VOXROSTER
CodexFactionsThousand SonsAhriman

Ahriman

M10"
T4
SV3+
W6
LD6+
OC2

Composition & Wargear

Ahriman
Equipped Transmogrifying Blast, Black Staff of Ahriman

Ranged Weapons

WeaponRangeABSSAPD
Transmogrifying Blast 18"D6+12+ 6-1D3
Inferno bolt pistol 12"12+ 4-11

Melee Weapons

WeaponRangeAWSSAPD
Black Staff of Ahriman Melee52+ 7-13

Abilities

Scryer of Fates (Psychic) Datasheet

if your army includes this model, after both players have deployed their armies, you can select up to 3 Thousand Sons units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

Arch-Sorcerer of Tzeentch (Psychic) Datasheet

Each time this model attempts a Ritual, add 1 to the Psychic test result.

Leader Datasheet

This model can be attached to the following unit: Rubric Marines, Tzaangor Enlightened

Mortal Sorcery (Aura) Ability

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 Core

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 model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.
Blast Core

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.  Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).