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unit
Daemon Prince of Tzeentch

Thousand Sons

Keywords: Monster • Character • Daemon • Psyker • Chaos • Tzeentch • Daemon Prince

Deadly Demise D3
Unit Profiles
ModelMTSvWLdOCInvuln
Daemon Prince of Tzeentch9"102+106+34+
Deadly Demise D3
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Hellforged weapons — strike
Devastating WoundsPsychic
Melee62+8-23
Hellforged weapons — sweep
Devastating WoundsPsychic
Melee122+6-11
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Dark Blessing
Ignores CoverPsychicSustained Hits 1
24"92+4-11
Infernal cannon24"32+5-22

Unit Composition

1 Daemon Prince of Tzeentch

This model is equipped with: Dark Blessing; infernal cannon; hellforged weapons.

Unit Abilities
Cabal of Sorcerers
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

Roll 2D6

Channel the Warp
(Optional)

Optionally, you can roll one additional D6.

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.

Servile Pawns

While this model is within 3" of one or more friendly THOUSAND SONS INFANTRY units, this model has the Lone Operative ability.

Spirit Snare

Each time a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destroyed while within 9" of one or more models with this ability, select one of those models with this ability: until the end of the battle, each time the selected model attempts a Ritual, add 1 to the Psychic test result (to a maximum of +2).

Glamour of Tzeentch

While a friendly THOUSAND SONS INFANTRY unit is within 6" of this model, models in that unit have the Stealth ability.

Core Abilities
Deadly Demise D3

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, 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").

Stratagems by Detachment

Sulphurous Veil
1 CP
battle Tactic

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
2 CP
strategic Ploy

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.


Fractal Disjunction
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One SCINTILLATING LEGIONS unit from your army (excluding MONSTERS) 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 can only be selected as the target of a ranged attack if the attacking model is within 18".


Chronosorcerous Bleed
1 CP
strategic Ploy

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).


Glimmershift Portal
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: Up to two SCINTILLATING LEGIONS units from your army (excluding MONSTERS), or one SCINTILLATING LEGIONS MONSTER unit from your army, if all of those units are more than 3" horizontally away from all enemy units.

Effect: Remove those units from the battlefield and place them into Strategic Reserves.


Psychic Dominion
1 CP
epic Deed

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
1 CP
epic Deed

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
1 CP
strategic Ploy

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
1 CP
epic Deed

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
1 CP
epic Deed

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
2 CP
battle Tactic

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.


Warding Hex
1 CP
epic Deed

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
battle Tactic

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.


Infernal Fusillade
2 CP
wargear

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
1 CP
strategic Ploy

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
2 CP
strategic Ploy

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.


Hex-Marked Armour
1 CP
battle Tactic

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
1 CP
epic Deed

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
1 CP
strategic Ploy

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
1 CP
epic Deed

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
1 CP
battle Tactic

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
1 CP
wargear

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.


Gift of Change
1 CP
epic Deed

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.