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CodexFactionsChaos Space MarinesSorcerer on Steed of Slaanesh [Legends]

Sorcerer on Steed of Slaanesh [Legends]

M14"
T5
SV3+
W5
LD6+
OC2

Composition & Wargear

Sorcerer on Steed of Slaanesh [Legends]
Equipped Lashing tongue

Ranged Weapons

WeaponRangeABSSAPD
Combi-bolter 24"22+ 401
Combi-weapon 24"12+ 401
Bolt pistol 12"12+ 401
Plasma pistol - standard 12"12+ 7-21
Plasma pistol - supercharge 12"12+ 8-32
Infernal Gaze - witchfire 24"D63+ 5-1D3
Infernal Gaze - focused witchfire 24"D63+ 6-2D3

Melee Weapons

WeaponRangeAWSSAPD
Lashing tongue Melee34+ 401
Accursed weapon Melee62+ 5-21
Power fist Melee52+ 8-22
Astartes chainsword Melee53+ 4-11
Force weapon Melee43+ 6-1D3
The Murder Blade Melee62+ 8-23

Abilities

Leader Datasheet

This model can be attached to the following unit: - CHAOS BIKERS

Infernal Speed Datasheet

While this model is leading a unit, change the Move characteristic of models in that unit to 14".

Dark Favour (Psychic) Datasheet

While this model is leading a unit, models in that unit have a 4+ invulnerable save.

Dark Pacts Core

If your Army Faction is Heretic Astartes, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: ■ [LETHAL HITS] ■ [SUSTAINED HITS 1]

Extra Attacks Core

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:  - All of that model’s [EXTRA ATTACKS] weapons.  - One of that model’s other melee weapons, if possible.

Lethal Hits Core

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.  Designer’s Note:* Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound* and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.