Infernal Master

(Unit)
Type: model
Category: HQ
Categories: HQ, Faction: Chaos, Faction: Tzeentch, Faction: Heretic Astartes, Faction: Arcana Astartes, Faction: Thousand Sons, Character, Infantry, Psyker, Infernal Master
EntryId: 7eb5-89d9-c3c7-237e
Hidden: false
Costs: 5 PL2 Cabal Points90 pts
Options (16)
Battle Honours:
Rules (1)
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.

Profiles:

Unit MWSBSSTWALdSave
Infernal Master

6"

3+

3+

4

4

4

4

9

3+

Psyker CastDenyOther
Infernal Master

1

1

Smite and one from the Discipline of Change or the Discipline of Vengeance.

Abilities
Infernal Master

This model knows two pacts from Infernal Pacts. In your Command phase, if this model is on the battlefield, it can attempt to make one pact it knows that has not already been attempted by a friendly model that battle round. Roll one D6, on a 3+, the pact is successful.

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)