Imp

(Entry)
Type:

model

EntryId:

fbe8-a63d-7ba5-6e15

Hidden:

false

Costs: 10 pts1 Small Arms Fire

Constraints:

min: 10
max: 25
Options (1)

Profiles:

Global AdvMarDisRsrRules
Imps (Global)

5

5

6

Supernal, Fearless, Swiftstride

Defensive HPDefResArmAeg
Imps (Defensive)

1

2

3

0

Aegis (3+, against Ranged Attacks)

Offensive AttOffStrAPAgiTags
Imp

1

2

2

0

2

Daemon

Magical Attacks, Energy Bolts

Size HeightTypeBaseRarity
Imps (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.

Aegis:

Aegis is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Aegis Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead gains Aegis (7 X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine Attacks.

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).

Ranged Weapon AimRangeShotsStrAPAttack Attributes
Energy Bolts

4+

24"

1

5

0

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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