Pink Horrors

Model NameMTSvWLdOC
PINK HORROR
32mm
6"37+ 4++17+1
BLUE HORROR/BRIMSTONE HORROR
25mm
6"37+ 4++18+0
Keywords:
, Scintillating Legions, Brimstone, Blue, Pink, Horrors, Summoned, Tzeentch, Daemon, Infantry, Chaos, Battleline
Ranged WeaponsRangeABSSAPD
Coruscating blue flames
pistol, psychic
18"243-11
Coruscating pink flames
pistol, psychic
18"234-11
Coruscating yellow flames
pistol, psychic
18"252-11
Melee WeaponsRangeABSSAPD
Blue claws
Melee15301
Pink claws
Melee14301
Yellow claws
Melee25201

Abilities

Split:Each time a PINK HORROR or BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, if it was a PINK HORROR, add two BLUE HORROR models to this unit, and if it was a BLUE HORROR, add one BRIMSTONE HORROR model to this unit.

Wargear Options

1 Pink Horror that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
1 Pink Horror that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

Wargear Abilities

Daemonic Icon:Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos:Add 1 to Charge rolls made for the bearer’s unit.

Unit Composition

10 Pink Horrors
Every Pink Horror is equipped with: coruscating pink flames; pink claws.

Every Blue Horror added to this unit using the Split ability is equipped with: coruscating blue flames; blue claws.

Every Brimstone Horror added to this unit using the Split ability is equipped with: coruscating yellow flames; yellow claws.

Costs

10 models - 115pts

Leader

Led By

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP SULPHUROUS VEIL
Detachment: Changehost of Deceit
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Thousand Sons or Scintillating Legions unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP ETHEREAL PHANTASM
Detachment: Changehost of Deceit
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Scintillating Legions unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly Thousand Sons units.
1CP GLIMMERSHIFT PORTAL
Detachment: Changehost of Deceit
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Scintillating Legions units from your army (excluding Monsters), or one Scintillating Legions Monster unit from your army, if all of those units are more than 6" horizontally away from all enemy units.

EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.
1CP FRACTAL DISJUNCTION
Detachment: Changehost of Deceit
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Scintillating Legions unit from your army (excluding Monsters) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1CP CHRONOSORCEROUS BLEED
Detachment: Changehost of Deceit
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One Thousand Sons Psyker or Scintillating Legions unit from your army that was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll).