Cask Imp

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Cask Imp
Grymkin Solo

Add fluff blurb here

Basic Info[edit]

Cask Imp
DEF 12
ARM 11
HP 1
Base Size Small
Cost 1 for 2
See also How to Read the statblock


Unarmed - This model has no weapons.

Special Abilities[edit]

  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Alcohol-Fueled - The Cask Imp cannot forfeit its Normal Movement. When it makes its Normal Movement, before it moves you must choose its facing. It then advances its SPD +d6˝ in a straight line. If a 6 is rolled, instead of moving the Imp explodes as per Temperamental.
  • Temperamental The model explodes if it contacts another model while it is advancing or if it is knocked down. When the model explodes, center a 4˝ AOE on the Imp and models in the AOE suffer an unboostable POW 14 fire damage roll and the continuous fire, then this model is RFP'd.

Thoughts on Cask Imp[edit]

Cask Imp in a nutshell[edit]

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[edit]

  • 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[edit]

  • 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.
  • Random SPD value, and blowing up on a roll of 6 makes them extremely unpredictable.

Tricks and Tips[edit]

  • 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.



Originally released 2017.03

Theme Forces[edit]

Other faction models[edit]

Grymkin Logo.jpg


Warlocks The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Lesser Warbeasts Crabbit
Light Warbeasts Frightmare - Gorehound - Rattler
Heavy Warbeasts Cage Rager - Skin & Moans
Units, Solos, & Battle Engines
Units Dread Rots - Hollowmen - Mad Caps - Murder Crows - Neigh Slayers - Piggybacks
Twilight Sisters
Solos Cask Imp - Glimmer Imp - Gremlin Swarm - Trapperkin - Witchwood
Lady Karianna Rose - Lord Longfellow
Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night Eilish Garrity, the Occultist

Rules Clarifications[edit]

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.

Rules Clarification : Advance Deployment - None yet. (Edit)

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.