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Thousand SonsFlamers
4

Flamers

NAME M WS BS S T W A Ld Sv
Flamer 12" 5+ 3+ 4 4 2 2 7 6+
Pyrocaster 12" 5+ 3+ 4 4 2 3 7 6+
This unit contains 1 Pyrocaster and 2 Flamers. It can include up to 3 additional Flamers (Power Rating +4) or up to 6 additional Flamers (Power Rating +8). All models attack with flickering flames.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Flickering flames
12"
Pistol D6
User
-1
1
This weapon automatically hits its target.
ABILITIES
Daemonic Ritual

Ephemeral Daemons: All models in this unit have a 4+ invulnerable save.
FACTION KEYWORDS
CHAOS, TZEENTCH, DAEMON
KEYWORDS
INFANTRY, FLY, FLAMERS
Includes wargear
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

The THOUSAND SONS and CHARACTER keywords are used in following Thousand Sons datasheets:

HQ
• Ahriman
Elites
Lords of War

The TZEENTCH and DAEMON keywords are used in following Thousand Sons datasheets:

HQ
Troops
• Horrors
Elites
• Flamers
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Daemonic Ritual

Using dark pacts and blasphemous rituals, a champion of the Thousand Sons weakens the fabric of reality, creating a gateway to the warp through which Tzeentchian Daemons can pour.

Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).

Roll up to 3 dice – this is your summoning roll. You can summon to the battlefield one new TZEENTCH DAEMON unit that has the Daemonic Ritual ability and a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

The CHAOS keyword is used in following Thousand Sons datasheets:

The DAEMON keyword is used in following Thousand Sons datasheets:

HQ
Troops
• Horrors
Elites
• Flamers
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War

This datasheet has Elites Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

The FLY keyword is used in following Thousand Sons datasheets:

HQ
Elites
• Flamers
Fast Attack
Flyers
Lords of War

The INFANTRY keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
• Flamers

The TZEENTCH keyword is used in following Thousand Sons datasheets:

© Vyacheslav Maltsev 2013-2019