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==='''Grey Vermin'''=== Cost: 160 Grey Vermin are perhaps the most dangerous of all Vermin Men. They have psychic abilities and are more vicious and skilled than ordinary Vermin Men. Grey Vermin look like almost like ordinary Vermin Men, except for their grey fur and the horns protuding from their bestial heads. The powers of Grey Vermin are reminiscent of the minor powers used by most Wyrds, but they also have other insidous powers which aiding the Swarm in their quest for corruption and destruction of humanity. M WS BS S T W I A Ld 5 3Β 3Β 3 3 1 5 1 8 '''Weapons:''' Grey Vermin may be equipped with weapons from the following lists: Close-Combat, Firearms, Special and Grenades/Shells. '''Skill Tables''': Agility, Combat, Ferocity, Stealth '''Special:''' For some reason Grey Vermin never become actively involved in the power struggles that dominate daily life in the Vermin Swarm, and prefer to play out the Vermin Men against each other. As a result Grey Vermin never issue leadership challenges to the Vermin Leader. '''Psychic Powers:''' Grey Vermin have two minor powers from the Wyrd Minor Power Table and the following psyhic abilities: The Vermin Ritual and Madness. A Leadership test is required to use all the powers, except The Vermin Ritual. A Grey Vermin never rolls on the Perils of the Warp Table. '''The Vermin Ritual:''' A model who is taken prisoner by the Vermin Swarm may be subjected to the Vermin Ritual if a Grey Vermin is present in the gang. Roll 2D6 and add the Grey Vermin's Leadership. If the result is higher than the captured models Leadership plus 2D6, the captured model becomes a Vermin Man. He is now a normal Vermin Man and has none of his previous skills or characteristics. The model's gang may attempt a Rescue before this Ritual is undertaken. Other Vermin Men, Beastmen, Pit Slaves (due to their half-mechanical nature) and Scavy Mutants are immune to this ritual. '''Madness:''' The psychic powers of the Grey Vermin allow it induce Madness into the minds of unwary enemies. Once per enemy turn, at any time during the turn, the Grey Vermin may assault the mind of any one enemy model within 8". The enemy models must make an immediate Leadership test. A failed test indicates that the model is affected by the mental powers of the Vermin Man. The player of such a model must roll a D6. On a roll of 1-2 he may do nothing for the rest of the turn, on a roll of 3-4 he charges the nearest model (friendly or otherwise) and on a roll of 5-6 the Vermin player may move him as he sees fit. This may lead to the model falling down buildings and entering dangerous terrain, but may not lead to the model charging a friendly model. The effects subside at the beginning of the Vermin turn. A Wyrd affected by this power must roll on the Perils of the Warp Table due to his absolute lack of resistance against the powers of the Warp. If a Wyrd succesfully makes his Leadership test and the roll is 2 or 3, the Wyrd manages to backfire the power on the Grey Vermin. For the rest of this turn and during the next Vermin turn the Grey Vermin is affected by Madness himself. Do not roll on the Perils of the Warp table, however.
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