VOXROSTER
CodexFactionsThousand SonsLord of Change

Lord of Change

M12"
T10
SV6+
W18
LD6+
OC5

Composition & Wargear

Lord of Change
Equipped Bolt of Change, Staff of Tzeentch
Choose one Wargear Rod of sorcery (max 1) / Baleful sword (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Bolt of Change - witchfire 18"92+ 9-11
Bolt of Change - focused witchfire 18"92+ 9-23
Rod of sorcery 18"62+ 8-12

Melee Weapons

WeaponRangeAWSSAPD
Staff of Tzeentch Melee53+ 6-13
Baleful sword Melee33+ 7-23

Abilities

Damaged: 1-7 wounds remaining Datasheet

While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Daemon Lord of Tzeentch (Aura) Datasheet

While a friendly Scintillating Legions unit is within 6" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.

Master of Magicks (Aura) Datasheet

In your Shooting phase, select one of the following abilities: [Ignores Cover], [Lethal Hits], [Sustained Hits D3]. Until the end of the phase, this model's Bolt of Change has that ability.

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.

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.

Daemonic Illusions (Aura) Ability

While a friendly Thousand Sons Psyker unit is within 6" of and visible to this unit, models in that unit have a 4+ invulnerable save against ranged attacks.

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).

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.

Extra Attacks Core

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:  - All of that model’s [EXTRA ATTACKS] weapons.  - One of that model’s other melee weapons, if possible.