Ahriman of the Thousand Sons

(Unit)
Type: unit
Category: HQ
Categories: Cult of Tzeentch, HQ
LinkId: a13e-21a7-318e-3335
Hidden: false
Costs: 174 pts
Rules (6)
Stream of Corruption
Psychic power that may be used in the model's assault phase instead of moving. A psychic test must be passed in order to use this power. Place the flamer template so that its narrow end is touching the model using this power. Any models fully or partially under the template suffer 1 wound on a D6 roll of 4+, with no armour or cover saves allowed.
Fleshy Curse
A sorcerer may use this psychic power in the assault phase instead of making his normal close combat attacks. Pick an enemy model within 2" of the Sorcerer and then take a Psychic test in order to use the power. If the test is successful, roll a D6. If you roll over the victim's Toughness, or you roll a 6 no matter what the victim's Toughness is, then the victim is slain with no armour or cover saves allowed. If additional, they turn into a Chaos Spawn.
Mark of Tzeentch
Models with this mark don't need to pass psychic tests to use a psychic power.
Black Staff of Ahriman
Whenever Ahriman uses a psychic power roll a D6. On a 4+ he may use a psychic power again in the same turn and may re-use the same power if he desires. If Ahriman succeeds in using a psychic power for a second time, then he may go for further attacks, but these subsequent attempts will only work a D6 roll of 6. As soon as Ahriman fails a dice roll he may no longer use any psychic powers that turn, but may use them against normally in his next turn.
Talisman of Tzeentch
If an army includes a model with this talisman, opposing psykers suffer a -1 modifier to their Leadership for Psychic tests. If both sides have this gift, they cancel each other out.
Inferno Bolts
Inferno Bolts are used by Ahriman in his bolt pistol. Target with invulnerable saves or saving throws against psychic attacks may take them as normal against inferno bolts, otherwise all other armour saves are ignored.

Profiles:

Transport Front ArmorSide ArmorRear ArmorBSCapacity
Flames of Tzeentch

48"

9

2

Heavy 1

Weapon RangeSAPType
Doom Bolt

18"

5

4

Assault 3

Krak Grenades

Gives Strength 6 in Assault vs. vehicles, making their AP scores 6+D6. Cannot make bonus attacks for charging. Can also be used as a Death or Glory attack

Bolt Pistol

12"

4

5

Pistol

Unit WSBSSTWIALdSv
Ahriman

5

5

4

4

4

7

3

10

3+

Beasts of Nurgle

4

0

4

5

1

5

2

10

5+

Abilities
Frag Grenades:

Fights simultaneously vs enemies in cover. Both sides roll to hit and wound before making saves and removing casualties

Used By (1)