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CodexFactionsThousand SonsDaemon Prince of Tzeentch with wings

Daemon Prince of Tzeentch with wings

M13"
T9
SV2+
W10
LD6+
OC3

Composition & Wargear

Daemon Prince of Tzeentch with wings
Choose one Wargear Dark Blessing (max 1) / Hellforged weapons (max 1) / Infernal cannon (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Dark Blessing 24"92+ 4-11
Infernal cannon 24"32+ 5-22

Melee Weapons

WeaponRangeAWSSAPD
Hellforged weapons - strike Melee62+ 8-23
Hellforged weapons - sweep Melee122+ 6-11

Abilities

Aetherstride (Psychic) Datasheet

In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can perform an aetherstride. If it does: - It can be set up anywhere on the battlefield more than 6" horizontally away from all enemy units. - Until the end of the turn, its Dark Blessing has the [Sustained Hits D3] ability. - Until the end of the turn, it is not eligible to declare a charge.

Hunter of Souls Datasheet

Each time this model makes an attack that targets a Character unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 (if that attack targets a Psyker Character unit, you can re-roll the Hit roll and you can re-roll the Wound roll instead). Each time this model destroys a Character unit, this model regains up to D3 lost wounds (if that Character unit was a Psyker, this model regains up to 3 lost wounds instead).

Deadly Demise Core

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").  Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

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.
Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Ignores Cover Core

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

Sustained Hits Core

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

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).

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.