Mageblight Gremlin

(Entry)
Type:

model

EntryId:

4116-ea6e-01aa-aded

Hidden:

false

Costs: 30 pts

Constraints:

min: 3
max: 6
Options (1)

Profiles:

Global AdvMarDisRsr
Mageblight Gremlins (Global)

6

6

4

Ambush (Battlefield Edge, or unit containing a Wizard), Supernal, Fearless, Skirmisher, Light Troops, Swiftstride

Defensive HPDefResArmAeg
Mageblight Gremlins (Defensive)

5

2

2

0

Veil Stalker, Hard Target (1), Distracting (1)

Offensive AttOffStrAPAgiTags
Mageblight Gremlin

6

2

2

1

2

Daemon, Swarm

Poison Attacks (towards units containing a Wizard), Magical Attacks, Extra Support (3)

Size HeightTypeBaseRarity
Mageblight Gremlins (Size)

0

Daemon, Swarm

40×40

Common

Rule
Ambush:

Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later during the game.
From your Player Turn 2 and onwards, roll a D6 for each unit placed in Ambush at the start of the Movement Phase: every unit that rolls a 3+ will arrive on the Battlefield if possible.
During your Player Turn 5 and 6, this roll is always considered to have rolled a 3+.
When a unit arrives on the Battlefield, choose a point as specified by X. If no suitable point is available where the unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.
Deploy each unit arriving on the Battlefield with at least three of its four corners within 6" from the chosen point in any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot perform any Move in the same Phase.
If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Models placed in Ambush can be Deployed joined to a unit placed in Ambush with the same X value, following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.

A unit arriving on the Battlefield in Game Turn 6 loses Scoring. Deploying Ambushing units.In these examples, the unit has Ambush (Battlefield Edge). The unit with the yellow check mark is placed in a valid position, while the two units with red crosses are not: the left one because there is an Impassable Terrain Feature between the Unit Boundary and the chosen point, and the right one because parts of the unit are more than 6" away from the chosen point.

Supernal:

When a unit entirely with Supernal fails a Break Test, instead of being Broken and subsequently Shaken, it suffers a number of Health Point losses equal to the amount by which the combat was lost (with no saves of any kind allowed). These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner towards Attachable Models, as evenly as possible.
Attachable Models with Supernal can only join units containing Supernal, and units containing Supernal can only be joined by Attachable Models with Supernal.

Fearless:

A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.

Skirmisher:

Units containing Skirmisher adopt a unique formation, called a Skirmish Formation. Instead of being in contact with each other, these models are placed 12.5mm apart from each other (roughly half an inch, see the figure below).
These gaps between the models are considered part of the unit for Cover and Line of Sight purposes, and have the same Height as the unit.
Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, and a Rear Facing, can perform Supporting Attacks, and so on.
Units in Skirmish Formation can only be joined by Attachable Models that have the same Height as the unit.
Unless an Attachable Model has the exact same base size as all Rank-and-File models in the unit, it is considered Mismatched for the purpose of placement within the unit.
The unit ceases to be in Skirmish Formation when all models with Skirmisher have been removed. When this happens, contract their Skirmish Formation into a normal formation when returning the unit into a valid formation, without moving the centre of the first rank. If Engaged in Combat, nudge any unit as normal to maintain contact.
See figure figure/skirmisher for an illustration of this rule. Skirmish formation.An example of a unit in Skirmish Formation with a joined Mismatching Character. All models are 12.5 mm away from each other.
The same unit Engaged in Combat. Only darkened models may attack. Models with a dashed frame can attack a Character (either C1 or C2). Models with a lighter shade cannot attack at all.

Light Troops:

A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility).
If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility.
Note: this rule has no effect on other Move Manoeuvres, including March Moves.
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.

Swiftstride:

Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.

Veil Stalker:

For every successfully cast spell in the opponent’s previous Magic Phase, this unit’s Ambush rolls gain one instance of Maximised.

Hard Target:

Shooting Attacks allocated against a Health Pool with Hard Target suffer −X to hit.

Distracting:

Melee Attacks allocated against a Health Pool with Distracting suffer −1 to hit.
Ignore Distracting if the final to hit chance would be worse than 5+.

Attack Attribute
Poison Attacks:

Whenever an attack with Poison Attacks hits with a to-hit roll of ‘6’, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of ‘5’ or ‘6’ instead.
If the attack is turned into more than one hit (e.g. a hit with Area Attack or Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.

Magical Attacks:

This Attack Attribute does not confer any direct effects, but instead interacts with other rules, such as Aegis (X, against Magical Attacks).

Extra Support:

A model part with Extra Support replaces the limit on the maximum number of attacks the model can do as Restricted Attack with the value in brackets (X) or, if it includes a +, increases that limit with +X.

Melee Weapon
Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

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