Myrmidon

(Entry)
Type:

model

EntryId:

8a82-13fd-1fd2-9355

Hidden:

false

Costs: 17 pts

Constraints:

min: 10
max: 25
Options (1)

Profiles:

Global AdvMarDisRsrRules
Myrmidons (Global)

5

5

8

Supernal, Fearless, Swiftstride

Defensive HPDefResArmAegRules
Myrmidons (Defensive)

1

3

3

0

Offensive AttOffStrAPAgiTags
Myrmidon

1

5

5

1

4

Daemon

Fight in Extra Rank, Fury, Magical Attacks

Size HeightTypeBaseRarity
Myrmidons (Size)

1

Daemon

25×25

Regular

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.

Attack Attribute
Fight in Extra Rank:

A model part with Fight in Extra Rank, or using a weapon with Fight in Extra Rank, can make Supporting Attacks from one additional rank.

Fury:

If the attack hits with a to-hit roll of ‘6’, it causes one additional hit (usually this means it causes two hits instead of one). This additional hit is allocated towards the same target.

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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