Eidolon

(Entry)
Type:

model

EntryId:

9243-003d-fe4e-77b5

Hidden:

false

Costs: 28 pts3 Small Arms Fire

Constraints:

min: 5
max: 10
Options (2)
Options:

Profiles:

Global AdvMarDisRsr
Eidolons (Global)

5

5

7

Light Troops, Skirmisher, Supernal, Fearless, Swiftstride

Defensive HPDefResArmAegRules
Eidolons (Defensive)

1

2

4

0

Hard Target (1)

Offensive AttOffStrAPAgiTags
Eidolon

1

2

2

0

2

Daemon

Magical Attacks, Stand and Shoot, Dark Fire

Size HeightTypeBaseRarity
Eidolons (Size)

1

Daemon

25×25

Rare

Rule
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.

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.

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.

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).

Stand and Shoot:

A model part with Stand and Shoot may perform an out of sequence Shooting Attack, when an enemy unit successfully performs a Charge Move that brings it in contact with the model part’s unit, if the following conditions are met:
  • The model part’s unit is not Engaged in Combat with any other units.
Note: this means that during a Combined Charge, only the first Charging Unit moved can be targeted, except if the Charging Unit is removed at the end of its move. As long as the Charging Unit is removed at the end of its move, there is no limit on the amount of times a unit can Stand and Shoot.
  • The enemy unit Charges the model part’s unit in its Front Facing.
  • The enemy unit started the Charge further away than its Charge Speed (using the lowest Charge Speed in the unit.)
  • The Charge was not done as part of a Pursue Move. This is a Shooting Attack that does not require Line of Sight, can be done even if the enemy unit is not in the shooter’s Front Arc, and is always resolved against the target unit’s (i.e., the Charging unit’s) Front Facing.

Ranged Weapon AimRangeShotsStrAP
Dark Fire

18"

2

4

0

Magical Attacks, Armour Save Modifier
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.

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.

Building an army? Create, validate and share your list with New Recruit, army builder for The 9th Age and many more games.

Try the builder