Flamers of Tzeentch

(Unit)
Type: unit
Category: Elites
Categories: Elites
EntryId: 5c3a-0f55-df92-83e0
Hidden: false
Options (4)
Rules (3)
Deep Strike
Deep Strike Mishap Table: D6 Roll

1: Terrible Accident! - The entire unit is destroyed!

2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.

4-6: Delayed - The unit is placed in Ongoing Reserves.
Daemonic Instability
Cannot join (or be joined by) models without this special rule. Automatically pass Fear, Pinning, and Morale tests.

When a unit with the Daemonic Instability special rule loses an assault, it takes a Daemonic Instability test at the Check Morale step of the Fight sub-phase. This uses the following procedure:

1) Take a Leadership test. if the dice roll is a double 1 or double 6, the Daemon's presence fluctuates:
  Double 1 - Reality Blinks: All Wounds suffered by the unit this phase are restored. Any models from this unit killed this phase return, in coherency, at least 1" from enemy models. If the returning modell's unit is locked in combat, the model Piles In.
  Double 6 - Banished!: Remove the entire unit from play as casualties. If locked in combat, the enemy consolidates. 

2) Now, if a double 1 or double 6 wasn't rolled, compare the roll to the Daemon's Leadership, including modifiers. For each point they fail by, the unit sufffers an additional Wound, with no saves of any kind.
Warpflame
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.

Profiles:

Weapon RangeStrengthAPType
Flames of Tzeentch

Template

4

4

Assault1, Warpflame

Used By (3)