Sorcerer
Heretic Astartes
Keywords: Character • Psyker • Chaos • Infantry • Sorcerer • Grenades
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Sorcerer | 6" | 4 | 3+ | 4 | 6+ | 1 | — |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Force weapon | Psychic | Melee | 4 | 3+ | — | 6 | -1 | D3 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Bolt pistol | Pistol | 12" | 1 | — | 3+ | 4 | 0 | 1 |
| Infernal Gaze — witchfire | Psychic | 24" | D6 | — | 3+ | 5 | -1 | D3 |
| Infernal Gaze — focused witchfire | Devastating WoundsHazardousPsychic | 24" | D6 | — | 3+ | 6 | -2 | D3 |
Unit Composition
■ 1 Sorcerer
This model is equipped with: bolt pistol; Infernal Gaze; force weapon.
Unit Abilities
View Army Rule
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
■ [LETHAL HITS]
■ [SUSTAINED HITS 1]
While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds.
Core Abilities
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*
Stratagems by Detachment
Cabal of Chaos
Baleful Blessing
When: Any phase, just after a HERETIC ASTARTES unit from your army has a mortal wound allocated to it.
Target: That HERETIC ASTARTES unit.
Effect: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
No Rest In Death
When: Your Movement phase.
Target: One HERETIC ASTARTES unit from your army within 9" of a HERETIC ASTARTES PSYKER, HERETIC ASTARTES DAEMON PRINCE or HERETIC ASTARTES DAEMON PRINCE WITH WINGS unit from your army.
Effect: One model in your unit regains up to D3+1 lost wounds. If your unit has the BATTLELINE keyword, you can return up to D3 destroyed models (excluding CHARACTER models) to your unit with their full wounds remaining, instead.
Mutation’s Curse
When: Your Shooting phase.
Target: One HERETIC ASTARTES PSYKER unit from your army.
Effect: Select one visible enemy unit within 12" of your unit. Roll one D6: on a 1, that enemy unit suffers 1 mortal wound; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5-6, that enemy unit suffers 2D3 mortal wounds.
Soulseekers
When: Your Shooting phase.
Target: One HERETIC ASTARTES unit from your army that has not been selected to shoot that phase.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVERS] ability.
Unholy Haste
When: Your Charge phase.
Target: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to charge that phase.
Effect: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
Shroud of Chaos
When: Start of your opponent’s Shooting phase.
Target: One HERETIC ASTARTES PSYKER, HERETIC ASTARTES DAEMON PRINCE or HERETIC ASTARTES DAEMON PRINCE WITH WINGS unit from your army.
Effect: Until the end of the phase, your unit has the following ability:
Shroud of Chaos (Aura): Models in friendly HERETIC ASTARTES units within 6" of this unit have the Stealth ability.
Chaos Cult
Mortal Thralls
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly DAMNED unit within 3" of your unit and visible to both your unit and the attacking unit.
Effect: Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
Creations of Bile
Monstrous Visages
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Masters Are Watching
When: Fight phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, subtracting 1 from the result if it is a DAMNED unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Specimens For The Spider
When: Fight phase.
Target: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re‑roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle‑shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle‑shock test instead.
Delayed Mutations
When: Your Command phase.
Target: One HERETIC ASTARTES INFANTRY unit (excluding DAMNED units) from your army.
Effect: Your unit suffers D3 mortal wounds. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have.
Diabolic Regeneration
When: Your Command phase.
Target: One HERETIC ASTARTES INFANTRY unit (excluding DAMNED units) from your army.
Effect: One destroyed model (excluding CHARACTER models) is returned to your unit. If your unit is a BATTLELINE unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.
Autostimulants
When: Start of your Charge phase.
Target: One HERETIC ASTARTES INFANTRY unit from your army.
Effect: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
Deceptors
Detonator
When: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed.
Target: One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed.
Effect: Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal).
From All Sides
When: Start of your Charge phase.
Target: One HERETIC ASTARTES unit from your army.
Effect: Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3).
Pick Them Off
When: Your Shooting phase.
Target: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well.
Coils of Deception
When: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back.
Target: That HERETIC ASTARTES unit.
Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
Relentless Pursuit
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
Effect: Your unit can make a Normal move of up to 6".
Scrambled Coordinates
When: Start of the Reinforcements step of your opponent’s Movement phase.
Target: One HERETIC ASTARTES unit from your army.
Effect: Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit.
Dread Talons
Depthless Cruelty
When: Fight phase.
Target: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
Bloody Example
When: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit.
Target: That HERETIC ASTARTES unit.
Effect: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
Pitiless Hunters
When: Your Shooting phase.
Target: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
Relentless Terror
When: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back.
Target: That HERETIC ASTARTES INFANTRY unit.
Effect: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.
Screaming Descent
When: Reinforcements step of your Movement phase, from the second battle round onwards.
Target: One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves.
Effect: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle‐shock test.
Merciless Pursuit
When: End of your opponent’s Movement phase.
Target: One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement Range of one or more enemy units.
Effect: Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
Fellhammer Siege-host
Persistent Assailants
When: Fight phase.
Target: One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.
Brutal Attrition
When: Fight phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
Pitiless Cannonade
When: Your Shooting phase.
Target: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit.
Point-blank Destruction
When: Your Shooting phase.
Target: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.
Effect: Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability.
Steadfast Determination
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
Siegecraft
When: Start of your opponent’s Charge phase.
Target: One HERETIC ASTARTES unit from your army.
Effect: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
Pactbound Zealots
Eye of the Gods
When: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON AND EPIC HERO units) destroys an enemy unit.
Target: One HERETIC ASTARTES CHARACTER model in that unit.
Effect: Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that Character model, and add 1 to the Attacks, Strength and Damage characteristics of that CHARACTER models melee weapons.
Eternal Hate
When: Fight phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a KHORNE unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
Profane Zeal
When: Your Shooting phase or the Fight phase.
Target: One HERETIC ASTARTES CHAOS UNDIVIDED unit from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
Skinshift
When: Your Command phase.
Target: One HERETIC ASTARTES unit from your army.
Effect: One model in your unit regains up to 3 lost wounds. In addition, if your unit is a TZEENTCH unit below its Starting Strength, one destroyed model (excluding CHARACTER models) is returned to your unit with its full wounds remaining.
Torpefying Refrain
When: Your Movement phase.
Target: One HERETIC ASTARTES unit from your army.
Effect: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a SLAANESH unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
Festering Miasma
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, your unit has the Stealth ability. In addition, if your unit is a NURGLE unit, it can only be selected as the target of a ranged attack if the attacking model is within 18".
Renegade Raiders
Unfailingly Obdurate
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Scour and Seize
When: Fight phase.
Target: One HERETIC ASTARTES unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability.
Opportunistic Raiders
When: End of the Fight phase.
Target: One HERETIC ASTARTES unit from your army that was eligible to fight this phase.
Effect: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.
Warpcharged Engines
When: Your Movement phase.
Target: One HERETIC ASTARTES TRANSPORT or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to move this phase.
Effect: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
Ruinous Raid
When: Your Shooting phase or your Fight phase.
Target: One HERETIC ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
Reaver’s Haste
When: Your Charge phase.
Target: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army.
Effect: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.
Soulforged Warpack
Desperate Pledge
When: Your Shooting phase or the Fight phase.
Target: One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.
Glut of Souls
When: Fight phase.
Target: One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding TITANIC units) that has not been selected to fight this phase.
Effect: Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on a 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wounds).
Daemonic Possession
When: Your Command phase.
Target: One HERETIC ASTARTES VEHICLE unit from your army (excluding DAEMON units).
Effect: Until the end of the battle, your unit has the DAEMON keyword.
Unstoppable Rampage
When: Your Movement phase or your Charge phase.
Target: One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that has not been selected to move or charge this phase.
Effect: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there.
Predatory Pursuit
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One HERETIC ASTARTES VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
Effect: Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.
Feeding Frenzy
When: Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.
Target: One HERETIC ASTARTES DAEMON VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within Engagement Range of that enemy unit.
Effect: Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
Veterans of the Long War
Endless Ire
When: Any phase, just after your focus of hatred is destroyed.
Target: One HERETIC ASTARTES CHARACTER unit from your army (excluding Damned units).
Effect: Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred.
Contemptuous Disregard
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Bringers of Despair
When: Start of the Fight phase.
Target: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that is within Engagement Range of your focus of hatred.
Effect: Until the end of the phase, your unit has the Fights First ability.
Black Crusade
When: Your Movement phase.
Target: One HERETIC ASTARTES INFANTRY unit or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units).
Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability.
Let the Galaxy Burn
When: Your Shooting phase.
Target: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
Millennia of Experience
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
Effect: Your unit can make a Normal move of up to 6".