Brayherd Chieftain [Crucible]
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Arcane Fire | 18" | D6 | N/A | 6 | -2 | D3 |
| Astral Blast | 18" | D6 | 2+ | 6 | -2 | D3 |
| Baleful Devolution | 18" | D6 | 3+ | 9 | 0 | 1 |
| Fatecaster greatbow | 30" | 2 | 3+ | 5 | -2 | 2 |
| Fires of the Abyss - witchfire | 18" | D6 | N/A | 6 | -2 | 1 |
| Fires of the Abyss - focused witchfire | 18" | 2D6 | N/A | 6 | -2 | 1 |
| Gaze of Hate | 18" | 3 | 3+ | 4 | -3 | 2 |
| Heavy warpflamer | 12" | D6 | N/A | 5 | -2 | 1 |
| Hellfyre missile rack | 36" | 2 | 3+ | 10 | -2 | 3 |
| Inferno boltgun | 24" | 2 | 2+ | 4 | -2 | 1 |
| Inferno combi-bolter | 24" | 2 | 2+ | 4 | -2 | 1 |
| Inferno combi-weapon | 24" | 1 | 2+ | 4 | -2 | 1 |
| Pandaemonic Delusion | 24" | 6 | 3+ | 5 | -1 | 1 |
| Soulreaper cannon | 24" | 6 | 2+ | 6 | -2 | 1 |
| Warpflamer | 12" | D6 | N/A | 4 | -1 | 1 |
| Autopistol | 12" | 1 | 3+ | 3 | 0 | 1 |
| Inferno bolt pistol | 12" | 1 | 2+ | 4 | -1 | 1 |
| Warpflame pistol | 12" | D6 | N/A | 3 | -1 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Chainsword | Melee | 6 | 3+ | 4 | 0 | 1 |
| Close combat weapon | Melee | 4 | 3+ | 4 | 0 | 1 |
| Divining spear | Melee | 3 | 3+ | 5 | -1 | 2 |
| Force weapon | Melee | 5 | 2+ | 6 | -1 | D3 |
| Prosperine khopesh | Melee | 4 | 2+ | 5 | -2 | 2 |
| Tzaangor blades | Melee | 4 | 3+ | 5 | 0 | 1 |
Abilities
This model can be attached to the following unit: Tzaangors
If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third turn, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is.
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:
- Roll 2D6
- 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.
- 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.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.