestilent Pulpit: Universal Rule.
The model can cast Breath of Corruption (Occultism) as a Bound Spell with Power Level (4/8).
The model gains Borne into Battle (Plague Disciples).
The model’s unit gains Poison Attacks with the following exceptions:
• Only models with Cult of Errahman are affected.
• Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful to-hit rolls of 5+ instead of 6+.

Pontifex Maximus: Universal Rule.
The model knows The Awakened Swarm (Hereditary Spell) in addition to its other spells. In addition, the model always selects its spells from all Learned Spells of its chosen Path.

Praetorian Brute: Universal Rule.
The model’s base size is changed to 40×40 mm. The model part gains +1 Offensive Skill, +1 Armour, and Halberd. The model part can use this Halberd even though it has Harnessed.

Rakachit Technocrat: Universal Rule.
The model gains Engineer (3+) that can also be used on Experimental Weapon Teams, affecting all Experimental Weapon Team models in the chosen unit.

Sic Semper Tyrannis: Universal Rule.
While the model’s unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.

Sicarran Smugglers: Universal Rule.
The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while their bearer is off the board.

Skorchit Alchemist: Universal Rule.
One use only. May be activated at the start of any Round of Combat. Standard Height R&F models in the model’s unit gain Lightning Reflexes until the end of the Player Turn. The unit suffers D6 hits that wound automatically with no saves of any kind allowed. These hits are considered Special Attacks.

Stygian Overseer: Universal Rule.
The model gains Heavy Armour and Great Weapon.
At the start of any friendly Shooting Phase, a single model with Stygian Overseer may detonate a single Tunnel Marker within 24′′ of it. If so, all units within 6′′ of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.

The Die is Cast: Universal Rule.
The model gains +1 Discipline, up to a maximum of 8, while within 12″ of one or more enemy models.

Trial and Terror: The Trial and Terror section in a weapon’s profile describes an alternative shooting mode. If one model uses the Trial and Terror shooting mode, then all models in its unit must use it. The effects last until the end of the phase.

Tunnel Markers: Each Vermin Swarm army gains one Tunnel Marker and can gain additional Tunnel Markers by including certain units in the Army List. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. A player can only use up to 4 Tunnel Markers.

Tunnel Reserve: Certain units have the ability to either enter or start the game in Tunnel Reserve. Units in Tunnel Reserve follow the rules for Ambush, with the following differences:
• Instead of entering the Battlefield from a Board Edge, the owner chooses a friendly Tunnel Marker. Place the unit within 3′′ of the centre of this marker. No model can be placed with its centre farther away from the centre of the chosen marker than its March Rate. If this is not possible for any friendly marker on the Battlefield, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
• A unit that enters the Battlefield from Tunnel Reserve cannot perform any Advance Moves, March Moves, or Reforms in the same Movement Phase. The unit counts as having performed a March Move for the purpose of shooting.
• A unit that enters the Battlefield from Tunnel Reserve in Game Turn 5 or 6 loses Scoring.
• A unit that enters Tunnel Reserve and does not return to the Battlefield before the end of the game counts as destroyed.

Tunnelling Tools: Universal Rule.
The unit adds a single Tunnel Marker to the army.

Underground Arrival: Universal Rule.
The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.

Underworld Beast: Universal Rule.
The model gains Random Movement (3D6″) and its Attack Value is set to 4D3. It loses Harnessed and the Pitmaster model part, and its base size is changed to 60×100 mm.

Unlimited Power!: Universal Rule.
The model must be the General. While within range of the model’s Commanding Presence, other friendly units gain Unstable and cannot voluntarily choose Flee as a Charge Reaction.

Unstable Engines: Universal Rule.
Units consisting entirely of models with Unstable Engines:
• Gain +D6′′ to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance.
• Immediately after choosing to perform a March Move, gain +D6′′ March Rate.
Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks against all units (including the model’s unit) within 6′′ of the model.
Roll once for the number of hits inflicted against each unit. These hits are considered Special Attacks.

Valorous Discretion: Single model units of Standard Height with Valorous Discretion treat all enemy units as units with Terror.

Vox Populi: Universal Rule.
The range of the model’s Commanding Presence is set to 18″ when measured to units with one or more models with Eagle Standard.

Vox Populi: Universal Rule.
The range of the model’s Commanding Presence is set to 18′′ when measured to units with one or more models with Eagle Standard.

Whispering Bell: Universal Rule.
The model can cast Speaking in Tongues (Thaumaturgy) as a Bound Spell with Power Level (4/8).
The model gains Borne into Battle (Blackfur Veterans, Vermin Legionaries), Channel (1), and Musician.
The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model’s unit, are both extended to 18″. Friendly units within 12″ of the Sacred Platform gain Aegis (6+).

Without Number: If this option is taken for any model in the army, then all models in the army that can take it must take it. When the model is removed as a casualty, place it in a Reinforcement Pool next to the Battlefield. At any time, you may remove 40 models from this Reinforcement Pool and place one of the following Summoned units in Tunnel Reserve:
• 25 Vermin Legionaries with a Champion, a Musician, a Standard Bearer with Eagle Standard, and Without Number. The unit loses Scoring. The unit may take Shield and Spear.
• 40 Vermin Slaves with a Musician and Without Number.