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Age of Sigmar/Tactics/Old/Chaos/Skaven/Clans Verminus
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====Weapon Teams==== =====Poisoned Wind Mortar===== Potentially a very nasty ranged attack which can be shot without line of sight. 1 4+/4+/-2/D6 shot that gets a +1 to hit against a unit with 10+ models and swaps D6 damage for guranteed 6 against units with 20+ models. Good for thinning down big units for your stormvermin to finish off. =====Warpfire Thrower===== Simply target a unit within 8" it suffers D3 mortal wounds. You can also attempt to boost the damage to D6 mortal wounds on a dice roll of a 2+, though if it fails this roll it suffers D3 mortal wounds itself. The team that benefits most from the clawpack as it needs the protection. =====Rattling Gun===== See: [[Dakka]]. 2D6 18" 4+/4+/-1/1 shots that get +1 to hit within 9" and on a dice roll of 2+ can fire FOUR D6 shots instead with the usual caveat that failing the roll means D3 mortal wounds. Like the Wapfire thrower it benifits from the protection, however moving it forwards isn't a necessity. =====Doom-Flayer===== The only melee weapon team with D3 3+/3+/-2/D3 attacks that get +1 to hit on the turn it charges and on a dice roll of 2+ makes D6 attacks instead, with the usual D3 mortal wound penalty for failing the roll. =====Warp-Grinder===== This weapon team can be deployed in any of your movement phases with an accompanying '''SKAVEN''' unit as long as it's deployed 9" away from the enemy units. When they arrive, you have to roll a dice:on 1 or 2 you have to try again next turn ( Unlike WHFB, in which the Weapon Team and the units could die if they failed the roll ). Remember, there are no limitations on which unit you can set up this way, so imagine to do that with your Verminlord(No, you can't take verminlord since they do not have the SKAVEN keyword), or a powerful unit of Stormvermin. You have to think before the game starts what are you going to do, but the results can be very devastating if used well. The units also can't move, but they can charge, so if you're lucky you can attack almost immediately. Also, the 2 attacks of the crew and the 4+/3+/-2/3 attack of the drill are nothing to spit at, but don't rely on them, because the Warp Grinder has a pretty bad Save of 6+.
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