Flamer

(Entry)
Type: upgrade
LinkId: 9183-3679-f60e-5955
Hidden: false
Costs: 25 pts

Constraints:

max: 4
Options (1)
Rules (5)
Accompany Horrors
Flamers must be deployed at the same time and within 5" of the unit of Horrors they have been bought with. After that they are free to move as they like, and each counts as a separate unit for the rest of the game (including for the purpose of calculating Victory points). If a Flamer is more than 5" away from a unit of Horrors at the end of any Chaos turn, it must immediately take a Leadership test. If the test is failed, the daemon is destroyed.
Daemonic attacks
Being corporeal manifestations of Chaos, Daemons' attacks are magical and can wound ethereal creatures. etc. This includes any special or ranged attacks they may have.
Daemonic Aura
Daemons are not of mortal flesh and have some immunity to mundane weapons. Daemons get a 5+ Ward save. However, this Ward save cannot be used against magical attacks (le. spells and magic items).
Single Model
This model is treated as a character model on foot for the purposes of movement and targeting it with missiles. Models have a Unit Strength of 1 and can never join unit or characters.
Flames of Tzeentch
Each Flamer can fire magical firebolts in the Shooting phase. These are treated as a thrown weapon with a range of 8" and a Strength of 3. Each Flamer fires D6 bolts at the same target — roll to hit with each of them. Their bolts (as well as their close combat attacks) are flaming attacks.

Profiles:

Profile MvWSBSSTWIALdSvSv+USBase
Flamer

6

2

4

4

4

1

4

2

8

7

5

1

Modifiers:

set hidden true
Used By (2)