Pawn

(Rule)
Description: Boneripper must be deployed within 6" of Thanquol at the beginning of the game. After that, Boneripper is free to move independently (in reality he is telepathically controlled by Thanquol) and will count as a separate unit of a single Rat Ogre for the rest of the game (he is worth 75 Victory points). Boneripper can never join units. If Thanquol is killed or flees off the table, Boneripper switches off and is immediately removed from the table, counting as a casualty. At the beginning of each of his turns in which the Skaven player wants to do anything with Boneripper (move, shoot, fight in close combat) the player must roll a D6 to activate the automaton. On a roll of 2-6 everything is well and Boneripper acts as normal. On the roll of a 1, Boneripper suffers a malfunction — roll another dice and refer to the Malfunction chart above to find our what's gone wrong. BONERIPPER RUNS AMOK! D6 | Result 1-3) Boneripper does notbing this turn and is bit automatically if engaged in close combat, The opponent can control Boneripper in his next turn, exactly as if it was one of his models. At the beginning of the next Skaven turn, control reverts to the Skaven player. 4-6) Boneripper does nothing this turn and is hit automatically if engaged in close combat.