Ahriman

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 6952-1da5-9864-1403
Hidden: false
Costs: 250 Points

Constraints:

max: 1

Profiles:

Wargear
Black Staff of Ahriman:

This counts as a Force Weapon and in addition allows Ahriman to make up to three Psychic tests in the same turn (one of these may be to use the special ability of his force weapon). It even allows him to use several powers that count as firing a weapon in the same Shooting phase (he must target the same unit with all of them, however).

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.

Personal Icon:

Chaos Icon

Unit WSBSSTWIALdSv
Ahriman

5

5

4

4

3

5

3

10

3+ (4+ Invulnerable)

Chaos Spawn

3

0

5

5

3

3

D6

10

-

Weapons RangeStr.APType
Inferno Bolt Pistol

12"

4

3

Pistol

Doombolt

18"

4

3

Assault 3

Doombolt may be used in the model's Shooting phase instead of using another ranged weapon. A Psychic test must be passed in order to use the power.

Bolt of Change (Tzeentch only)

24"

8

1

Assault 1

Bolt of Change may be used in the model's Shooting phase instead of using another ranged weapon. Psyker must perform a successful Psychic test to fire this spell.

Abilities
Mark of Tzeentch:

Models with the Mark of Tzeentch gain +1 to their Invulnerable save (to a maximum of 2+). If given to a model that does not normally have an Invulnerable save, this Mark confers an Invulnerable save of 5+.

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

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!

Psychic Power
Warptime:

The power is used at the start of any player's turn. If successful, the psyker may re-roll all rolls to hit and rolls to wound for the entirety of that player's turn.

Wind of Chaos:

Wind of Chaos may be used in the model's Shooting phase instead of using another ranged weapon. A Psychic test must be passed in order to use the power. If successful, this is resolved in the same way as firing a template weapon. Any models fully or partially under the template suffer one wound on a D6 roll of 4+, with no armour or cover saves allowed. Vehicles touched by the template suffer a glancing hit on a D6 roll of 4+.

Gift of Chaos:

A Psyker may use this power at the beginning of his turn. The psyker may be in close combat at the time as may the target. Pick an enemy model and then take a Psychic test. If the test is successful and the target is found to be within 6" of the psyker, roll a D6.

If the D6 roll scores over the victim's Toughness, the victim transforms into a shapeless blob of flesh and is removed as a casualty (and, as no wounds are taken, no saves apply). Use the model's base Toughness (not the modified Toughness for being on a Bike for example), and a roll of 6 is always successful regardless of the target's Toughness value. Models without a Toughness characteristic cannot be affected.

If the player using this power has a Chaos Spawn model available, he may replace the victim with a Spawn. The Spawn is immediately under the Chaos player's control (and is worth 40 Victory points if killed). If the model was in base contact with friendly models, they are now engaged in combat with the spawn.

Used By (1)