NEW SPECIAL CARD: Grand Sorcerer ver3.0

From: talos402000 <allis0nbayaushi_at_...>
Date: Wed, 10 Apr 2002 23:20:28 -0000

             Grand Sorcerers ot the Thousand Sons

    The Grand Sorcerers of the Thousand Sons, taught by their
primarch, the cyclopean Magnus the Red, are amongst the most
powerful Sorcerers in the Universe. Each has lived for over a
thousand years and have had much time to perfect their sorcerous
skills. In war they command companies of their Automaton bretheren
and ride upon mighty Discs of Tzeentch. An example would Ahriman the
Black.


Troop Type Move Save CAF Weapons Range
Grand Sorcerer 25 6+fixed +4 rod of tzeentch 25
  Att.D. To Hit TSM Notes
    1 5+ 0 Command unit, Elite,skimmer,+1 to morale
tests, psychic sv4+



Grand Sorcerer is a command unit and the full rules for such units
apply. The Sorcerer does not take up a minion card allotment. A
Grand Sorcerer counts as a Special Card and up to one per Greater
Daemon (Tzeentch only) may be selected. Each Sorcerer may use one
power once per turn.


Cerulean bolt. A mighty beam of energy, blinding all who chance to
look at it, issues forth from the Grand sorcerer, obliterating all
it touches. One target within 75cm may be struck. It is hit on a 3+,
with a -3 to save. This Bolt does tremendous damage, it adds +2 to
all rolls on Titan and Praetorian damage tables. This is a physical
psychic power.

Terror Wave - Place the Wave Serpent (Eldar vehicle template)
template touching the Magi at the center so the arrow is pointing in
the desired direction. Move the template D6 x 10 cm in that
direction. Any enemy model the wave passes over must make a morale
check (except for those not affected by morale), a roll of 1 always
fails. Roll a D6 for each model that fails. On a roll of 1-2 the
model is destroyed. 3-6 means the model is immobilized, they may not
move or fire and get -2 CAF. If the wave moves into contact with a
shielded Titan, roll to see if the power is nullified. The wave
moves 2 D6 x 5 cm each subsequent turn. If a double is rolled for
movement, remove the wave following its movement. The Tzeentch magi
can only have one Terror Wave in play at a time. This is a physical
psychic power.

Mind Warp - Affects all enemy units within 25 cm. Affected units
must roll 5 or 6 or else go on Fall Back Orders. If a 1 is rolled
remove the model. Psykers may re-roll but the second roll is final.
Titans will suffer head damage if the shields fail to nullify the
power and the Titan does not roll 5-6. This is considered a non-
physical psychic attack.

Inferno of Change -use flame template. Any model under the template
is hit on 4+ (ignore cover modifiers to hit). Models hit must save
(+1 modifier) or be destroyed. A roll of 1 on the armor save always
fails. This is a physical psychic power.

All chaos units within 10cm of this unit add +1 to morale tests.
Models: librarian mounted on Disc of Tzeentch.

Detachment=1 stand
break point=stand
morale -
VP 1
cost 120

This unit is avaliable to the following Legions: Thousand Sons
Received on Wed Apr 10 2002 - 23:20:28 UTC

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