Daemon Prince [INDEX]

(Unit)
Type: model
Category: HQ
Categories: HQ, Character, Daemon, Faction: Heretic Astartes, Monster, Faction: Chaos, Faction: Thousand Sons, Daemon Prince, Faction: Tzeentch
LinkId: e591-c39a-7892-9190
Hidden: false
Costs: 146 pts8 PL
Options (12)
Hellforged sword options:
Rules (3)
Brotherhood of Sorcerors
If your army is Battle-forged, PSYKER units in THOUSAND SONS Detachments gain the following ability: The ranges of all psychic powers manifested by units with this ability are increased by 6".
Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Malicious Volleys
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model belongs to an INFANTRY unit and every model from that unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire typ whose profile includes the word ‘bolt’ (e.g. boltgun, Inferno boltgun, inferno combi-bolter, etc.).

Profiles:

Unit MWSBSSTWALdSave
Daemon Prince

8"

2+

2+

7

6

8

4

10

3+

Psyker CastDenyPowers KnownOther
Daemon Prince

1

1

1 Dark Hereticus

Abilities
Death to the False Emperor:

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Daemonic:

This model has a 5+ invulnerable save.

Prince of Chaos:

You can re-roll hit rolls of 1 made for friendly DEATH GUARD and NURGLE DAEMON units within 6" of this model.

Psychic Power Warp ChargeRange
Divine the Future

6

N/A

If manifested, roll one D6 and set it to one side. Untl the start of your next Psychic phase, you can use that dice roll to replace a single dice rolled for a hit roll, wound roll, advance roll, charge roll, Psychic test, Deny the Witch test or Morale test for a CULT OF PROPHECY unit from your army.

Time Flux

5

6"

If manifested, select one friendly CULT OF TIME INFANTRY unit within 6" of this psyker. You can return one destroyed model from that unit to the battlefield with all its wounds remaining, placing it in unit coherency. If the unmodified result of the Psychic test was 9+, you can instead return up to D3 destroyed models from that unit to the battlefield with all of their wounds remaining, placing them in unit coherency.

Warp Reality

6

18"

If manifested, select one terrain feature within 18" of this psyker, then select one enemy unit within 3" of that terrain feature. Until the start of your next Psychic phase, halve that unit's Move characteristic and subtract 1 from Advance rolls and charge rolls made for that unit.

Seeded Strategy

6

24"

If manifested, select one friendly CULT OF SCHEMING unit within 24" of this psyker. That unit can shoot and charge this turn, even if it Fell Back.

Astral Blast

6

9"

If manifested, the closest enemy unit within 9" of and visible to this psyker suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound. The Brotherhood of Psykers ability only increases the first range of this psychic power.

Psychic Delve

6

18"

If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit by a friendly CULT OF KNOWLEDGE unit, re-roll a wound roll of 1.

Disturb Reality

6

12"

If manifested, select one enemy unit within 12" of this psyker. Until the start of your next Psychic phase, subtract 1 from that unit's Leadership and Attacks characteristic (to a minimum of 1).

Sorcerous Facade

7

6"

If manifested, select one friendly CULT OF DUPLICITY unit within 6" of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9" away from any enemy models. That unit is treated as having moved this turn.

Attempted Possession

6

18"

If manifested, select one enemy CHARACTER unit within 18" of this psyker. That unit suffers 1 mortal wound. Until the start of your next Psychic phase, when a Psychic test is taken for that unit, subtract 2 from the total.

Used By (1)