A unit with an attached Warp-grinder is not deployed at the beginning of the game, but instead uses the following rules:
During deployment, but before Scouts, place a tunnel marker anywhere on the battlefield (a coin will do). Starting from Turn 2, at the beginning of every friendly turn roll a dice: on a 4+ the Warp-grinder arrives. If the unit fails to turn up during a game, treat them and the Warp-grinder as a casualty.
When the team emerges, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the team and its parent unit are considered lost; treat them as casualties. If you roll a misfire, roll on the Warp-grinder Mishap chart.
Once the final position is established, place the Warp-grinder and its parent unit so both can touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction. The emerging units can act normally this turn, even declaring a charge.
If the marker is under an enemy unit when the Warp-grinder and its parent unit emerges, the Warp-grinder and its parent unit are both considered to have charged. Place the attacking Skaven to the front of the enemy unit that is atop the marker.
Warp-grinder Mishap Chart
D6 | Result |
1-2 | Cave-in! Total collapse! The Weapon Team and its parent unit are instantly killed. |
3-5 | Partial Collapse: The warp generator fizzles out as the Warp-grinder nears the surface. Some of the models may claw their way topside, although the Warp-grinder is removed as a casualty. Make a Strength test for each model in the parent unit, if passed the model is placed as normal. Models that fail are removed as casualties. Any models that survive may not move or charge on the turn they emerge after a Partial Collapse. If the models emerge into close combat they count as WS 1 and always strike last, regardless of charging or Initiative. |
6 | Should Have Taken That Left Turn: The tunnellers get lost! Your opponent places the marker anywhere on the table and this is where the Weapon Team and its parent unit emerge. They cannot move or charge on the turn they emerge, as they are too busy blaming each other for the error. |