Daemonic Instability

(Rule)
Description: When a Vermin Lord loses a round of combat it must take a special Daemonic Instability test instead of a Break test. Use the following procedure to take a Daemonic Instability test: 1. Calculate combat resolution as normal. 2. Roll 2D6 and compare this to the Vermin Lord’s Leadership value, with no combat resolution modifers. If the roll is higher, the Vermin Lord loses its grip on the mortal world and disappears from the battlefield. It counts as destroyed. 3. If the Vermin Lord does not instantly disappear, compare the dice roll to their Leadership value, taking into account any modifiers for combat resolution. For each point the Vermin Lord fails its Instability test by, it suffers one additional wound. No saves of any kind are allowed against these wounds, including Ward saves, regeneration, etc. If characters are present in the unit, the controlling player can decide how to allocate wounds between the character/s and the unit. 4. If the Vermin Lord is wiped out by instability in the first round of combat, the enemy may overrun as normal.