Sorcerer

(Entry)
Type: model
Categories: Faction: Heretic Astartes, Psyker, Faction: Thousand Sons, Faction: Tzeentch, Faction: Chaos, Character, Infantry, Faction: Arcana Astartes
EntryId: 6b5e-2dae-029c-16ac
Hidden: false
Costs: 90 pts5 PL2 Cabal Points
Options (16)
Battle Honours:
Force sword options:

Profiles:

Unit MWSBSSTWALdSave
Sorcerer

6"

3+

3+

4

4

4

4

9

3+

Psyker CastDenyOther
Sorcerer

2

1

-

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

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.

Used By (1)