Flamers of Tzeentch

(Unit)
Type: upgrade
Category: Daemons
Categories: Chaos, Daemons
EntryId: 2452-ae13-f14d-c348
Hidden: false
Options (1)
Rules (3)
Flame Attacks
Flamers can shoot flame in the shooting phase. The flame has a 6" range and any target struck sustains D6 S3 hits.
In close combat a successful strike from a Flamer causes D3 wounds
Fear
If charged by an enemy causing fear, take a psychology check. If passed, fight as normal. If failed, automatically break if outnumbered by charging enemy. If enemy does not outnumber, half the units WS (rounding up) in the first turn of combat and cannot fire overwatch. 
If charging enemy unit that causes fear, must take psychology check. If failed, cannot charge and must remain stationary for the turn (but can fire normally). 
If hit by a weapon that causes fear it must take a Break test regardless of casualties inflicted by the weapon
Bound
Flamers can move over any obstacles or intervening models without penalty

Profiles:

Armour Saving Throw
Daemonic Aura

4+

Cannot be modified. If hit by a psychic attack, or by a force weapon, it receives no saving throw.

Modifiers:

set hidden true
and
0 selections of Warp Banner in roster (recursive)
0 selections of Mark of Tzeentch in roster (recursive)
Used By (1)
Codex - Chaos(Catalogue)