Exalted Sorcerer

(Unit)
Type: model
Category: HQ
Categories: HQ, Character, Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Infantry, Exalted Sorcerer, Psyker, Faction: Chaos, Faction: Arcana Astartes
LinkId: 59cc-6c0e-be67-9701
Hidden: false
Costs: 100 pts6 PL3 Cabal Points
Options (19)
Battle Honours:
Rules (2)
Cabbalistic Rituals
If every unit from your army (excluding UNALIGNED units) has the THOUSAND SONS keyword, your army becomes a Cabal of Sorcerers. At the start of your Psychic phase, generate Cabal points for your army for each mode with this ability that is on the battlefield.

In your Psychic phase, you can spend any Cabal points you have to use Cabbalistic Rituals. Each time you do, reduce the total amount of Cabal points you have by the amount shown. At the end of your Psychic phase, any unspent Cabal points are lost.

In your Psychic phase, unless otherwise specified, you can use each Cabbalistic Ritual once, and each unit from your army can only benefit from one Cabbalistic Ritual. A unit can only benefit from a Cabbalistic Ritual if it has that ability.
Touched by Tzeentch
- Models in this unit have a 5+ invulnerable save.
 - Each time a model in this unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+ that wound is not lost.
- At the start of the first battle round, before the first turn begins, models in this unit can make a Normal Move of up to 6". They cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their models first.

Profiles:

Unit MWSBSSTWALdSave
Exalted Sorcerer

6"

2+

2+

4

4

5

5

9

3+

Psyker CastDenyOther
Exalted Sorcerer

2

1

-

Smite and two powers from the Discipline of Change and/or Discipline of Vengeance

Abilities
Lord of the Thousand Sons (Aura)

While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

Sigil of Corruption

This model has a 4+ invulnerable save.

Psychic Power Warp ChargeRange
Astral Blast

6

12"

Witchfire: If manifested, the closest enemy unit within 12" of and visible to this PSYKER suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound.

Attempted Possession

6

18"

Malediction: If manifested, select one enemy unit within 18" of this PSYKER.
- That unit suffers 1 mortal wound.
- Until the start of your next Psychic phase, each time a Psychic test is taken for that unit, subtract 2 from that Psychic test.

Divine the Future

6

N/A

Blessing: If manifested, roll one D6 and set it to one side. Until 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.

Dysmanifestation

6

18"

Malediction: If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from that unit's Leadership and Attacks characteristics.

Empyric Trespass

6

24"

Malediction: If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit by a model in a friendly CULT OF KNOWLEDGE unit, re-roll a wound roll of 1.

Seeded Strategy

7

24"

Blessing: If manifested, select one friendly CULT OF SCHEMING CORE unit within 24" of this psyker. Until the end of the turn, that unit is eligible to shoot and declare a charge in a turn in which they Fell Back.

Sorcerous Facade

8

6"

Blessing: If manifested, select one friendly CULT OF DUPLICITY INFANTRY or CULT OF DUPLICITY MONSTER 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.

Time Flux

6

6"

Blessing: 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.

Warp Reality

6

24"

Malediction: If manifested, select one terrain feature within 24" of and visible to 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 it.

Modifiers:

add category Cavalry
add category Cult of Change Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Change
add category Cult of Change
1 Cult of Change in force (recursive)
add category Cult of Duplicity Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Duplicity
add category Cult of Duplicity
1 Cult of Duplicity in force (recursive)
add category Cult of Knowledge Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Knowledge
add category Cult of Knowledge
1 Cult of Knowledge in force (recursive)
add category Cult of Magic Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Magic
add category Cult of Magic
1 Cult of Magic in force (recursive)
add category Cult of Manipulation Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Manipulation
add category Cult of Manipulation
1 Cult of Manipulation in force (recursive)
add category Cult of Mutation Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Mutation
add category Cult of Mutation
1 Cult of Mutation in force (recursive)
add category Cult of Prophecy Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Prophecy
add category Cult of Prophecy
1 Cult of Prophecy in force (recursive)
add category Cult of Scheming Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Scheming
add category Cult of Scheming
1 Cult of Scheming in force (recursive)
add category Cult of Time Warlord
and
1 Warlord in parent (recursive)
ancestor is Cult of Time
add category Cult of Time
1 Cult of Time in force (recursive)
add category Fly
add category Warpmeld Pact
1 Army of Renown - Warpmeld Pact in force (recursive)
remove category Infantry
Used By (1)