Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
Roll up to 3 dice - this is your summoning roll. You can summon to the battlefield one new TZEENTCH DAEMONS unit that has the Daemonic Ritual ability and a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
*
6+
*
6
7
11
*
8
3+
-
M
BS
A
6-11+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
48"
Heavy 2D3
7
-1
3
-
*
6+
*
6
8
11
*
8
3+
-
M
BS
A
6-11+
10"
3+
3
3-5
5"
4+
D3
1-2
3"
5+
1
24"
Heavy D6
10
-3
D6
-
8"
2+
2+
7
6
8
4
10
3+
2
1
Smite and two powers from the Dark Hereticus discipline, Discipline of Change and/or Discipline of Tzeentch.
*
4+
*
8
7
14
*
8
3+
-
M
BS
A
8-14+
8"
4+
4
4-7
6"
5+
3
1-3
4"
5+
2
Melee
Melee
x2
-3
D6
-
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
*
*
4+
7
7
12
*
8
3+
M
WS
A
7-12
30"
3+
4
4-6
20"
4+
3
1-3
10"
5+
2
if this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Melee
Melee
User
-1
D3
When attacking models that can Fly, you may add 1 to this weapon's hit roll.
*
4+
4+
*
7
12
*
8
3+
-
M
S
A
7-12+
10"
6
4
4-6
8"
5
3
1-3
6"
4
2
Melee
Melee
x2
-3
3
-
6"
Pistol 1
8
-4
3
-
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 6 additional attacks with this weapon.
6"
3+
3+
4
4
4
3
9
3+
2
1
Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change
During deployment you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Add 1 to the saving throws for Rubric Marines if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Rubric Marines.
5"
3+
3+
4
4
1
1
7
3+
6"
3+
3+
4
4
1
2
8
3+
1
1
Smite and one power from the Discipline of Change
When an Aspiring Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, or D3 mortal wounds instead of D6 if the Psychic test is more than 10.
24"
Rapid Fire 1
4
-2
1
-
8"
Assault D6
4
-2
1
This weapon automatically hits its target.
Add 1 to the saving throws for Scarab Occult Terminators if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Scarab Occult Terminators.
4"
3+
3+
4
4
2
2
8
2+
5"
3+
3+
4
4
2
2
9
2+
1
1
Smite and one power from the Discipline of Change
When a Scarab Occult Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more.
8"
Heavy D6
5
-2
1
This weapon automatically hits its target.
6"
2+
2+
4
4
5
4
9
3+
2
1
Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change.
5"
3+
3+
4
4
5
3
9
2+
2
1
Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change
If this unit is accompanied by a Familiar, add 1 to the first psychic test you take for him in each of your Psychic phases.
12"
3+
3+
4
4
4
3
9
3+
2
1
Smite and two powers from the Dark Hereticus discipline
Melee
Melee
4
0
1
After this model makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
At the start of your Psychic phase, roll a D6 for each unit with an Icon of Flame. On a roll of 6 inflict 1 mortal wound on the closest enemy unit within 12" of the model carrying the Icon of Flame.
Add 1 to the Leadership of all models in a unit that has an Icon of Vengeance.
Melee
Melee
User
-2
3
-
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
User
-2
2
Each time this model fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
24"
Assault 2
4
-1
2
-
8"
Assault D6
4
-2
1
This weapon automatically hits its target.
8"
3+
3+
6
7
8
4
8
3+
At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there no enemies within 1", or piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens.
Add 1 to this model's Attacks characteristic if it is equipped with two melee weapons. *This extra attack has already been included in the profile below*
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
36"
Heavy D3
8
-3
2
For each hit roll of 1, the Helbrute suffers a mortal wound after all of this weapon's shots have been resolved.
*
6+
*
6
7
10
*
8
3+
-
M
BS
A
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
10 <Legion> Infantry. No Terminator, Cult of Destruction, or Jump Pack
Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
*
2+
2+
8
7
18
*
10
3+
-
M
A
Psychic Phase Bonus
10-18+
16"
7
+2
5-9
14"
6
+1
1-4
12"
5
0
You can re-roll hit rolls of 1, and any dice rolls of 1 that are made as part of a Psychic test, for friendly THOUSAND SONS units within 9" of Magnus the Red.
Magnus the Red has a 4+ invulnerable save. In addition, roll a D6 whenever Magnus suffers a mortal wound as a result of Perils of the Warp, on a roll of 2+, that wound is ignored.
3
3
Smite and three powers from the Dark Hereticus discipline, Discipline of Change and/or Discipline of Tzeentch.
If Magnus manifests the Smite power, he inflicts D6 mortal wounds instead of D3, or 2D6 mortal wounds instead of D6 if the result of the Psychic test is more than 11 . *This has been included in the profile for Smite*.
Whenever Magnus the Red attempts to manifest or deny a psychic power, add the bonus shown in his damage table to his Psychic test or Deny the Witch test.
Melee
Melee
x2
-4
3
If a CHARACTER is destroyed by this weapon, you can add a Chaos Spawn to your army. Set up the Chaos Spawn within 6" of Magnus and more than 1" from any enemy models.
5
18"
If manifested, the closest visible enemy unit within 18" of the psyker suffers D6 mortal wounds. If the result of the Psychic test was more than 11 the target suffers 2D6 mortal wounds instead.
6"
4+
4+
3
3
1
1
5
6+
6"
4+
4+
3
3
1
2
6
6+
Enemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.
The hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase.
Each Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase.
You can re-roll failed wound rolls for this unit until the end of the Fight phase.
When a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
7"
4+
-
5
5
4
D6
9
5+
Melee
Melee
User
-2
2
-
12"
Pistol 1
4
-2
1
-
12"
2+
2+
4
4
5
4
9
3+
2
1
Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change.
You can re-roll failed hit rolls in the Fight phase for this unit when targeting a CHARACTER.
6"
3+
4+
4
4
1
1
6
6+
6"
3+
4+
4
4
1
2
7
6+
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Add one to Advance and charge rolls for a unit that includes a Brayhorn.
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Ahriman has a 4+ invulnerable save.
6"
2+
2+
4
4
5
4
9
3+
3
3
Smite and three powers from the Dark Hereticus discipline and/or the Discipline of Change
You can add 1 to any Psychic tests or Deny the Witch tests you take for Ahriman.
Melee
Melee
+2
-1
3
-
Ahriman has a 4+ invulnerable save.
12"
2+
2+
4
4
5
4
9
3+
You can add 1 to any Psychic tests or Deny the Witch tests you take for Ahriman.
3
3
Smite and three powers from the Dark Hereticus discipline and/or the Discipline of Change
Melee
Melee
+2
-1
3
-
*
6+
*
8
8
16
*
9
2+
-
M
BS
A
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 10 <LEGION> Infantry models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models).
*
4+
*
6
7
12
*
8
3+
-
M
BS
A
7-12+
8"
4+
4
4-6
6"
5+
3
1-3
4"
6+
2
36"
Heavy 4
8
-1
2
-
24"
Heavy D3
7
-3
D3
-
Melee
Melee
User
-1
2
-
24"
Heavy D3
7
-3
D3
-
7
18"
If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.
5
18"
If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+.
6
3"
If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
24"
Heavy 2
8
-2
D3
-
8
12"
If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.
6
12"
If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to the model's Strength characteristic and 1 to its Attacks characteristic.
6
6"
If manifested, select a visible enemy model within 6" of the psyker and roll a D6. If the result is greater than the enemy's Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add one Chaos Spawn to your army within 6" of the character and more than 1" from any enemy models before they are removed as a casualty.
6
18"
If manifested, select a THOUSAND SONS unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.
Melee
Melee
x2
-3
3
-
7
18"
If manifested, select an enemy unit that is within 18" of the psyker and visible to him. Roll 9 dice; the enemy unit you selected suffers a mortal wound for each roll of a 6.
7
3"
If manifested, select a friendly THOUSAND SONS CHARACTER (but not a DAEMON CHARACTER) within 3" of the psyker. Roll 2D6 and consult the Boon of Tzeentch chart to see what effect this power has on that character for the rest of the game.
Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spawn to to your army. If you do so, set up the Chaos Spawn within 6" of the character before removing them.
Add 6" to the range of all the character's shooting weapons.
Add 3" to the character's Move characteristic.
Each time the character loses a wound, roll a d^; on a 6 they do not lose that wound. If the character already has an ability with a similar effect, add 1 to any dice you make for them to avoid losing wounds instead.
Add 1 to any Psychic tests you take for the character.
Choose a boon of your choice (you cannot choose Spawndom or Daemonhood).
Subtract 1 from hit rolls that target the character in the Fight phase.
Add 1 to the Damage characteristic of the character's melee weapons.
Add 1 to the character's Toughness characteristic.
Add 1 to the character's Wounds characteristic.
Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince of Tzeentch to your army. If you do so, set up the Daemon Prince of Tzeentch within 6" of the character before removing them.
Boons last for the rest of the battle. The same Boon cannot be received by a model more than once - if this happens, choose a result the model has not yet received (excluding Spawndom and Daemonhood). In the unlikely event of a character accruing all of the available boons besides Spawndom and Daemonhood, roll a single D6 instead; on a roll of 1-3, they receive the Spawndom result; on a roll of 4-6, they receive the Daemonhood result. Chaos Spawn and Daemon Princes of Tzeentch created by this effect must have the TZEENTCH keyword and do not cost any reinforcement points in a matched play game.
7
12"
If manifested, select a friendly THOUSAND SONS unit within 12" of the psyker. Until your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for models that target that unit.
9
18"
If manifested, select an enemy unit that is within 18" of the psyker and visible to him; that unit suffers D3 mortal wounds and in their following Movement phase must halve their Movement characteristic and cannot Advance.
6
12"
If manifested, select a friendly THOUSAND SONS model within 12" of the psyker. That model immediately heals D3 wounds.
8
18"
If manifested, select an enemy unit that is within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army within 6" of the character and more than 1" from any enemy models before they are removed as a casualty.
+1 Attack
+1 Strength
+1 Toughness
7
18"
If manifested, select a visible friendly TZEENTCH DAEMON unit within 18" of the psyker and roll a D3. Consult the table to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase.
5
18"
If manifested, pick a friendly TZEENTCH DAEMON unit within 18" of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit's shooting weapons.
6
N/A
If manifested, until the end of the turn you can re-roll one single dice roll that you have rolled.
8
12"
If manifested, identify the nearest enemy model that is within 12" of the psyker and visible to it; that model's unit, and every other unit (friend or foe) within 3" of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+.
8
18"
If manifested, select a enemy CHARACTER that is within 18" of the psyker and visible to it (excluding the opponent's Warlord) and roll 2D6. If the result is greater than the character’s Leadership characteristic, until the end of the following Fight phase treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases.
6"
Pistol D6
3
-2
1
This weapon automatically hits its target.
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
5
18"
If manifested, the closest visible enemy unit within 18" of the psyker suffers 1 mortal wound. If the result of the Psychic test was more than 10 the target suffers D3 mortal wounds instead.
24"
Heavy 4
5
-3
1
-
12"
3+
3+
4
4
4
3
8
6+
1
1
Smite and one power from the Discipline of Change
Add 1 to any hit rolls you make for friendly TZAANGOR units within 6" of any Tzaangor Shaman models.
You can re-roll the first failed Psychic test you make for this model. This ability can only be used once per battle.
12"
3+
3+
4
4
2
2
7
6+
Each time you make a hit roll of 6+ for a model in this unit (except the Disc's Blades), do not make a wound roll for that attack - it is automatically successful. Saving throws may be attempted against these attacks as normal.
12"
3+
3+
4
4
2
3
8
6+
Melee
Melee
+1
-1
1
The Damage of this weapon is increased to 2 on a turn in which the bearer charged.
24"
Assault 2
5
-1
1
-
*
4+
4+
7
7
14
*
7
4+
At the beginning of each of your turns, this model regains 1 lost wound.
If this model has 7 or fewer wounds remaning at the start of your Shooting phase, the ranges of its Mutalith Vortex powers are doubled; however, it will suffer a mortal wound if you roll a 1 when the model attempts to use a power.
At the start of each of your Shooting phases, you may have this model attempt to use a single Mutalith Vortex Power of your choice from the table below. Alternatively, you may randomly determine the power by rolling a D6 and consulting the table below; if you do so, you may attempt a second randomly determined power immediately after resolving the first power. Each time this model attempts to use one of its powers, roll a D6 to see if it is successful. If the result is equal to or greater than the Vortex Power characteristic shown in its damage table resolve the power's effects, otherwise the attempt to use the power fails and nothing happens.
Each enemy unit within 9" of the Mutalith Vortex Beast immediately suffers a mortal wound.
Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; add 1 to that unit's Strength characteristic until the end of the turn.
Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; improve the AP of all melee weapons wielded by that unit by 1 until the end of the turn (for example, a weapon with an AP of 0 would have an AP of -1 instead).
Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; you can re-roll failed charge rolls for the unit this turn. If the unit is already within 1" of an enemy unit, they fight first in the Fight phase as if they had charged this turn.
Pick an enemy unit within 9". Reduce its Leadership characteristic by 1 until the end of the turn. This is cumulative with other uses of this power (to a maximum of -3).
Roll 3 dice; for each roll of 4+, the closest enemy unit within 18" of the Mutalith Vortex Beast and visible to it immediately suffers a mortal wound.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 those nearby are damaged by searing warpfire as the vortex collapses in on itself and each unit within 6" suffers D6 mortal wounds.
-
M
A
Vortex Power
1-3
4"
2
4+
4-7
6"
3
3+
8-14+
8"
4
2+
Melee
Melee
User
-1
1
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Melee
Melee
User
-2
2
-
Model with inferno bolt pistol only. Coruscator replaces the bearer's inferno bolt pistol.
12"
Pistol 3
4
-2
D3
-
Model with force stave only. The Prismatic Staff replaces the bearer's force stave.
Melee
Melee
+2
-1
D3
The bearer can shoot and charge during a turn in which it Fell Back.
Melee
Melee
User
-3
D3
The Strength of the bearer is doubled when targeting enemy PSYKER units or enemy units that include any models with a Leadership characteristic of 9 or higher with this weapon.
Models with force sword or power sword only. Seer's Bane replaces the bearer's force sword or power sword.
If this model is equipped with two power swords, its Attacks characteristic is increased by 1. This bonus has been added to its profile.
8"
2+
2+
7
6
8
4
10
3+
1
1
1 Dark Hereticus
5"
3+
3+
4
4
5
3
9
2+
2
1
Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change
If this unit is accompanied by a Familiar, add 1 to the first psychic test you take for him in each of your Psychic phases.
6"
3+
3+
4
4
4
3
9
3+
2
1
Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change
Melee
Melee
+1
-1
1
-
If you roll a double when making a successful Psychic test for the bearer, your opponent cannot attempt to resist that psychic power with a Deny the Witch test or negate it by any means. Note that the psyker will suffer Perils of the Warp on a roll of double 1 or double 6, and if slain by Perils of the Warp, the power they were trying to manifest will still automatically fail.
Once per battle, at the end of your Movement phase, you can select the bearer or a friendly THOUSAND SONS INFANTRY unit within 12" of him. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy models. This does not count as Falling Back if the unit was within 1" of any enemy models.
If your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.
When a CULT OF PROPHECY unit within 6" of a friendly model with this Relic is chosen to shoot or fight with, you can re-roll one hit roll, one wound roll or one damage roll.
The first time a model with this Relic is destroyed, at the end of the phase return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1" from any enemy models.
Add 1 to the Strength, Toughness and Attacks characteristics of a model with this Relic.
Once per battle, in any phase, you can use Cha'Qi'Thl's Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by the model with this Relic's controlling player (whichever comes sooner), reduce the Command Point cost of that Stratagem to 0.
When a Psychic test is taken for a model with this Relic, add 1 to the total.
12"
Pistol D6
6
-2
1
When resolving an attack made with this weapon, do not make a it roll. It automatically scores a hit.
Once per turn, when a Psychic test is taken for a model within 18" of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent's army, you can change any roll of 6 to a roll of 1.
At the start of the battleround, roll one D6 if a model with this Relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point.
When a model with this Relic is chosen to fight with in the Fight phase, you can select one enemy INFANTRY model with a Leadership characteristic of 9 or less that is within 1" of that model. Select one melee weapon that enemy model is equipped with; until the end of that phase, the model with this Relic is treated as being equipped with that weapon, and it can only make attacks against that enemy model's unit. When resolving each of those attacks, you cannot re-roll the hit roll and you cannot re-roll the wound roll.
Re-roll failed Deny the Witch tests you take for this Warlord.
Reduce all damage suffered by your Warlord by 1 (to a minimum of 1).
Your Warlord can Advance and charge in the same turn, and can re-roll failed charge rolls.
Add 1 to any Psychic tests you take for your Warlord.
Once per turn, after this Warlord fires Overwatch, it can immediately move up to 6" as if it were your Movement phase.
In your Psychic phase, if this Warlord manifests a psychic power with a Psychic test result of 9+, this Warlord can attempt to mnifest one additional psychic power that phase. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase.
When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Whilst they are within 3" of this Warlord, friendly CULT OF SCHEMING units gain the Disciples of Tzeenth ability. If such a unit already has the Disciples of Tzeentch ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker.
When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the number of mortal wounds inflicted on that unit by 1 (e.g. D3 mortal wounds becomes D3+1).
When a Psychic test is taken for this model, you can re-roll dice rolls of 1.
You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back.
At the start of the first battle round, before the first turn begins, select up to D3 CULT OF DUPLICITY units from your army. Remove those units and this Warlord from the battlefield then set them up again following the normal deployment rules for those units and the mission being played. If you redeploy a TRANSPORT model, all units embarked within that model remain so when it is set up again.
Subtract 1 (to a minimum of 1) from the Attacks characteristic of models in enemy units whilst their unit is within 1" of this Warlord.
Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).
If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
If your army is Battle-forged, Troops units in THOUSAND SONS Detachments gain the following ability. A unit with this ability that is within range of an objective marker (as specified in the mission) controls it even if there are more enemy models in range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal.
If your army is Battle-forged, PSYKER units in THOUSAND SONS Detachments gain the following ability: The ranges of all psychic powers manifested by units with this ability are increased by 6".
8"
Heavy D6
5
-1
2
Attacks made by this weapon automatically hit.
18"
Assault D6
6
-2
2
This weapon automatically hits.
36"
Heavy 4
8
-1
2
-
48"
heavy 2
9
-3
D6
-
48"
Heavy D6
5
0
1
-
24"
Rapid Fire 2
4
0
1
-
This model has a 5+ invulnerable save.
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
At the beginning of each of your turns, this model heals one wound.
This model has a 5+ invulnerable save.
You can re-roll hit rolls of 1 made for friendly THOUSAND SONS and TZEENTCH DAEMON units within 6" of this model.
This model has a 5+ invulnerable save.
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
24"
Rapid Fire 2
4
-2
1
-
During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
This unit has a 4+ invulnerable save.
You can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of this model.
All models in this unit have a 5+ invulnerable save.
Your Warlord knows one additional psychic power.
Improve your Warlord's invulnerable save by 1 (to a maximum of 3+).
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
You can re-roll hit rolls of 1 made for friendly DEATH GUARD and NURGLE DAEMON units within 6" of this model.
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model belongs to an INFANTRY unit and every model from that unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire typ whose profile includes the word ‘bolt’ (e.g. boltgun, Inferno boltgun, inferno combi-bolter, etc.).
6
N/A
If manifested, roll one D6 and set it to one side. Untl 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.
5
6"
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. If the unmodified result of the Psychic test was 9+, you can instead return up to D3 destroyed models from that unit to the battlefield with all of their wounds remaining, placing them in unit coherency.
6
18"
If manifested, select one terrain feature within 18" of 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 that unit.
6
24"
If manifested, select one friendly CULT OF SCHEMING unit within 24" of this psyker. That unit can shoot and charge this turn, even if it Fell Back.
6
9"
If manifested, the closest enemy unit within 9" of and visible to this psyker suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound. The Brotherhood of Psykers ability only increases the first range of this psychic power.
6
18"
If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit by a friendly CULT OF KNOWLEDGE unit, re-roll a wound roll of 1.
6
12"
If manifested, select one enemy unit within 12" of this psyker. Until the start of your next Psychic phase, subtract 1 from that unit's Leadership and Attacks characteristic (to a minimum of 1).
7
6"
If manifested, select one friendly CULT OF DUPLICITY 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. That unit is treated as having moved this turn.
6
18"
If manifested, select one enemy CHARACTER unit within 18" of this psyker. That unit suffers 1 mortal wound. Until the start of your next Psychic phase, when a Psychic test is taken for that unit, subtract 2 from the total.