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Thousand SonsDaemon Prince of Tzeentch
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Daemon Prince of Tzeentch

NAME M WS BS S T W A Ld Sv
Daemon Prince of Tzeentch 8" 2+ 2+ 7 6 8 4 10 3+
A Daemon Prince of Tzeentch is a single model armed with a hellforged sword and a set of malefic talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
10
Hellforged sword
Melee
Melee
User
-2
3
-
Malefic talons
Melee
Melee
User
-2
2
Each time a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
3
Warp bolter
24"
Assault 2
4
-1
2
-
WARGEAR OPTIONS
 • This model may replace its hellforged sword with a daemonic axe or second set of malefic talons.
 • This model may have wings (Power Rating +1). If it does, its Move characteristic is increased to 12" and it gains the FLY keyword.
24
 ◦ This model may take a warp bolter.
ABILITIES
Death to the False Emperor, Hateful Assault

Ephemeral Daemon: This model has a 4+ invulnerable save.

Prince of Tzeentch: You can re-roll hit rolls of 1 made for friendly THOUSAND SONS and TZEENTCH DAEMON units within 6" of this model.
PSYKER
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and two psychic powers from the Discipline of Change, Dark Hereticus discipline and/or Discipline of Tzeentch.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
CHARACTER, MONSTER, PSYKER, DAEMON, DAEMON PRINCE

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

Does not include wargear
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.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
one set/two sets
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you make a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
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.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

The CHARACTER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Elites
Lords of War

The MONSTER keyword is used in following Thousand Sons datasheets:

HQ
Heavy Support
Lords of War

The PSYKER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
Lords of War

The DAEMON keyword is used in following Thousand Sons datasheets:

Troops
• Horrors
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War
Army List
© Vyacheslav Maltsev 2013-2019