Warpfire Dragons

(Unit)
Type:

unit

Category:

Rare

Categories:

Faction: Warriors of Chaos, Rare, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines')

LinkId:

e2ae-ec53-9c56-0ef5

Hidden:

false

Constraints:

max(force): 1
Options (1)

Profiles:

Unit Troop TypeUnit Size
Warpfire Dragon

Behemoth

1

Special Rule
Explosive Demise:

When a Warpfire Dragon loses its last Wound, before the model is removed from play, every unit (friend or foe) within 6" of it suffers D6 Strength 5 hits, each with an AP of -2.

Fire & Chaos:

Warpfire Dragons have a 5+ Ward save against any wound suffered that were caused by an attack that has either the Magical Attacks or Flaming Attacks special rule.

Fly:

Except when following up or pursuing, a model with this special rule can choose to move by flying through the air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:

  • May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models, units and terrain features without any penalty, and they can march whilst within 8" of an enemy unit without first having to make a Leadership test.

  • May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or within 1" of an enemy unit.

Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and vice versa.

Large Target:

Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.

Lore of Chaos:

A Wizard with the 'Lore of Chaos' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or the spell that corresponds to their Mark of Chaos.

Magical Attacks:

Any attack made or hit caused by a model with this special rule, or made using a weapon with this special rule, is a ‘Magical’ attack.

Note that all spells are considered to have this special rule, as are any hits caused by magic items.

Magic Resistance:

The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.

Mark of Chaos Undivided:

Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests.

Regeneration:

Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a "Regeneration save" roll by rolling a D6 and comparing the result to its "Regeneration value", shown in brackets after the name of this special rule (shown here as "X+"). If the Regeneration save roll equals or exceeds the model’s Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise.

Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them.

Swiftstride:

A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result.

Terror:

Models with this special rule cause Terror. Models that cause Terror also cause Fear:

  • When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally.
  • If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.

Warpfire Aura:

Other models (both friend and foe) are not permitted a Ward save whilst within 3" of this model.

Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Spell NumberTypeCasting ValueRange
Acquiescence

Hex

6+

12"

Until the end of the Combat phase, the target enemy unit becomes subject to the Strike Last special rule.

Blue Fire

Magic Missile

9+

18"

The target enemy unit suffers D6+3 Strength 4 hits, each with an AP of -2 and with the Flaming Attacks special rule.

Winds of Chaos

Hex

7+/9+

21"

If this spell is cast with a casting value result of 7 or more, the target enemy unit suffers a -1 modifier to its Movement characteristic (to a minimum of 1). If this spell is cast with a casting result of 9" or more, the target enemy unit suffers a -2 modifier to its Movement characteristic (to a minimum of 1). This spell lasts until your next Start of Turn sub-phase.

Fleshy Abundance

Enchantment

7+

Self

Remains in Play. Whilst this spell is in play, the caster and any unit they have joined gain a +1 modifier to their Toughness characteristic (to a maximum of 7).

Modifiers:

increment max pts(self) 1
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
set max Unit Strength(self) 20
ancestor is 5. Battle March
set max pts(self) 0
set max pts(self) 0
ancestor is 5. Battle March
Used By (2)
Warriors of Chaos(Catalogue)

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