No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
150 Daemon Prince of Tzeentch |
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1 | 150 Daemon Prince of Tzeentch |
8" | 2+ | 2+ | 7 | 6 | 8 | 4 | 10 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+10 Daemonic axe | ||||||
+10 Daemonic axe | Melee | Melee | +1 | -3 | 3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
+10 Hellforged sword | ||||||
+10 Hellforged sword | Melee | Melee | User | -2 | 3 | - |
Malefic talons | ||||||
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. |
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. |
WARGEAR OPTIONS | |
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 +2). If it does, its Move characteristic is increased to 12" and it gains the FLY keyword.
35 |
ABILITIES | |
ABILITIES |
Death to the False Emperor, Hateful Assault, Malicious Volleys 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 | |
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 |
1CP | ||
MAGISTER Thousand Sons Stratagem Magisters are architects of war, leaders in their own right no matter where they sit in the Legion’s hierarchy. Use this Stratagem before the battle, after nominating your Warlord. Select one THOUSAND SONS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle. | ||
2CP | ||
YOKED AUTOMATA Thousand Sons Stratagem The Legion always obeys the will of its Sorcerers. Use this Stratagem at the end of your opponent’s Charge phase. Select one enemy unit that finished a charge move within 1" of any THOUSAND SONS CHARACTER units (other than a TZAANGOR unit) from your army that phase; one RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that is within 12" of that enemy unit and not within 1" of any enemy units can perform a Heroic Intervention as if were a CHARACTER, and when doing so can move up to 2D6" instead of up to 3". That unit from your army must end that move within 1" of that enemy unit and not within 1" of any other enemy units, otherwise it does not move. | ||
1CP | ||
ADEPTS OF THE IMMATERIUM Thousand Sons Stratagem Tzeentch’s servants know well the empyrean’s currents. Use this Stratagem if a THOUSAND SONS PSYKER from your army would suffer Perils of the Warp. That PSYKER does not suffer Perils of the Warp. | ||
1CP | ||
THE GREAT SORCERER Thousand Sons Stratagem Those not driven mad by the worship of Tzeentch are given the power to harness the energies of the warp like no other. Use this Stratagem at the end of your Psychic phase. Select a THOUSAND SONS PSYKER from your army. The psyker can immediately attempt to manifest one additional psychic power this turn. | ||
1CP | ||
CABALISTIC FOCUS Thousand Sons Stratagem Within a cabal, psychic energy is either shared or taken by force. Use this Stratagem before attempting to manifest a psychic power with a THOUSAND SONS PSYKER from your army that is within 6" of at least two other friendly THOUSAND SONS PSYKER units. Add 2 to the Psychic test. | ||
1CP/3CP | ||
RELICS OF THE THOUSAND SONS Thousand Sons Stratagem The halls of Tizca are replete with sorcerous esoterica. Use this Stratagem before the battle. Your army can have one extra Sorcerous Arcana for 1 CP, or two extra Sorcerous Arcana for 3 CPs. All of the Sorcerous Arcana that you include must be different and be given to different THOUSAND SONS CHARACTERS. You can only use this Stratagem once per battle. | ||
1CP | ||
CHAOS FAMILIAR Thousand Sons Stratagem Though diminutive in stature, many lesser warp entities whisper dark secrets that can shift the tide of battle. Use this Stratagem at the start of your Psychic phase. Select a THOUSAND SONS PSYKER from your army. That model can replace a single psychic power with a power of your choice from the Dark Hereticus discipline, Discipline of Change or Discipline of Tzeentch. | ||
1CP | ||
SORCEROUS PACT Thousand Sons Stratagem Guided by the will of Sorcerers, Daemons are enabled to stride freely into realspace. Use this Stratagem when a THOUSAND SONS CHARACTER attempts to summon a unit of TZEENTCH DAEMONS using a Daemonic Ritual. You can roll up to 4 dice rather than 3 for the summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples. | ||
This datasheet has HQ Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:
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The datasheets using IMPERIUM keyword can be found in following Factions:
Chaos: Chaos Space Marines.The IMPERIUM keyword is used in following datasheets:
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 Heretic Astartes are corrupted traitors who burn with ten thousand years of hatred and malice.
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.The INFANTRY keyword is used in following Thousand Sons datasheets:
The TERMINATOR keyword is used in following Thousand Sons datasheets:
The HELBRUTE keyword is used in following Thousand Sons datasheets:
The Thousand Sons lay down a relentless hail of ensorcelled bolts as they advance.
Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models in a unit with this ability make double the number of attacks if any of the following apply:The datasheets using TZEENTCH and DAEMON keywords can be found in following Factions:
Chaos: Chaos Daemons, Chaos Space Marines, Thousand Sons.The TZEENTCH and DAEMON keywords are used in following datasheets:
The CHAOS keyword is used in following Thousand Sons datasheets:
The TZEENTCH keyword is used in following Thousand Sons datasheets:
The HERETIC ASTARTES keyword is used in following Thousand Sons datasheets:
The THOUSAND SONS keyword is used in following Thousand Sons datasheets:
The CHARACTER keyword is used in following Thousand Sons datasheets:
The MONSTER keyword is used in following Thousand Sons datasheets:
The PSYKER keyword is used in following Thousand Sons datasheets:
The DAEMON keyword is used in following Thousand Sons datasheets:
The THOUSAND SONS and CHARACTER keywords are used in following Thousand Sons datasheets:
The TZAANGOR keyword is used in following Thousand Sons datasheets:
The RUBRIC MARINES keyword is used in following Thousand Sons datasheets:
The SCARAB OCCULT TERMINATORS keyword is used in following Thousand Sons datasheets:
The THOUSAND SONS and PSYKER keywords are used in following Thousand Sons datasheets:
The TZEENTCH and DAEMON keywords are used in following Thousand Sons datasheets:
Using dark pacts and blasphemous rituals, a champion of the Thousand Sons weakens the fabric of reality, creating a gateway to the warp through which Tzeentchian Daemons can pour.
Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).