Cask Imp

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Grymkin Logo.jpg

Cask Imp
Grymkin Solo

"Avoid drunken stumbles and tavern brawls, or these intemperate imps will take you all."

Cask imps are mischievous grymkin that take no greater pleasure than bedeviling drunkards. At the Defiers’ commands, cask imps chaotically hurtle themselves at the enemy to control the flow of battle, albeit in an unpredictable and explosive fashion.

Info icon.png

When you go to physically buy Cask Imps, you get a pack with 2 models.
They are added to your army list in "sets" of 2 models.
In-game they are 2 separate solos (they are not a unit with 2 members).

Basic Info

Cask Imp
Missing Info
CaskImp.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 4
MAT {{{mat}}}
RAT N/A
M.A. N/A
DEF 12
ARM 11
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3 (6 total)
UNIT SIZE N/A
COST 1 point for 2 solos
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • AD symbol.jpg Advance Deployment
  • Alcohol-Fueled - This model cannot forfeit its Normal Movement. When this model makes its Normal Movement, instead of moving it normally you must choose its facing. It then advances its SPD +d6˝ in a straight line. If a 6 is rolled, instead of moving this model explodes with the same effect as Temperamental and is RFP'd.
  • Temperamental - This model explodes if it contacts another model while it is advancing or if it becomes knocked down. When this model explodes, center a 4˝ AOE on it. Other models in the AOE suffer an unboostable POW 14 fire damage roll and the Fire continuous effect, then this model is RFP'd.

Weapons

  • Unarmed - This model has no weapons.

Theme Forces


Thoughts on Cask Imp

Cask Imp in a nutshell

Grymkin's version of Cryx's Scrap Thrall. A dangerous walking bomb, who will be considered mostly for spending your last remaining army point. They are pretty much like ammo, and should be spent like that.

Combos & Synergies

  • Mad Caps can put additional Cask Imps into play.

Fire & Forget distraction pieces who cost 0.5 points apiece, they hardly warrant any form of direct support. Rush them forward and hope that they can catch some juicy infantry before blowing up.

Drawbacks & Downsides

  • They blow up if they hit friendly models. This can make activation timing a bit of a headache.
  • Anything that causes knockdown, will also cause this model to explode. Beyond that, this model will only explode if it contacts a model while advancing.
    • This means that place effects cannot trigger the explosion.
    • it also means they get nothing from the bump theme benefit.
  • Random SPD value, and blowing up on a roll of 6 makes them extremely unpredictable.
  • Steamroller Flags and Objectives count as models, so will cause you to explode.

Tricks & Tips

  • Activate them first, and get them out of the way. The last thing you want is to activate your units first and run them in front of it.
  • If you do forget to activate them first, remember that you choose their facing before rolling for distance.
  • For Steamroller tie-breakers, your opponent has to kill 2 Imps to score points. But it doesn't matter which "group" they came from, or even if they were put in your army list before the game or put into play during the game.


Other

Trivia

Released with the Faction launch (2017.06)

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)
Battlegroup
Warlocks

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Arcana
Warlock Attachment: Baron Tonguelick

Warbeasts

Lesser: Crabbit

Light: Frightmare - Gorehound - Rattler

Heavy: Cage Rager - Clockatrice - Skin & Moans

Gargantuan: Slaughterhouse

Units, Solos, & Battle Engines
Units

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters

Solos

Baron Tonguelick, Lord of Warts - Cask Imp - Defiled Archon - The Four Horseymans - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Isiah, Dread Harvester - Lady Karianna Rose - Lord Longfellow - Trapperkin - Weird Wendell - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night Refer to Category: Grymkin Minion
This index was last updated: 2021.08

Rules Clarifications

RC symbol.png

Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.
RC symbol.png

Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
RC symbol.png

Rules Clarification : Alcohol-Fueled      (Edit)

  • If your opponent takes control of the Cask Imp to make an advance, they are not limited by Alochol-Fueled. They can, however, trigger Tempermental as per normal.
RC symbol.png

Rules Clarification : Temperamental      (Edit)

  • If the Cask Imp contacts a model during its movement, Temperamental will trigger before resolving effects that trigger on ending movement. As such, stuff like Admonition will not trigger at all. (Infernal Ruling)
  • If the Cask Imp does not contact a model, it resolves ending movement like normal and Admonition etc will trigger.