Chaos Daemons – Burning Chariot
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6

Burning Chariot

NoNAME  M WS BS S T W A Ld Sv
110
Burning Chariot
1
110
Burning Chariot
14" 4+ 3+ 5 5 8 3 8 5+
A Burning Chariot is a single model. It is ridden by an Exalted Flamer that attacks with the pink and blue fires of Tzeentch and tongues of flame, and it is drawn by Screamers that attack with their lamprey bites.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Exalted Flamer
Fire of Tzeentch
When attacking with this weapon, choose one of the profiles below.
Fire of Tzeentch
When attacking with this weapon, choose one of the profiles below.
 - Blue
 - Blue
18"
Heavy 3
+4
-4
D3
-
 - Pink
 - Pink
12"
Pistol D6
User
-2
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Tongues of flame
Tongues of flame
Melee
Melee
User
-1
1
-
Screamers
Screamers’ lamprey bite
Screamers’ lamprey bite
Melee
Melee
6
-3
2
After a model riding a Burning Chariot makes its close combat attacks, you can attack with its mount. Make 6 additional attacks, using this weapon profile.
After a model riding a Burning Chariot makes its close combat attacks, you can attack with its mount. Make 6 additional attacks, using this weapon profile.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Burning Chariot may also be ridden by three Chanting Horrors (see Irritating Chant ability).
ABILITIES
ABILITIES
Daemonic, Ephemeral Form, Daemonic Ritual
Irritating Chant: If a Burning Chariot is ridden by Chanting Horrors, your opponent must subtract 1 from Psychic tests made for enemy units within 9" of any such models.
FACTION KEYWORDS: CHAOS, DAEMON, TZEENTCH
KEYWORDS: CHARIOT, EXALTED FLAMER, FLAMER, FLY, BURNING CHARIOT

Datasheet-related Stratagems

1CP

FLAMES OF MUTATION

Tzeentch Daemons Stratagem

A cloud of iridescent light or a charred lump of meat – none foresee the fate of those touched by warpfire.

Use this Stratagem in your Shooting phase. Select one FLAMER unit from your army. Until the end of the phase, when resolving an attack made by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
1CP

WARP PORTAL

Tzeentch Daemons Stratagem

Like a shimmering patch of wrong sky, a floating doorway disgorges soaring Daemons wreathed in fire.

Use this Stratagem in your Movement phase. Select one FLUXMASTER, FATESKIMMER or BURNING CHARIOT model from your army. Remove that model from the battlefield and set it back up anywhere on the battlefield that is more than 9" from any enemy models. This model cannot move further this phase.

This datasheet has Heavy Support Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:

Fire of Tzeentch used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Tongues of flame used in following datasheets:

Heavy Support
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Screamers’ lamprey bite used in following datasheets:

Heavy Support
Daemonic

The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe, and many of the most powerful weapons are all but useless against them.

Units with this ability have a 5+ invulnerable save.
Ephemeral Form

Daemons of Tzeentch reflect their master’s manipulative and capricious nature, their immortal forms forever in flux.

Add 1 to any invulnerable saving throws made for this unit.
Daemonic Ritual

Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.

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

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have a choice of allegiance, such as Furies, the unit when summoned will have this keyword). 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 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 then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
5 points for all three Chanting Horrors
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The EXALTED FLAMER keyword is used in following Chaos Daemons datasheets:

Heavy Support

The FLAMER keyword is used in following Chaos Daemons datasheets:

Heavy Support

The FLAMER keyword is used in following Chaos Daemons datasheets:

Heavy Support
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

The FLUXMASTER keyword is used in following Chaos Daemons datasheets:

The FATESKIMMER keyword is used in following Chaos Daemons datasheets:

The BURNING CHARIOT keyword is used in following Chaos Daemons datasheets:

Heavy Support
© Vyacheslav Maltsev 2013-2021