Thousand Sons Sorcerer
Thousand Sons Sorcerers must be Chaos Space Marines.
Characteristic Bonus: +5 Willpower and + 5 Fellowship, +15 Corruption, +9 Infamy.
Starting Skills: Command, Common Lore (Choose One), Deception or Scrutiny, Forbidden Lore (Psykers), Forbidden Lore (Warp) or (Daemonology) or (Xenos), Logic, Psyniscience, Scholastic Lore (Occult), Scholastic Lore (Legend).
Starting Traits: Psyker, Unnatural Willpower (+2), Rubric of Ahriman.
Starting Talents: Psy Rating (x3), Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Biomancy, Pyromancy, Telepathy, or Telekinesis Disciplines, as well as the Boon of Tzeentch Psychic Power, Ancient Warrior, Foresight or Strong Minded, Meditation or Mimic, Resistance (Psychic Powers), Warp Sense.
Starting Gear: Legion Bolt Pistol, Force Sword, two clips of Tzeentchian Inferno Bolts, Talisman of Tzeentch.
Wounds: 15+1d5
Rubric of Ahriman: Long ago, the Sorcerer Ahriman sought to rid his Legion of mutations; though the Legion was destroyed, many of the Legion’s Sorcerers attained greater degrees of power and control over their abilities. Thousand Sons Sorcerers gain Unnatural Willpower (2) (listed above) and may roll an additional die when forced to roll on the Perils of the Warp table, discarding whichever one he chooses to get a more favourable result. This Unnatural Willpower bonus does not count towards the character’s maximum Psy Rating.
Thousand Sons Sorcerers begin play aligned to Tzeentch.
Characteristic Bonus: +5 Willpower and + 5 Fellowship, +15 Corruption, +9 Infamy.
Starting Skills: Command, Common Lore (Choose One), Deception or Scrutiny, Forbidden Lore (Psykers), Forbidden Lore (Warp) or (Daemonology) or (Xenos), Logic, Psyniscience, Scholastic Lore (Occult), Scholastic Lore (Legend).
Starting Traits: Psyker, Unnatural Willpower (+2), Rubric of Ahriman.
Starting Talents: Psy Rating (x3), Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Biomancy, Pyromancy, Telepathy, or Telekinesis Disciplines, as well as the Boon of Tzeentch Psychic Power, Ancient Warrior, Foresight or Strong Minded, Meditation or Mimic, Resistance (Psychic Powers), Warp Sense.
Starting Gear: Legion Bolt Pistol, Force Sword, two clips of Tzeentchian Inferno Bolts, Talisman of Tzeentch.
Wounds: 15+1d5
Special Abilities
Sorcerer: The Heretic gains the Psyker Trait (listed above), a Psy Rating of 3, and 1 Corruption Point. When determining Psychic strength (see page 206 of the Black Crusade Core Rulebook), he counts as Bound.Rubric of Ahriman: Long ago, the Sorcerer Ahriman sought to rid his Legion of mutations; though the Legion was destroyed, many of the Legion’s Sorcerers attained greater degrees of power and control over their abilities. Thousand Sons Sorcerers gain Unnatural Willpower (2) (listed above) and may roll an additional die when forced to roll on the Perils of the Warp table, discarding whichever one he chooses to get a more favourable result. This Unnatural Willpower bonus does not count towards the character’s maximum Psy Rating.
Thousand Sons Sorcerers begin play aligned to Tzeentch.
Black Crusade - Tome of Fate
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