Ahriman of the Thousand Sons

(Unit)
Type: upgrade
Category: HQ
Categories: HQ, Independent Character, Mark of Tzeentch, Sorcerer
LinkId: 2552-e6e9-fcb1-88bd
Hidden: false
Costs: 215 pts

Constraints:

max(force): 1
Options (2)
Rules (7)
Master of Sorcery
Ahriman may make a single roll on any one of the Minor Psychic Powers and Chaos Minor Psychic Power tables of your choice before the game begins.
Black Staff of Ahriman
Whenever Ahriman uses a psychic power roll a D6. On a roll of 4+ he may use a psychic power again in the same turn (including the same one). After the second power, he may go for further attempts, but these only work on a D6 roll of 6. As soon of Ahriman fails a dice roll he may no longer use any psychic powers that turn.
Inferno Bolts
Inferno bolts grant the Blast ability to each shot of a bolter, combi-bolter or bolt pistol. Roll to hit as normal but place the small Blast marker to determine how many models are hit.
Talisman of Tzeentch
Opposing psykers suffer a -1 modifier to their Leadership for psyychic tests if the army includes a model with this talisman. The ability does not stack with other Talismans.
The Twisting Path
This power is used in the Shooting Phase, has a range of 12" and requires LOS. The target unit makes a Leadership test and if they fail they are pinned until the start of the next Chaos turn.
Additionally, earn 50 Victory Points each time this power succeeds, but only earn these Victory Points once from any unit.
Gift of Chaos
Pick an enemy or friendly model within 2" of the Sorcerer and then take a Psychic test. If the test is successful, for a D6. If you roll over the victim's Toughness, or roll a natural 6, the victom is transformed into a Chaos Space, with no armour save allowed.
Mass Mutation
The power is used in the Shooting phase. If the test is passed, the unit of Chosen, Possessed, Marines, or Havocs joined by the Sorcerer gains an ability determined randomly by the table below for a single turn:
1 - No benefit. Roll a D6 for each model; On a roll of 1 the model is removed as a casualty
2 - Gain +1 S
3 - Cause -1 Ld versus units they win close combat against
4 - Gain +1 T
5 - Gain 5+ invulnerable save
6 - Gain +1 A

Profiles:

Unit WSBSSTWIALdSv
Ahriman of the Thousand Sons

5

5

4

4

3

5

3

10

3+

Weapon RangeSAPType
Bolt Pistol

12"

4

5

Pistol

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 of Change

24"

8

2

Assault 1

Doombolt

18"

5

4

Assault 3

Wind of Chaos

Template

4+

1

Assault 1

Always wounds on a 4+. Ignores armour saves.

Abilities
Frag Grenades:

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

Modifiers:

set hidden true
0 selections of Thousand Sons in force (recursive)
Used By (1)