Veil Serpent

(Entry)
Type:

model

EntryId:

5c4a-9803-8687-3f64

Hidden:

false

Costs: 40 pts

Constraints:

min: 3
max: 6

Profiles:

Global AdvMarDisRsr
Veil Serpents (Global)

9

6

7

Supernal, Fearless, Swiftstride, Light Troops, Fly, Morphlings

Defensive HPDefResArmAegRules
Veil Serpents (Defensive)

3

4

4

0

Hard Target (1)

Offensive AttOffStrAPAgiRulesTags
Veil Serpent

3

4

4

0

4

Magical Attacks

Daemon

Size HeightTypeBaseRarity
Veil Serpents (Size)

3

Daemon

40×40

Uncommon

Rule
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.

Swiftstride:

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

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.

Fly:

Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the Initial Align Move.

Morphlings:

During Pre-game Selections, each unit of Veil Serpents must choose one of the following Manifestations — it gains the chosen Manifestations, with Duration: Permanent:

• Mesmerising Plumage
• Torporous Tendrils
• Venom Sacs

Hard Target:

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

Attack Attribute
Magical Attacks:

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

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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