Chaos Sorcerer in Terminator Armour

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 0aa5-8282-eca0-f421
Hidden: false
Costs: 115 Points
Options (4)
A Sorcerer must take one of the following psychic powers (models with the mark of Tzeentch may take two):
May take any of the following:
Rules (1)
Terminator Armour
Models in Terminator armour are capable of moving and firing with heavy weapons and may assault after firing rapid fire and heavy weapons. On the other hand, models in Terminator armour may not Sweeping Advance after assaults. 


Additionally, models in Terminator armour may always start the battle in Deep Strike, even if it is not part of the mission being played.

Profiles:

Abilities
Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Unit WSBSSTWIALdSv
Sorcerer in Terminator Armour

5

5

4

4

3

5

3

10

2+ (5+ Invulnerable)

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Melee Weapons
Force Weapon:

Force weapons have the same effects as power weapons, but also confer to the wielder one additional psychic power, used in close combat, that can instantly extinguish the life force of any opponent. 

Roll to hit and wound as normal, allowing any invulnerable saving throws the victim might have. The psyker may then take a Psychic test to use the weapon’s power against any one opponent that suffered an unsaved wound by the weapon in that player turn. The normal rules for using psychic powers apply (remember that a psyker may normally use only one power per turn). If the test is passed, the enemy model suffers instant death, regardless of its Toughness value. This power has no effect against vehicles, models that are immune to instant death and any other model that does not have a Wounds value.

Used By (1)