Flamers
Scintillating Legions
Keywords: Flamers • Infantry • Fly • Chaos • Daemon • Tzeentch • Summoned
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Pyrocaster | 9" | 4 | 7+ | 3 | 8+ | 1 | 4+ |
| Flamer | 9" | 4 | 7+ | 3 | 7+ | 1 | 4+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Flamer mouths | — | Melee | 3 | 4+ | — | 4 | 0 | 1 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Flickering flames | Ignores CoverPsychicTorrent | 12" | D6 | — | N/A | 4 | -1 | 1 |
Unit Composition
■ 1 Pyrocaster
■ 2-5 Flamers
Every model is equipped with: flickering flames; Flamer mouths.
Unit Abilities
View Army Rule
When mustering your army, unless specifically stated otherwise, you cannot select SCINTILLATING LEGIONS as your Army Faction.
This unit is eligible to shoot in a turn in which it Fell Back.
Core Abilities
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.