Source: Warhammer Fantasy: 4th Edition
Flamers of TzeentchURL Copied!
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Flamer | 9 | 3 | 5 | 5 | 4 | 2 | 4 | 2 | 10 |
Daemons
All the special rules for daemons apply as described in the Warhammer rulebook. In particular, note that a Flamer has a saving throw of 4+ due to its daemonic intangibility or daemonic aura.
Fear
Flamers of Tzeentch are bizarre and frightening daemons and cause fear as described in the Warhammer rulebook.
Shoot Flame
Flamers can shoot magical flame in the shooting phase. Magical flame has a range of 6" and any target struck sustains D6 strength 3 hits.
Bound
Flamers move by bounding - they can move over any obstacles without penalty.
Flame Attacks.
Flamers also use their flames to engulf and destroy enemies in close combat. Any model that suffers a wound takes D3 wounds instead of 1. Roll a D6: 1-2 = 1, 3-4 = 2, 5-6 = 3. This only matters if the enemy has more than 1 wound of course.