The unit do not take Panic tests.
Unit causes Terror. Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again. If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear. A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror. A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".
These rules are experimental and can only be used in the game if both players agree.
When a Vermin Lord loses a round of combat it must take a special Daemonic Instability test instead of a Break test. 1. Calculate combat resolution as normal. 2. Roll 2D6 and compare this to the Vermin Lord's Leadership value, with no combat resolution modifiers. If the roll is higher, the Vermin Lord loses its grip on the mortal world and disappears from the battlefield. It count 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.
The Vermin Lord get a 5+ Ward save. However, this Ward save cannot be used against magical attacks (ie, spells and magic items).
All friendly Skaven units with at least one model within 6" of the Vermin Lord are Immune to Psychology.
A Vermin Lord may never join units.
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