If a Burning Chariot of Tzeentch from a Burning Skyhost moves Flat Out, pick an unengaged enemy unit it moved over. That unit suffers D6 S5 AP4 hits with Soul Blaze and Warpflame special rules. Use the final position of the Burning Chariot for the purposes of determining Wound allocation; vehicles are always hit on their side armour. Furthermore, Screamers from a Burning Skyhost cause D3+1 S4 AP- hits when making a Slashing Attack rather than D3 hits. These attacks also have the Soul Blaze and Warpflame special rules.
If the Herald of Tzeentch from this Formation is a Lesser Locus of Transmogrification, Greater Locus of Change, or an Exalted Locus of Conjuration, the special rules associated with that locus affect all units from this Formation that are within 12" of him. If such a unit is also affected by another locus, they will receive both benefits.
Units that take Wounds from this attack take a Toughness test. If failed, they suffer D3 Wounds (no armour or cover saves). If passed, they gain Feel No Pain (6+) or +1 to Feel No Pain rolls for the rest of the game.
If a unit suffers one or more unsaved Wounds from an attack with this special rule, it is set ablaze and continues to burn - mark it with a coin or counter as a reminder. At the end of each turn, roll a D6 for each unit with a Soul Blaze counter on it. On a 3 or less, the flames die out and the unit is no longer ablaze - remove your reminder counter. On a 4+, the unit takes D3 Strength 4 AP5 hits with the Ignores Cover special rule. These Wounds are Randomly Allocated. A unit cannot have more than one Soul Blaze counter on it at a time.