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CodexFactionsThousand SonsBrayherd Shaman [Crucible]

Brayherd Shaman [Crucible]

M6"
T4
SV5+
W4
LD7+
OC1

Ranged Weapons

WeaponRangeABSSAPD
Arcane Fire 18"D6N/A 6-2D3
Astral Blast 18"D62+ 6-2D3
Baleful Devolution 18"D63+ 901
Fatecaster greatbow 30"23+ 5-22
Fires of the Abyss - witchfire 18"D6N/A 6-21
Fires of the Abyss - focused witchfire 18"2D6N/A 6-21
Gaze of Hate 18"33+ 4-32
Heavy warpflamer 12"D6N/A 5-21
Hellfyre missile rack 36"23+ 10-23
Inferno boltgun 24"22+ 4-21
Inferno combi-bolter 24"22+ 4-21
Inferno combi-weapon 24"12+ 4-21
Pandaemonic Delusion 24"63+ 5-11
Soulreaper cannon 24"62+ 6-21
Warpflamer 12"D6N/A 4-11
Autopistol 12"13+ 301
Inferno bolt pistol 12"12+ 4-11
Warpflame pistol 12"D6N/A 3-11

Melee Weapons

WeaponRangeAWSSAPD
Chainsword Melee63+ 401
Close combat weapon Melee43+ 401
Divining spear Melee33+ 5-12
Force weapon Melee52+ 6-1D3
Prosperine khopesh Melee42+ 5-22
Tzaangor blades Melee43+ 501

Abilities

Leader Datasheet

This model can be attached to the following unit: Tzaangors

Bestial Prophet Datasheet

While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.

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.
Scouts Core

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.