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Thousand SonsSorcerer in Terminator Armour
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Sorcerer in Terminator Armour

NAME M WS BS S T W A Ld Sv
Sorcerer in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+
A Sorcerer in Terminator Armour is a single model armed with a force stave and inferno combi-bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
8
Force stave
Melee
Melee
+2
-1
D3
-
4
Power sword
Melee
Melee
User
-3
1
-
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
WARGEAR OPTIONS
 • This model may replace its inferno combi-bolter with a power sword.
 • This model may take a Familiar.
 ◦ This model may replace its combi-bolter with one item from the Combi-weapons or Terminator Melee Weapons lists.
 ◦ This model may replace its force stave with a force axe or force sword.
ABILITIES
Death to the False Emperor, Bolter Discipline

Familiar:
9
If this model is accompanied by a Familiar, add 1 to the first Psychic test you take for him in each of your Psychic phases.

Terminator Armour: This model has a 5+ invulnerable save.

Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
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 and/or Dark Hereticus discipline.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
CHARACTER, INFANTRY, TERMINATOR, PSYKER, SORCERER
Does not include 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.
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.
Combi-weapons
 • Combi-bolter
2
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
single/pair
Terminator Melee Weapons
 • Chainfist
11
 • Lightning claw
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4
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.
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.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
Bolter Discipline
All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
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.
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.
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.
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.
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.
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 CHAOS keyword is used in following Thousand Sons datasheets:

The CHARACTER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Elites
Lords of War

The HERETIC ASTARTES keyword is used in following Thousand Sons datasheets:

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

The INFANTRY keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
• Flamers

The PSYKER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
Lords of War

The SORCERER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman

The TERMINATOR keyword is used in following Thousand Sons datasheets:

HQ
Elites

The THOUSAND SONS keyword is used in following Thousand Sons datasheets:

The TZEENTCH keyword is used in following Thousand Sons datasheets:

© Vyacheslav Maltsev 2013-2019