<b>Having boarded by deceit and infiltration or through conjured warp portals, the mortal cultists o
Enhancements (2)
0 pts Prescient Authority
This Sorcerer exerts their domineering will over their mortal charges and guides their hands as they
Once per turn, when a friendly THOUSAND SONS CULTiSTS or TzAANGORS unit within 3" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, each time a model in that THOUSAND SONS CULTISTS or TZAANGORS unit makes an attack, re-roll a Wound roll of 1.
0 pts Thrallmaster
In the eyes of this Sorcerer, thronging masses of cultists and Tzaangors are little more than cannon
At the start of the first battle round, you can select one friendly THOUSAND SONS CULTiSTS or TzAANGORS unit within the same Entry Zone as the bearer. If you do, that unit can make a Normal move of up to 6".
Stratagems (4)
1 CP
BESTIAL SURGE
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One TzAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Your unit can make a Bestial Surge move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.
1 CP
FELL SACRIFICE
Opponent’s turn - Command phase
WHEN: Your opponent’s Command phase, at the start of the Battle-shock step.
TARGET: One THOUSAND SONS CHARAcTER or TzAANGORS unit from your army.
EFFECT: Select one enemy unit below its Starting Strength that is within Engagement Range of your unit. That enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.
1 CP
FLESH CHANGE
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One TzAANGORS 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, models in your unit have the Feel No Pain 5+ ability.
1 CP
PSYCHIC INGRESS
Either player’s turn - Any phase
WHEN: End of any phase.
TARGET: One THOUSAND SONS PSYKER CHARAcTER model from your army.
EFFECT: Open every Hatchway within 3" of your model. When measuring this distance, ignore Walls and closed Hatchways.
RESTRICTIONS: You can only use this Stratagem once.