Discipline: Change

(Entry)
Type: upgrade
EntryId: 2d9f-ce3b-0281-3fdc
Hidden: false

Constraints:

max: 1
Rules (2)
Warpflame
At the end of the phase, any unit that suffered one or more unsaved Wounds during the phase from an attack with this special rule must take a Toughness test. If the test is failed, the unit immediately suffers D3 Wounds with no armour or cover saves allowed. If the test is passed, all models in that unit gain the Feel No Pain (6+) special rule for the rest of the game. Any models that already have the Feel No Pain special rule instead gain +1 to all Feel No Pain rolls for the rest of the game.
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.

Profiles:

Psychic Power (Attack) Warp ChargePower CategoryRangeStrengthAP
Tzeentch's Firestorm

1

Witchfire

24"

D6+1

-

Type:

Assault 1, Blast, Warpflame

Bolt of Change

1

Beam

24"

D6+4

2

Type:

Assault 1, Warpflame

Infernal Gateway

2

Witchfire

18"

D6+4

1

Type:

Assault 1, Blast, Warpflame

(Primaris) Flickering Fire of Tzeentch

1-3

Witchfire

24"

5

4

Type:

Assault 2D6, Soul Blaze, Warpflame

Details:

Flickering Fire of Tzeentch can be manifested using 1,2 or 3 Warp Charge points - declare how many Warp Charge points will be used before attempting to manifest the power. Flickering Fire of Tzeentch fires an additional D6 shots for every Warp Charge point expended after the first.