No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
140 Thousand Sons Daemon Prince (base: 60mm) |
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1 | 140 Thousand Sons Daemon Prince |
8" | 2+ | 2+ | 7 | 6 | 8 | 5 | 10 | 3+ | 60mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+10 Daemonic axe | ||||||
+10 Daemonic axe | Melee | Melee | +2 | -2 | 3 | - |
+10 Hellforged sword | ||||||
+10 Hellforged sword | Melee | Melee | +1 | -3 | 3 | - |
Malefic talons | ||||||
Malefic talons | Melee | Melee | User | -1 | 2 | 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. |
OTHER WARGEAR | ABILITIES | ||||||
+35 Wings | |||||||
The bearer has a Move characteristic of 12" and the FLY keyword. | |||||||
+35 Wings | The bearer has a Move characteristic of 12" and the FLY keyword. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model’s hellforged sword can be replaced with one of the following: 1 daemonic axe; 1 malefic talons. • This model can be equipped with 1 wings (Power Rating +2).
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ABILITIES | |
ABILITIES |
Cabbalistic Rituals Chosen of Tzeentch: This model has a 4+ invulnerable save. Lord of the Thousand Sons (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1. |
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Discipline of Change and/or the Discipline of Vengeance. | |
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, | |
KEYWORDS: CHARACTER, MONSTER, DAEMON, PSYKER, DAEMON PRINCE |
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.
Even the gathered gheists of the Thousand Sons sing with sorcery. On occasion this manifests in destructive fashion.
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 greatest champions of Tzeentch can call upon their thralls and other lesser minions to serve as their sorcerous lieutenants in battle.
The halls of Tizca are replete with sorcerous esoterica, gathered by Magnus and his gene-sons over thousands of years.
The Rubricae are superlative, enduring guardians who can absorb great storms of fire directed at their masters.
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.
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. |
D33 | PSYCHIC POWER |
11 | GAZE OF HATE Pure roiling hatred surges through the psyker, becoming first dark fire in their veins then leaping from their eyes in searing columns of annihilating energy. Those struck by them risk being scoured from existence entirely. Witchfire: Gaze of Hate has a warp charge value of 5. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll three D6: for each roll of 4+, that enemy unit suffers 1 mortal wound. |
12 | TWIST OF FATE One with sufficient willpower and disregard for their own soul can glean forbidden lore by looking upon the unfettered tides of the warp, plucking silvery skeins of fate from amongst the deadly morass and spinning them into nooses for their luckless foes. Malediction: Twist of Fate has a warp charge value of 8. If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, models in that unit cannot use any invulnerable saves. |
13 | DARK BLESSING Offering bloody sacrifice to the Dark Gods, the psyker calls down their unbridled generosity upon his foe. Their bodies are wracked by hideous mutations, their sanity collapsing as their mortal forms become a heaving, thrashing mass of horror. Witchfire: Dark Blessing has a warp charge value of 6. If manifested, select one enemy model within 6" of and visible to this PSYKER and roll one D6: if the result is greater than the target’s Toughness characteristic, its unit suffers D3+3 mortal wounds. |
21 | PRESAGE The psyker reads signs and omens in the ebb and flow of battle, the whirling patterns of smoke, the spatter of blood as blades bite home. These gleaned warnings he passes on to his warriors, the better for them to predict and thus strike down their enemies. Blessing: Presage 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, each time a model in that unit makes an attack, add 1 to that attack’s hit roll. |
22 | SWELLED BY THE WARP The psyker opens a ragged channel to the roiling energies of the warp and funnels them recklessly into a chosen target. That warrior’s form expands with iron-hard muscle, lashing extra limbs, gnashing fangs and vicious talons that allow them to tear a bloody path through the foe. Blessing: Swelled by the Warp has a warp charge value of 6. If manifested, select one friendly THOUSAND SONS model within 12" of this PSYKER. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic. |
23 | TEMPORAL SURGE With a wrench of mind, body and soul the psyker tears ropey strands of temporal energy through the veil from beyond and hurls them out to wind about his allies. Those so blessed are sped into battle all the faster as their garland of stolen time burns swiftly away. Blessing: Temporal Surge has a warp charge value of 7. If manifested, select one friendly THOUSAND SONS INFANTRY, THOUSAND SONS CAVALRY, or THOUSAND SONS BEASTS unit within 6" of this PSYKER. That unit can make a Normal Move. |
31 | EMPYRIC GUIDANCE The psyker conjures a whirling flock of daemonic imps that bear his comrades’ shells and energy blasts across the battlefield on flickering wings of unholy flame. Blessing: Empyric Guidance has a warp charge value of 4. If manifested, select one friendly THOUSAND SONS unit within 12" of this PSYKER. Until the start of your next Psychic phase, add 6" to the Range characteristic of Rapid Fire and Heavy weapons models in that unit are equipped with. |
32 | PSYCHIC STALK Astrally projecting a portion of his soul into the warp, the psyker circles the flickering witchfires of his victims’ souls. Should their mental defences drop for even a moment, he strikes with predatory swiftness. Witchfire: Psychic Stalk has a warp charge value of 5. If manifested, select one enemy unit that is not a VEHICLE, MONSTER or CHARACTER within 18" of and visible to this PSYKER. Roll 2D6: if the result is greater than the unmodified Leadership characteristic of that unit, one model in that unit selected by your opponent is slain. |
33 | DESECRATION OF WORLDS The worlds of the galaxy shall tremble and shatter beneath the dolorous tread of the Heretic Astartes, starting with this one! The psyker pours their rage and contempt into the bedrock of the battlefield, tainting it with their warpcraft even as they shatter it apart. Malediction: Desecration of Worlds has a warp charge value of 7. If manifested, select one enemy unit within 24" of and visible to this PSYKER. Until the start of your next Psychic phase, each time that unit makes a Normal Move, Advances, Falls Back or makes a charge move, roll one D6 for each model in that unit. For each result of 6, that unit suffers 1 mortal wound. |
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:
The ARCANA ASTARTES and PSYKER keywords are used in the following Thousand Sons datasheets:
This datasheet has HQ Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:
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The CHARACTER keyword is used in the following Thousand Sons datasheets:
The PSYKER 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 CHARACTER keywords are 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:
The RUBRIC MARINES keyword is used in the following Thousand Sons datasheets:
The DAEMON keyword is used in the following Thousand Sons datasheets:
The FLY keyword is used in the following Thousand Sons datasheets:
Favoured as they are by Tzeentch, the Thousand Sons are ever-wreathed in the coiling energies of the empyrean. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge, to enhance their already potent magicks or to ravage their foes with warpfire and mutation.
Like flame leaping along a trail of spilled promethium, the Thousand Sons’ magicks feed upon the latent energies clouding the air and race hungrily away through them towards the foe.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).The malefic energies of dark sorcery flow together in ever more lethal concentrations into fiery, mutating storms.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power inflicts mortal wounds on enemy units, after inflicting the mortal wounds select one of those units and inflict D3 additional mortal wounds on that unit.For an instant, the chanting voices of the Thousand Sons’ champions achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 1 to that Psychic test.With their tainted souls melded as one amidst the empyrean, what one champion of the cabal sees, all their fellows see also.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power requires you to select a unit visible to the PSYKER, for that manifestation you can select a unit visible to any friendly unit with the Cabbalistic Rituals ability.Plucked from amidst the howling winds of the immaterium and the gibbering of countless damned voices come whispers of invaluable daemonic prophecy.
Use this Cabbalistic Ritual in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit can perform the following psychic action: Echoes From the Warp (Psychic Action - Warp Charge 3): If successful, gain 1 Command point.Though it is always perilous to make deals with the entities of the warp, the support of one’s cabal ameliorates the risks somewhat.
Use this Cabbalistic Ritual when attempting to manifest a psychic power with a unit from your army. Do not make a Psychic test: that Psychic test is passed at the minimum required warp charge value.With the champions of the cabal incanting as one, their sorceries become an unstoppable tidal wave.
Use this Cabbalistic Ritual after a Psychic test made for a unit from your army is passed. That psychic power or psychic action cannot be denied.By establishing a recursive temporal loop, the cabal are able to lash the enemy with the same terrible moment of loss over and over again.
Use this Cabbalistic Ritual when a unit from your army is selected to manifest psychic powers. Until the end of the phase, that unit can attempt to manifest one Witchfire psychic power that another PSYKER in your army has already attempted to manifest during the phase, even though the same psychic power cannot normally be attempted more than once per Psychic phase, and even if that unit does not know that psychic power.Such is the aura of latent energy roiling at the cabal’s command, it is as though the daemons of the warp lend their own unnatural power to the champions’ conjurations.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 2 to that Psychic test.The ARCANA ASTARTES and CHARACTER keywords are used in the following Thousand Sons datasheets:
The SCARAB OCCULT TERMINATORS keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS and CAVALRY keywords are used in the following Thousand Sons datasheets:
The THOUSAND SONS and BEASTS keywords are used in the following Thousand Sons datasheets:
The MONSTER keyword is used in the following Thousand Sons datasheets: