No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
60 Tzaangor Shaman (base: 40mm) |
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1 | 60 Tzaangor Shaman |
12" | 3+ | 3+ | 4 | 4 | 4 | 3 | 8 | 6+ | 40mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Disc blades | ||||||
Disc blades | Melee | Melee | 4 | 0 | 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. | ||||||
Force stave | ||||||
Force stave | Melee | Melee | +3 | -1 | D3 | - |
OTHER WARGEAR | ABILITIES | ||||||
Disc of Tzeentch | |||||||
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword. | |||||||
Disc of Tzeentch | The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword. |
ABILITIES | |
ABILITIES |
Cabbalistic Rituals Bestial Prophet (Aura): While a friendly BRAY or ENLIGHTENED unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
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This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Discipline of Change. | |
FACTION KEYWORDS: CHAOS, TZEENTCH, THOUSAND SONS | |
KEYWORDS: CHARACTER, CAVALRY, FLY, PSYKER, TZAANGOR, SHAMAN |
Tzaangors are ferocious creatures, capable of reaching incredible levels of savagery in the fury of claustrophobic combat.
Tzaangors are ferocious creatures, capable of reaching incredible levels of savagery in the fury of combat.
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 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.
Through their connection to the Changer of Ways, Tzaangor move through obstacles as if they weren’t there.
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. |
The CHAOS keyword is used in the following Thousand Sons datasheets:
The TZEENTCH 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:
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Force stave used in the following datasheets:
The INFANTRY keyword is used in the following Thousand Sons datasheets:
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 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 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:
This datasheet has Elites Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:
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.Disc blades used in the following datasheets:
The CAVALRY keyword is used in the following Thousand Sons datasheets:
Disc of Tzeentch used in the following datasheets:
The ENLIGHTENED keyword is used in the following Thousand Sons datasheets:
The TZAANGOR keyword is used in the following Thousand Sons datasheets: