Discipline: Tzeentch

(Entry)
Type: upgrade
EntryId: cbba-1055-7654-08d0
Hidden: false
Rules (5)
Armourbane
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls an additional D6 for armour penetration in close combat.

If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour penetration. In either case, this special rule has no effect against non-vehicle models.
Fleshbane
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a shooting attack with a weapon that has this special rule, they always Wound on a 2+. 

In either case, this special rule has no effect against vehicles or buildings.
Soul Blaze
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.
Torrent
A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is within 12" of the weaon and the wide end is no closer to the weapon than the narrow end.
Transmogrify
Any To Wound roll of 6 made by an attack that has this special rule gains the Instant Death special rule. If any models are slain in this manner, then you may immediately place a new Chaos Spawn model under your control as close as possible to where any of the slain models were standing, but more than 1" from any enemy models.

Profiles:

Psychic Power (Attack) Warp ChargePower CategoryRangeStrengthAP
Baleful Devolution

2

Focussed Witchfire

18"

6

2

Type:

Assault D6, Transmogrify

Doombolt

1

Beam

18"

8

1

Type:

Assault 1, Detonate

Details:

Detonate - If a Doombolt hits a vehicle and causes an Explodes! result, roll 2D6 to determine the range of the explosion.

(Primaris) Tzeentch's Firestorm

1

Witchfire

24"

D6+1

-

Type:

Assault 1, Blast, Inferno

Details:

Inferno - For each model that is removed as a casualty as a result of Tzeentch's Firestorm, the remainder of the unit immediately takes a further D3 S3 AP- hits. These extra hits do not themselves generate more hits.

Breath of Chaos

2

Witchfire

Template

1

2

Type:

Assault 1, Corrosion, Poisoned (4+)

Details:

Corrosion - Do not roll for armour penetration against vehicles touched by the template. Instead, they suffer a glancing hit on a roll of 4+.

Psychic Power Warp ChargePower CategoryRange
Boon of Mutation

1

Blessing

2"

Boon of Mutation is a blessing that targets a single friendly character within 2". That character takes a S4 Ap- hit. If the character survives, he must immediately make a roll on the Chaos Boon table (re-rolling the Dark Apotheosis result).

Siphon Magic

1

Blessing

Self

Siphon Magic is a blessing that targets the Psyker. For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18" of them, place a dice next to this model. Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points.

Treason of Tzeentch

3

Malediction

24"

Target an enemy non-vehicle unit within 24" that is not locked in combat. You can immediately make a shooting attack with every model in the unit as if it were a friendly unit. When resolving these attacks, the unit counts as not having moved in the preceding Movement phase. After these attacks have been resolved, the unit affected by Treason of Tzeentch must immediately take a Pinning test.