Sorcerer
Thousand Sons
Keywords: Psyker • Sorcerer • Chaos • Tzeentch • Character • Infantry • Grenades
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Thousand Sons Sorcerer | 6" | 4 | 3+ | 4 | 6+ | 1 | 5+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Force weapon | Psychic | Melee | 4 | 3+ | — | 6 | -1 | D3 |
| Prosperine khopesh | — | Melee | 3 | 3+ | — | 5 | -2 | 2 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Inferno bolt pistol | Pistol | 12" | 1 | — | 3+ | 4 | -1 | 1 |
| Pandaemonic Delusion | PsychicSustained Hits 3 | 24" | 6 | — | 3+ | 5 | -1 | 1 |
Unit Composition
■ 1 Sorcerer
This model is equipped with: inferno bolt pistol; Pandaemonic Delusion; force weapon.
Unit Abilities
View Army Rule
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 from those listed on the right. 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 for that model by following the sequence below.
Psychic Test Sequence
Roll 2D6
Channel the Warp
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.
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.
While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Once per battle, in your Shooting phase or the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of Psychic weapons equipped by this model by 3.
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
Changehost of Deceit
Sulphurous Veil
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS or SCINTILLATING LEGIONS 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.
Deceptive Glamour
When: Start of the Fight phase.
Target: One THOUSAND SONS unit from your army.
Effect: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible SCINTILLATING LEGIONS targets for those attacks.
Chronosorcerous Bleed
When: Your opponent’s Charge phase, just after an enemy unit has declared a charge.
Target: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that was selected as a target of that charge.
Effect: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll).
Grand Coven
Psychic Dominion
When: Any phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS 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, all attacks made against your unit with Psychic weapons have the [HAZARDOUS] ability and all models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.
Destined by Fate
When: Any phase, just after a saving throw is failed for a THOUSAND SONS PSYKER model from your army. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple saving throws at once.
Target: That PSYKER model.
Effect: Change the Damage characteristic of that attack to 0. If you are using fast dice rolling, select one of those attacks you failed a saving throw for.
Egotistical Power
When: Your Command phase.
Target: One THOUSAND SONS PSYKER unit from your army.
Effect: Select the Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium ability (see Kindred Sorcery). Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if you have already selected that ability this battle.
Desecration of Worlds
When: Your Command phase.
Target: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.
Effect: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Arcane Focus
When: Your Shooting phase, just after you take a Psychic test for a THOUSAND SONS model from your army that Channelled the Warp (before resolving that Ritual).
Target: That THOUSAND SONS model.
Effect: Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).
Devastating Sorcery
When: Your Shooting phase.
Target: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, add 9" to the Range characteristic of Psychic weapons equipped by models in your unit, and each time a model in your unit makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll.
Hexwarp Thrallband
Warding Hex
When: Command phase.
Target: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control, if that objective marker is wholly within your army’s Flow of Magic.
Effect: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. 
Wrath of the Doomed
When: Fight phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS 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 your unit is wholly within your army’s Flow of Magic: 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.
Strands of Time
When: Your Movement phase, just after a THOUSAND SONS PSYKER unit from your army Falls Back.
Target: That THOUSAND SONS PSYKER unit.
Effect: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Scouring Warpflame
When: Your Shooting phase.
Target: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase and is wholly within your army’s Flow of Magic.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has shot this phase, select one enemy unit hit by one or more of those attacks. Until the end of the phase, models in that unit cannot have the Benefit of Cover.
Kaleidoscopic Tempest
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS PSYKER 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, and, if your unit is wholly within your army’s Flow of Magic, each time an attack targets your unit, it has the Benefit of Cover against that attack.
Rubricae Phalanx
Infernal Fusillade
When: Your Shooting phase.
Target: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, all inferno bolt pistols, inferno boltguns, inferno combi‑bolters and inferno combi‑weapons equipped by models in your unit have the [PSYCHIC] ability and a Strength characteristic of 5.
Revenge of the Rubricae
When: Your opponent’s Shooting phase, just after a THOUSAND SONS PSYKER model from your army is destroyed.
Target: One RUBRICAE unit from your army that was within 6" of that PSYKER model when it was destroyed.
Effect: After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target).
Implacable Guardians
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One RUBRIC MARINES PSYKER 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 is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack.
Warpforged Cabal
Hex-Marked Armour
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS VEHICLE unit from your army 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.
Mutate Landscape
When: Your Command phase.
Target: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.
Effect: That objective marker is mutated, and remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. While an objective marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
Cyberspirit Machinations
When: Your Movement phase, just after a THOUSAND SONS VEHICLE unit from your army Falls Back.
Target: That VEHICLE unit, and one friendly THOUSAND SONS PSYKER unit within 6" of that VEHICLE unit.
Effect: Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Malevolent Animus
When: Your Command phase
Target: One THOUSAND SONS VEHICLE unit from your army within 6" of one or more friendly THOUSAND SONS PSYKER units.
Effect: Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws).
Ensorcelled Infusion
When: Your Shooting phase.
Target: One THOUSAND SONS VEHICLE unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly THOUSAND SONS PSYKER units.
Effect: Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the [PSYCHIC] ability and each time an attack is made with such a weapon, add 1 to the Wound roll.
Warpflame Gargoyles
When: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
Target: One THOUSAND SONS VEHICLE unit from your army within Engagement Range of that enemy unit.
Effect: Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.
Warpmeld Pact
Gift of Change
When: Any phase.
Target: One THOUSAND SONS CHARACTER model from your army (excluding MONSTERS) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
Effect: At the end of the phase, add one TZEENTCH CHAOS SPAWN unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units.
Restrictions: You can only use this Stratagem once per battle round.
Deranged Ferocity
When: Fight phase, just after a TZEENTCH MUTANT unit from your army is selected to fi ght.
Target: That TZEENTCH MUTANT unit.
Effect: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
Blessed Transmutations
When: Your Command phase.
Target: One THOUSAND SONS PSYKER model from your army, and one friendly TZAANGORS unit that is below its Starting Strength and within 12" of that PSYKER model.
Effect: Return up to D3+1 destroyed models (excluding CHARACTERS) to your TZAANGORS unit.
Touched by Tzeentch
When: Start of your Movement phase.
Target: One TZEENTCH MUTANT unit from your army.
Effect: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.
Twisted Mirage
When: Reinforcements step of your Movement phase.
Target: One TZEENTCH MUTANT unit from your army that is arriving from Strategic Reserves this phase.
Effect: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a MONSTER unit. In either case, until the end of the turn, it is not eligible to declare a charge.