Prosperine Sorcerer

(Entry)
Type:

model

Categories:

Infantry Model Type, Command Model Sub-type

EntryId:

f946-8223-508d-d1c5

Hidden:

false

Constraints:

min: 1
max: 1
Options (6)
Allegiance Traits:
Legiones Astartes Trait:
Rules (10)
Conduit
When a Model that has a Weapon with this Special Rule manifests a Psychic Weapon:
If that Psychic Weapon is a Ranged Weapon, modify the Ranged Strength Characteristic of that Psychic Weapon by +1.
If that Psychic Weapon is a Melee Weapon, modify the Strength Modifier Characteristic of that Psychic Weapon by +1.
Prosperine Sorcery
A Model with this Special Rule has the following Psychic Powers but cannot have a Prosperine Arcana selected for it as normal.
Biomantic Slam (Biomancy Discipline)
Wildfire (Pyromancy Discipline)
Immovable Force (Telekinesis Discipline)
Armourbane
"A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits."
When making Armour Penetration tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
Blast (X)
"Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused."
When making attacks with a Weapon that has the Blast (X) Special Rule, before any Hit Tests are made, a Blast Marker must first be placed to determine how many Hits may be inflicted by the attack. The Player making the attack must place the Blast Marker indicated in brackets as part of the Special Rule so that the hole in the middle is entirely over the base of any one model in the Target Unit. Once the blast Marker has been placed, the Player making the attack must make a Hit Test for the attack, and each Model from the Target Unit that is fully or partially under the Blast Marker will suffer 1 Hit if the Hit Test is successful.

*Hits on Other Units*
If any Models form Units other than the Target Unit are fully or partially covered by the Blast Marker, then a new Fire Group must be created for those Hits and set to one side. Continue resolving the Shooting Attack on the original Target Unit, and once that Shooting Attack has been completely resolved begin a new Shooting Attack to resolve those additional Fire Groups generated for Units other than the original Target Unit.

If the Hit Test is unsuccessful then no Hits are inflicted and the Player making the attack must make a Scatter Roll for the Blast Marker (see the Rules for Scatter in the Warhammer: The Horus Heresy - Age of Darkness Rulebook). Once a Scatter Roll has been made for the Blast Marker and it has been moved, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker.
Force (X)
"A Weapon with this Special Rule may double a Characteristic with a Willpower Check, but may suffer Perils of the Warp."
When selected to be used as part of a Combat or Shooting Attack, a Willpower Check may be made for the Model that will use this Weapon to make attacks. If it is successful then the Characteristic listed as X is doubled (if that Characteristic is AP, then the AP is instead changed to AP 2). If a double is rolled when making this Willpower Check then the Model using the Weapon to make attacks suffers Perils of the Warp.
Force (X)
"A Weapon with this Special Rule may double a Characteristic with a Willpower Check, but may suffer Perils of the Warp."
When selected to be used as part of a Combat or Shooting Attack, a Willpower Check may be made for the Model that will use this Weapon to make attacks. If it is successful then the Characteristic listed as X is doubled (if that Characteristic is AP, then the AP is instead changed to AP 2). If a double is rolled when making this Willpower Check then the Model using the Weapon to make attacks suffers Perils of the Warp.
Force (X)
"A Weapon with this Special Rule may double a Characteristic with a Willpower Check, but may suffer Perils of the Warp."
When selected to be used as part of a Combat or Shooting Attack, a Willpower Check may be made for the Model that will use this Weapon to make attacks. If it is successful then the Characteristic listed as X is doubled (if that Characteristic is AP, then the AP is instead changed to AP 2). If a double is rolled when making this Willpower Check then the Model using the Weapon to make attacks suffers Perils of the Warp.
Panic (X)
"Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit."
If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Leadership Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Routed Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Leadership Characteristics of Models in the Target Unit when making Checks caused by an attack with this Special Rule. If the attack includes multiple Weapons with different variations of this Special Rule the modifiers do not stack - use only the greatest modifier.
Pinning (X)
"Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned Status on the Target Unit."
If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Pinned Status, if the Check is passed then there is no further effect. The value of the X attached to this Special Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
Command Unit Sub-type

Profiles:

Profile TypeMWSBSSTWIALDCLWPINSAVINV
Prosperine Sorcerer

Infantry (Command)

7

5

5

4

4

3

5

4

8

7

9

8

2+

5+

Melee Weapon IMAMSMAPDSpecial RulesTraits
Biomantic Slam

-3

1

12

2

2

Armourbane, Force (D)

Melee, Psychic

Ranged Weapon RFPRSAPDTraits
Immovable Force

18

3

6

4

1

Ranged, Psychic

Pinning (2), Force (FP)

Wildfire

12

1

4

4

1

Ranged, Psychic

Panic (1), Blast (5"), Force (S)

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