Fulgurite Electro-Priests

(Entry)
Type: unit
EntryId: 95c0-9650-abc8-3212
Hidden: false
Options (5)
Rules (4)
Siphoned Vigour
If the unit kills the last model of an enemy unit in the Assault phase, all voltagheist fields confer a 3++ inv. save instead of a 5++ inv. save. This includes catching an enemy unit in Sweeping Advance.
Canticles of the Omnissiah (CotO)
At the start of each of your turns, you can choose one Canticle of the Omnissiah from the list below. The effects of each Canticle last until the start of your next turn. Unless otherwise stated, each Canticle can only be used once during the game.

Furthermore, the strength of each Canticle will vary according to the number of units performing it. At the start of your turn, add up the number of friendly units on the battlefield that have the Canticles of the Omnissiah special rule and apply the appropriate level of effect. Do not include units that are currently Falling Back in this total. Once a Canticle has been activated it remains at that level of effect until the beginning of your next turn, even if the number of units performing it changes during that turn.

INCANTATION OF THE IRON SOUL
· 1-3 units: Friendly units with the CotO special rule gain Stubborn special rule.
· 4-7 units: Friendly units with the CotO special rule gain Stubborn special rule and must re-roll failed Morale, Fear and Pinning tests.
· 8+ units: Friendly units with the CotO special rule gain Fearless special rule.

LITANY OF THE ELECTROMANCER
· 1-3 units: Enemy units suffer one I10 S4 AP- hit for each model with the CotO special rule locked in close combat.
· 4-7 units: Enemy units suffer two I10 S4 AP- hit for each model with the CotO special rule locked in close combat.
· 8+ units: Enemy units suffer three I10 S4 AP- hit for each model with the CotO special rule locked in close combat.

CHANT OF THE REMORSELESS FIST
· 1-3 units: Friendly units with the CotO special rule re-roll failed To Hit rolls of 1 when making melee attacks.
· 4-7 units: Friendly units with the CotO special rule re-roll failed To Hit rolls of 1 and 2 when making melee attacks.
· 8+ units: Friendly units with the CotO special rule re-roll failed To Hit rolls when making melee attacks.

SHROUDPSALM
· 1-3 units: Friendly units with the CotO special rule gain Stealth special rule.
· 4-7 units: Friendly units with the CotO special rule gain Shrouded special rule.
· 8+ units: Friendly units with the CotO special rule gain Stealth and Shrouded special rule.

INVOCATION OF MACHINE-MIGHT
· 1-3 units: Friendly units with the CotO special rule add 1 to their Strength.
· 4-7 units: Friendly units with the CotO special rule add 2 to their Strength.
· 8+ units: Friendly units with the CotO special rule add 3 to their Strength.

BENEDICTION OF OMNISCIENCE
· 1-3 units: Friendly units with the CotO special rule re-roll failed To Hit rolls of 1 when making shooting attacks.
· 4-7 units: Friendly units with the CotO special rule re-roll failed To Hit rolls of 1 and 2 when making shooting attacks.
· 8+ units: Friendly units with the CotO special rule re-roll failed To Hit rolls when making shooting attacks.
Zealot
A unit containing one or more models with the Zealot special rule automatically passes Pinning, Fear and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit gains the Zealot special rule when it has Gone to Ground, all the effects of Go to Ground are immediately cancelled.

In addition, units containing one or more models with the Zealot special rule re-roll all failed To Hit rolls during the first round of each close combat - they do not get to re-roll failed To Hit rolls in subsequent rounds.
Feel No Pain
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state that 'no saves of any kind are allowed', for example those inflicted by Perils of the Warp).

Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved  Wound is discounted - treat it as having been saved.

If a unit has the Feel No Pain special rule with a number in brackets afterwards -Feel No Pain (6+), for example - then the number in brackets is the D6 result needed to discount the Wound.
Used By (4)