Exalted Sorcerer
Leader90 pts
Characteristics
M6"
T4
Sv3+
Inv4+
W5
LD6+
OC1
Ranged Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Astral BlastRange 18"A D6Skill 2+S/AP/D 6 / -2 / D3BlastDevastating WoundsPsychic
Melee Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Prosperine khopeshRange MeleeA 4Skill 2+S/AP/D 5 / -2 / 2
Abilities
- Arcane Shield (Psychic)
- While this model is leading a unit, models in that unit have a 4+ invulnerable save.
- Rebind Rubricae (Psychic)
- In your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2-5, you can return 1 destroyed Bodyguard model to that unit; on a 6, you can return up to 2 destroyed Bodyguard models to that unit.
- Leader
- This model can be attached to the following unit: ^^**Rubric Marines^^**
- Lord of Forbidden Lore
- Each time the bearer manifests a Ritual, while resolving the Ritual, add 6" to its range.
- Umbralefic Crystal
- Once per battle, in your Command phase, if the bearer's unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. In the Reinforcements step of your next Movement phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
- Eldritch Vortex of E'taph
- Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer.
- Incandeum
- Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army has already attempted to manifest that Ritual this phase.
- Arcane Might
- Add 1 to the Strength characteristic of Psychic weapons equipped by models in the bearer’s unit. While the bearer’s unit is wholly within your army’s Flow of Magic, add 2 to the Strength characteristic of Psychic weapons equipped by models in that unit instead.
- Empowered Manifestation
- While the bearer’s unit is wholly within your army’s Flow of Magic, you can add 6" to the range of Psychic abilities the bearer has that specify a range (including Rituals) and each time a model in the bearer’s unit takes a Hazardous test for a Psychic weapon, you can re‑roll the result.
- Empyric Onslaught
- While the bearer’s unit is wholly within your army’s Flow of Magic, add 3 to the Attacks characteristic of ranged Psychic weapons equipped by the bearer.
- Noctilith Mantle
- While the bearer’s unit is on the battlefield, it is wholly within your army’s Flow of Magic. Models in that unit cannot be selected to use any Rituals.
- Nethershriek Mind-eater
- At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Battle-shock test; if that test is failed, that unit suffers 3 mortal wounds.
- Diabolic Servant
- While the bearer is within 6" of one or more friendly ^^**Scintillating Legion^^** units, each time the bearer Channels the Warp, add 1 to the Psychic test result.
- Duplicitous Malediction
- After both players have deployed their armies, select up to three ^^**Thousand Sons^^** units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserve if you wish, regardless of how many units are already in Strategic Reserves.
- Tome of True Names
- Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 2+ invulnerable save.
- Warpmeld Dagger
- Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered.
- Diamond of Distortion
- While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
- Bray Lord
- The bearer has the Scouts 6" ability.
- Flowing Flesh
- The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5.
- Risen Rubricae
- At the start of the Declare Battle Formations step, select either two ^^**Rubricae Battleline^^** units from your army or one other ^^**Rubricae^^** unit from your army; models in the selected units have the Infiltrators ability.
- Arcane Thralls (Aura)
- While a friendly ^^**Rubricae^^** unit is within 9" of the bearer, you can re-roll Battle-shock tests taken for that unit.
- Lord of the Rubricae
- While the bearer is leading a unit, each time a ^^**Rubricae^^** model in that unit makes an attack, add 1 to the Hit roll.
- Stave Abominus
- The bearer's melee weapons have the [Sustained Hits D3] and [Devastating Wounds] abilities.
- Warp Syphon
- While the bearer is within 6" of one or more friendly ^^**Thousand Sons Vehicle^^** units, each time the bearer Channels the Warp, after you roll that additional D6 but before checking for doubles or triples, the bearer can use this Enhancement. If it does, select one of those ^^**Vehicle^^** units; that ^^**Vehicle^^** unit suffers 1 mortal wound and you can re-roll that additional D6.
- Perplexing Cloak
- While the bearer is within 3" of one or more friendly ^^**Thousand Sons Vehicle^^** units, the bearer has the Lone Operative ability.
- Biomechanical Mutation
- In your Command phase, you can select one friendly ^^**Thousand Sons Vehicle^^** model within 6" of this model. That model regains up to D3 lost wounds.
- Warp-cursed Runemaster
- While the bearer is within 6" of one or more friendly ^^**Thousand Sons Vehicle^^** units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.
- Curse of Life
- When this model **heals** as a result of the **Sorcerous Invigoration detachment rule**, you can add 3 to the number of wounds **healed**.
- Eruption of Vitality
- (Once per battle, per army) When this model is destroyed, at the end of the phase, roll one D6: - On a 2+, set up this model on the battlefield, unengaged and as close as possible to where it was destroyed. This model is not part of an attached unit and its unit has a starting strength of 1. This model has 3 wounds remaining.
- Occulus Infernum
- In your Movement phase, at the start or end of this unit’s move, you can select one friendly **SEKHETAR ROBOTS** unit within 6" of this unit. That unit’s ranged attacks have +1 **BS** until the start of your next turn.
- Walking Rampart
- This model has the following abilities: - Soul Bound: In your Movement phase, at the start or end of this unit’s move, you can select one friendly **SEKHETAR ROBOTS** unit within 3" of this model. That **SEKHETAR ROBOTS** unit **heals** D3+1 wounds. ▪ Kine‑shielded Guardians: While this model is within 3" of a friendly **SEKHETAR ROBOTS** unit, this model has **Lone Operative**.
- Unravelled Fates
- In your Movement phase, at the start or end of this unit's move, you can select one friendly **battle‑shocked MUTANT** unit within 6" of this model. That unit is no longer **battle‑shocked**.
- Malevolence
- At the end of the battle, this model gains 1XP and 1 Lore or Arcana point (your choice) for each different Agenda your opponent selected at the start of the battle that one or more of their units subsequently gained XP from.
- Mirrored Machinator
- In the Determine Victor step, if you are not the victor, roll one D6 for each model from your Crusade army with this reward that is on the battlefield. If one or more of those results are a 4+, you gain that battle's Victor Bonus anyway.
- Exalted Mutation (Instant)
- This model gains one Boon of Tzeentch of your choosing, or two randomly determined Boons of Tzeentch.
- Touch of Vicissitude
- Each time this model's unit is selected to fight, select one of the following abilities: **[LETHAL HITS]**; **[SUSTAINED HITS 1]**. Until the end of the phase, this model's melee weapons have the selected ability.
- Empyric Portents
- In the Determine Attacker and Defender step, if your Crusade army includes one or more models with this reward, do not roll off to determine the Attacker and Defender. Instead, you choose whether you will be the Attacker or Defender (if your opponent has a rule to the same effect, roll off as normal).
- Guided by the Whispers
- In the Select Crusade Blessings step, roll one D6 for each model from your Crusade army with this reward: if one or more of those result is a 4+, you can select one additional Crusade Blessing this battle.
- Time Flux (Instant)
- You can either remove all Battle Scars this model has, or select one other ^^**Thousand Sons**^^ unit on your Order & of Battle and remove one Battle Scar from that unit.
- Psyncopation
- You can re-roll Advance and Charge rolls made for this model's unit.
- Immaterial Echo (Psychic)
- Each time this model manifests the Temporal Surge Ritual, if the Psychic test result for that Ritual was 12+, you can select two friendly **^^Thousand Sons^^** units that are not within Engagement Range of one or more enemy units and within 24" of and visible to this model, instead of one. Each of those units can make a Normal move up to 6". Until the end of the turn, neither of those units are eligible to declare a charge.
- Grand Schemer (Instant)
- Roll one D6: on a 1-3, you gain 1RP;on a 4-6, you gain D3RP.
- Seeded Strategy
- Each time your opponent uses a Stratagem, roll one D6: on a 5, you gain 1CP; on a 6, you gain 1CP and this model gains 1 Lore point.
- Ulterior Ruse
- In the Select Agendas step, roll one D6 for each model from your Crusade army with this reward: if one or more of those results is a 2+, you can select one additional **^^Thousand Sons^^** Agenda this battle; if one or more of those results is a 5+, you can select two additional **^^Thousand Sons^^** Agendas instead, this battle.
- Opus Arcana (Instant)
- You can deduct 1 or 2 Lore points from this model: if you deduct 1, this model gains D3 Arcana points; if you deduct 2, this model gains 3 Arcana points.
- Occult Fixation (Psychic)
- Each time this model Channels the Warp, add 1 to the result of that Psychic test.
- Kaleidoscopic Blast (Psychic)
- Each time this model manifests the Doombolt Ritual, if the Psychic test result for that Ritual was 14+, you can select two enemy units that are within 24" of and visible to this model, instead of one (all other restrictions apply). Both selected units suffer D3+3 mortal wounds.
- Ardent Scholar
- Each time this model is Marked for Greatness, roll one D6: on a 1-2, this model gains 1 Lore point; on a 3-5, this model gains D3 Lore points; on a 6, this model gains D3 Lore points and D3XP.
- Sacrificial Grimoire (Instant)
- You can deduct 1 or 2 Arcana points from this model: if you deduct 1, this model gains D3 Lore points; if you deduct 2, this model gains 3 Lore points.
- Thief of Enigmas (Psychic)
- Each time this model manifests the Destiny's Ruin Ritual, if the Psychic test result for that Ritual was 13+, you can select two enemy units that are within 24" of and visible to this model, instead of one. Until the end of the phase, each time a friendly **^^Thousand Sons^^** unit makes an attack that targets one of those units, you can re-roll the Hit roll.
- Destiny's Aberration (Instant)
- Select either this model or one other ^^**Thousand Sons^^** unit (excluding ^^**Characters^^**) from your Crusade army that has one or more Battle Traits, then select one Battle Trait the selected model/unit has and replace it with one new ^^**Thousand Sons^^** Battle Trait (this must be one it can have).
- Arch Instigator
- Add 2 to this model's Wounds characteristic.
- Fickle Revelation
- At the end of the Declare Battle Formations step, select one **^^Thousand Sons^^** Battle Trait (this can be a **^^Rubricae^^** Battle Trait, even though this model does not have that keyword, but it must otherwise be a Battle Trait this model can have and cannot be a Battle Trait this model, or the unit it is attached to, already has). Until the end of the battle, this models (and any unit it is attached to) is considered to have that Battle Trait.
- Artful Dualism (Instant)
- This model can either use the Renowned Heroes Requisition once, for 0RP (even if it has not gained a Crusade rank), or it can gain one Artificer or Antiquity Crusade Relic of your choice.
- Misinformator (Battle Honour)
- After both players have deployed their armies, you can select one **^^Thousand Sons^^** unit from your Crusade army and redeploy it. When doing so, you can set that unit up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
- Crystalline Body
- Each time a ranged attack is allocated to this model, on an unmodified saving throw of 6, the attacking unit suffers 1 mortal wound after it has finished making its attacks.
- Warp Strider
- Add 1" to the Move characteristic of models in this model's unit, and each time a model in this model's unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models and terrain features. If this model is wholly within your opponent's deployment zone at the end of the battle, roll one D6: on a 4+, this model gains 1 Arcana point.
- Forewarned by Fate
- Once per battle round, when an attack is allocated to the bearer's unit, you can change the Damage characteristic of that attack to 0. If this model is within range of an objective marker that you control at the end of the battle, and that objective marker is not within your deployment zone, roll one D6: on a 4+ this model gains 1 Lore point.
- Flesh Sigils
- This model has the Feel Not Pain 5+ ability (if this model is a **^^Chaos Spawn^^** model, it has the Feel No Pain 4+ ability instead).
- Flame-wreathed
- Each time this model makes a melee attack, you can re-roll the Hit roll.
- Raptorial Talons
- Improve the Strength and Armour Penetration characteristics of this model's melee weapons by 1.
- Immaterial Edge
- This model's melee weapons have the **[DEVASTATING WOUNDS]** ability.
- Temporal Distortion
- Add 1 to Advance and Charge rolls made for this model's unit.
- Aura of Illusion
- This model has the Stealth ability, and while this model is leading a unit, each time a ranged attack targets that unit, if the attacking model is not within 12", subtract 1 from the Hit roll.
- Mortal Sorcery (Aura)
- While a friendly ^^**Scintillating Legions Psyker^^** unit from your army is within 6" of and visible to this unit, that ^^**Scintillating Legions^^** unit has the Cabal of Sorcerers ability.
- Cabal of Sorcerers
- If your army Faction is ^^**Thousand Sons^^**, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test by following the sequence below: 1. Roll 2D6 2. Optionally, roll one additional D6 (Channel the Warp). Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. 3. If that
Points
- 1 model90 pts
Keywords
Thousand SonsInfantryCharacterGrenadesPsykerChaosTzeentchPsychic WeaponRanged WeaponAttacks Dx WeaponDamage Dx WeaponMelee WeaponThousand Sons