A unit with an attached Warp. grinder is not deployed at the beginning of the game.
During deployment, before Scouts are placed, place a tunnel marker anywhere on the battlefield. The unit will then deploy using the Ambushers special rule. 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. In case a Misfire is rolled, roll a D6 and consult the Warp-grinder Mishap Chart.
Once the final position is established, place the Warpgrinder 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.
If the marker is under an enemy unit when the Warpgrinder 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.
Although not designed for combat, the Warp-grinder can still mete out damage with its close-ranged warp-powered blasts. The Warp-grinder fights in close combat using its crew's Initiative, but not their Attack profile. The Warp-grinder is a Warpstone Weapon and inflicts D3 Strength 4 Hits in each Close Combat phase.
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 have the Always Strikes Last special rule for the remainder of the turn. |
6 | Should Have Taken That Left Turn. The tunnellers get lost! Your opponent places the marker anywhere within 18" of the original position 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. |