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Ahriman

HQ - Thousand Sons - Chaos

8
Power

Name
M WS BS S T W A Ld Sv
Ahriman 6'' 2+ 2+ 4 4 5 4 9 3+

Description

Ahriman is a single model armed with the Black Staff of Ahriman, an inferno bolt pistol, frag grenades and krak grenades. Only one of this model may be included in your army.

Profils des armes

Weapon
Range Type S AP D Abilities Coût
Frag grenade 6'' Grenade D6 3 0 1 0 pts
Inferno bolt pistol 12'' Pistol 1 4 -2 1 0 pts
Krak grenade 6'' Grenade 1 6 -1 D3 0 pts
Black Staff of Ahriman Melee Melee +2 -1 3 0 pts
Blades (Disc of Tzeentch) Melee Melee 4 0 1 After a model on this mount makes its close combat attacks, you can attack with the mount. Make 1 additional attack, using this weapon profile. 35 pts

Options d'équipement

Ahriman may ride a Disc of Tzeentch. If he does so, he loses the INFANTRY keyword, gains the DAEMON, CAVALRY and FLY keywords, his Move characteristic is increased to 12" and his Disc will attack his enemies with its blades when he fights.

Aptitudes

Death to the False Emperor.

Sigil of Corruption :
Ahriman has a 4+ invulnerable save.

Lord of the Thousand Sons :
You can re-roll invulnerable saving throws of 1 made for friendly THOUSAND SONS INFANTRY units within 6" of this model.

Psyker

Ahriman can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic powers in each enemy Psychic phase. He knows the Smite psychic power and three psychic powers from the Dark Hereticus discipline (pg 11). Whenever Ahriman attempts to manifest or resist a psychic power, add 1 to his Psychic test or Deny the Witch test.

Valeurs en points

Taille Min.
Taille Max. Coût en pts Rôle
1 fig(s) 1 fig(s) 131 pts HQ

Faction keywords CHAOS - TZEENTCH - HERETIC ASTARTES - THOUSAND SONS

Keywords CHARACTER - INFANTRY - SORCERER - PSYKER - AHRIMAN