No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
80 Sorcerer (base: 40mm) |
|||||||||||
1 | 80 Sorcerer |
6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ | 40mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Inferno bolt pistol | ||||||
Inferno bolt pistol | 12" | Pistol 1 | 4 | -2 | 1 | - |
Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Warpflame pistol | ||||||
Warpflame pistol | 12" | Pistol D6 | 3 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Force axe | ||||||
Force axe | Melee | Melee | +2 | -2 | D3 | - |
Force stave | ||||||
Force stave | Melee | Melee | +3 | -1 | D3 | - |
Force sword | ||||||
Force sword | Melee | Melee | +1 | -3 | D3 | - |
Frag grenade | ||||||
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
• This model may replace its inferno bolt pistol with a plasma pistol or warpflame pistol. • This model may replace its force sword with a force stave. • This model can be equipped with one of the following instead of 1 inferno bolt pistol: 1 weapon from the Melee Weapons list; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list. • This model can be equipped with 1 force axe instead of 1 force sword. • This model can have a jump pack (Power Rating +1). If a model has a jump pack, it has a Move characteristic of 12" and gains the FLY and JUMP PACK keywords.
|
|
ABILITIES | |
ABILITIES |
Death to the False Emperor, Hateful Assault, Malicious Volleys Favour of Tzeentch: This model has a 5+ invulnerable save. Jump Pack Assault: +20 During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
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, PSYKER, SORCERER |
Dangerously suffused with the power of the warp, some Thousand Sons sorcerers can duplicate their consciousness. With one portion, they weave fell magicks, while with the other they continue to manipulate the material realm.
Insinuated into this magister’s sorcery is a daemonic bargain forged with a warp entity. With a promise to feed it the souls of his victims, the sorcerer is briefly wreathed in the daemons’ aegis.
Those not driven mad by their worship of Tzeentch gain the power to harness the energies of the warp like few others.
The sorceries of the Thousand Sons can alter reality itself, rendering whole that which has been put asunder.
Many lesser warp entities whisper dark secrets to selected individuals that can shift the tide of battle.
To pit oneself against the psychic might of the Thousand Sons is to be trapped, helpless and screaming, within your own mind.
Though the empyrean is a dangerous weapon to wield, the Thousand Sons know better than most how to take the greatest risks and remain unharmed.
The most powerful Sorcerers of the Thousand Sons are battle-psykers who can, if the need is dire enough, siphon a sliver of their corrupted souls into their force staves to temporarily boost their lethality.
The halls of Tizca are replete with sorcerous esoterica, gathered by Magnus and his gene-sons over thousands of years.
When the energy of Tzeentchian magicks flow so strongly, not only can Tzaangor once slain be restored to life, but more can be created from pure warp power.
The sorcerers and magick-wielders of the Warpmeld Pacts are wreathed in psychic energy They may well appear to be in one place to their foes, but things are not always as they seem.
By breaking into and traversing the winding paths of the webway, the Thousand Sons are able to outflank their foes.
The Sorcerer absorbs the chaotic energies flowing thickly around a Mutalith Vortex Beast, healing injuries he has sustained.
The Thousand Sons have vast libraries full of ancient texts. The knowledge contained within can enhance the Sorcerers’ power.
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Combi-bolter | ||||||
Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (supercharge) | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Astartes chainsword | ||||||
Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+1 Chainaxe | ||||||
+1 Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
Lightning claw | ||||||
Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
Power axe | ||||||
Power axe | Melee | Melee | +2 | -2 | 1 | - |
Power fist | ||||||
Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Power maul | ||||||
Power maul | Melee | Melee | +3 | -1 | 1 | - |
Power sword | ||||||
Power sword | Melee | Melee | +1 | -3 | 1 | - |
D33 | PSYCHIC POWER |
11 | TZEENTCH’S FIRESTORM The psyker conjures a raging storm of pink and blue fire down from the skies, that mutates his foes and leaves capering daemons that claw and bite in its wake. Witchfire: Tzeentch’s Firestorm has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll nine D6. For each roll of 6, that enemy unit suffers 1 mortal wound. If the result of the Psychic test was an unmodified 9+, that enemy unit suffers 1 mortal wound for each roll of 5+ instead. |
12 | GLAMOUR OF TZEENTCH The psyker twists and obscures the perceptions of his foes to the point that his allies become all but invisible. Blessing: Glamour of Tzeentch has a warp charge value of 6. If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll. |
13 | DOOMBOLT The psyker hurls a bolt of roiling energy that horribly twists its target into abhorrent and mutated new shapes. Witchfire: Doombolt has a warp charge value of 6. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers 3 mortal wounds. |
21 | TEMPORAL MANIPULATION Fashioning a pocket of dilated time around an injured ally, the psyker accelerates the rate at which their flesh reknits. Blessing: Temporal Manipulation has a warp charge value of 5. If manifested, select one friendly THOUSAND SONS model (excluding VEHICLES) within 12" of this PSYKER. That model is healed and regains up to D3 lost wounds. Each model can only be healed once per turn. |
22 | WEAVER OF FATES The skeins of the future are laid bare to the psyker, revealing the fates of battle. Forewarned of imminent danger, his warriors dodge bullets and sword blows with seemingly supernatural reflexes. Blessing: Weaver of Fates has a warp charge value of 7. If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save. |
23 | BALEFUL DEVOLUTION Transmogrifying energies erupt from the psyker’s eyes, playing across the enemy’s ranks and reducing their proud warriors to mewling beasts. Witchfire: Baleful Devolution has a warp charge value of 8. If manifested, select one enemy unit within 18" of and visible to this PSYKER that contains 6 or more models. Roll a number of D6 equal to the result of the Psychic test: for each roll of 6, that enemy unit suffers D3 mortal wounds. |
31 | CACODAEMONIC CURSE With dark invocations, the psyker summons cackling daemon imps to infest the enemy’s weapons. Malediction: Cacodaemonic Curse has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from the Strength characteristic of ranged weapons models in that unit are equipped with. |
32 | PYRIC FLUX The psykers makes themselves into a bounteous font of unholy warpflame. Blessing: Pyric Flux has a warp charge value of 5. If manifested, select one friendly ARCANA ASTARTES unit within 12" of this PSYKER. Until the end of the turn, add 1 to the Strength characteristic of all warpflamers, warpflame pistols and heavy warpflamers (and any Relics that replace one of these weapons) that models in that unit are equipped with. |
33 | PERPLEX With perspective-warping illusions the psyker obfuscates his enemies’ vision, rendering their targets fluid and indistinct. Malediction: Perplex has a warp charge value of 7. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase, each time that unit is selected to shoot, units more than 24" away cannot be selected as the target of ranged attacks. |
D6 | PSYCHIC POWER |
1 | Infernal Gaze Unholy power streams from the psyker’s eyes, charring and melting everything caught in its path. Infernal Gaze has a warp charge value of 5. If manifested, select an enemy unit that is within 18" of the psyker and visible to him and roll 3 dice. The target suffers one mortal wound for each roll of 4+. |
2 | Death Hex The Sorcerer places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed. Death Hex has a warp charge value of 8. If manifested, select an enemy unit that is within 12" of the psyker and visible to him. Until the start of your next Psychic phase, that unit cannot take invulnerable saves. |
3 | Gift of Chaos As the power of the warp surges through the psyker’s victim, bones snap and flesh rips as a new form takes shape. Gift of Chaos has a warp charge value of 6. If manifested, select an enemy unit that is within 6" of the psyker and visible to him and roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is destroyed by this power, you can add one Chaos Spawn to your army within 6" of the character and not within Engagement Range of any enemy units before they are removed as a casualty. |
4 | Prescience By focusing his warp-sight the psyker can guide the aim of his allies, bringing a swift and merciless death to their foes. Prescience has a warp charge value of 7. If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase. |
5 | Diabolic Strength The unholy energies of Chaos course through the recipient, swelling his frame with the strength to tear a tank in two. Diabolic Strength has a warp charge value of 6. If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic. |
6 | Warptime The power of the immaterium bursts from the psyker, warping time and heightening the speed of his allies. Warptime has a warp charge value of 6. If manifested, pick a THOUSAND SONS unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once per Psychic phase. |
Combi-bolter used in the following datasheets:
The CHAOS keyword is used in the following Thousand Sons datasheets:
The TZEENTCH keyword is used in the following Thousand Sons datasheets:
The HERETIC ASTARTES keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS keyword is used in the following Thousand Sons datasheets:
The ARCANA ASTARTES keyword is used in the following Thousand Sons datasheets:
This datasheet has HQ Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:
Inferno bolt pistol used in the following datasheets:
Plasma pistol used in the following datasheets:
Warpflame pistol used in the following datasheets:
Force axe used in the following datasheets:
|
Force stave used in the following datasheets:
Force sword used in the following datasheets:
Frag grenade used in the following datasheets:
Krak grenades used in the following datasheets:
The datasheets using IMPERIUM keyword can be found in the following Factions:
Imperium: Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Agents of the Imperium, Astra Militarum, Grey Knights, Imperial Knights, Inquisition, Rogue Traders, Space Marines, Titan Legions.The IMPERIUM keyword is used in the 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 the following Thousand Sons datasheets:
The TERMINATOR keyword is used in the following Thousand Sons datasheets:
Even before their fall to Chaos, the doctrines of the Thousand Sons emphasised overwhelming, unrelenting firepower.
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:The CHARACTER keyword is used in the following Thousand Sons datasheets:
The INFANTRY keyword is used in the following Thousand Sons datasheets:
The PSYKER keyword is used in the following Thousand Sons datasheets:
The SORCERER keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
The THOUSAND SONS and SORCERER keywords are used in the following Thousand Sons datasheets:
The THOUSAND SONS and EXALTED SORCERER keywords are used in the following Thousand Sons datasheets:
The THOUSAND SONS and CHARACTER keywords are used in the following Thousand Sons datasheets:
The TZAANGOR keyword is used in the following Thousand Sons datasheets:
The BRAY keyword is used in the following Thousand Sons datasheets:
The PSYKER and CHARACTER keywords are used in the following Thousand Sons datasheets:
The THOUSAND SONS and INFANTRY keywords are used in the following Thousand Sons datasheets:
The MUTALITH VORTEX BEAST keyword is used in the following Thousand Sons datasheets:
The MAGNUS THE RED keyword is used in the following Thousand Sons datasheets:
Bolt pistol used in the following datasheets:
Combi-flamer used in the following datasheets:
Combi-melta used in the following datasheets:
Combi-plasma used in the following datasheets:
Astartes chainsword used in the following datasheets:
Chainaxe used in the following datasheets:
Lightning claw used in the following datasheets:
|
Power axe used in the following datasheets:
Power fist used in the following datasheets:
Power maul used in the following datasheets:
Power sword used in the following datasheets:
The datasheets using HERETIC ASTARTES keyword can be found in the following Factions:
Chaos: Chaos Space Marines, Death Guard, Thousand Sons, World Eaters.The HERETIC ASTARTES keyword is used in the following datasheets:
The AIRCRAFT keyword is used in the following Thousand Sons datasheets: