Thousand Sons Daemon Prince with wings

(Unit)
Type: model
Category: Character
Categories: Faction: Thousand Sons, Monster, Character, Daemon, Psyker, Chaos, Tzeentch, Daemon Prince, Fly
EntryId: 66f4-929e-1769-f277
Hidden: false
Costs: 180 pts2 Cabal Points

Constraints:

max(force): 3
Options (4)
Rules (3)
Deadly Demise
Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Kindred Sorcery
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase.
MALEVOLENT CHARGE
Psychic weapons equipped by THOUSAND SONS models from your army have the [LETHAL HITS] ability.
PSYCHIC MAELSTROM
Psychic weapons equipped by THOUSAND SONS models from your army have the [SUSTAINED HITS 1] ability.
WRATH OF THE IMMATERIUM
Psychic weapons equipped by THOUSAND SONS models from your army have the [DEVASTATING WOUNDS] ability.
Cabal of Sorcerers
If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army (excluding models that have already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.

Profiles:

Abilities
Invulnerable Save:

This model has a 4+ invulnerable save.

Aetherstride (Psychic):

At the end of your opponent’s turn, if this model is not within Engagement Range of any enemy units, you can remove it from the battlefield and then, in the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this model is not on the battlefield, it is destroyed.

Sorcerous Fire (Psychic):

Each time this model ends a Normal move, you can select one enemy unit it moved over this phase and roll nine D6: for each 6, that unit suffers 1 mortal wound.

Unit MTSVWLDOC
Thousand Sons Daemon Prince

11"

9

2+

10

6+

3

Used By (1)