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CodexFactionsThousand SonsChaos Lord on Disc of Tzeentch [Legends]

Chaos Lord on Disc of Tzeentch [Legends]

M12"
T4
SV3+
W6
LD6+
OC1

Composition & Wargear

Chaos Lord on Disc of Tzeentch [Legends]
Equipped Close combat weapon

Ranged Weapons

WeaponRangeABSSAPD
Bolt pistol 12"12+ 401
Plasma pistol - standard 12"12+ 7-21
Plasma pistol - supercharge 12"12+ 8-32
Combi-bolter 24"22+ 401
Combi-weapon 24"14+ 401

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon Melee62+ 401
Astartes chainsword Melee72+ 4-11
Accursed weapon Melee62+ 5-21
Power fist Melee52+ 8-22
Paired accursed weapons Melee72+ 4-11

Abilities

Leader Datasheet

This model can be attached to the following unit: ■ CHOSEN ■ LEGIONARIES ■ RUBRIC MARINES

Lord of Fate Datasheet

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.

Lord of Chaos Datasheet

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

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.

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

Pistol Core

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. 

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:  - One or more of its [CLOSE-QUARTERS] weapons.  - One or more of its other ranged weapons.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

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.