Equipment
Sorcerer Prophets and Daemonsmiths come with or have access to several special items besides magic items.
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Blood of Hashut (Sorcerer Prophet): One time use for 20pts. So, while in CC, INSTEAD of throwing standard attacks, you may use Blood of Hashut. You pick a single model in direct contact with yours, declare usage and roll a dice. Result different than 1 means success. It gives you D6 auto hits at a strength equal to the opponents armour save. So a Chaos Lord with Chaos Armour and Enchanted Shield (AS 2+ in total) is being wounded at 2+. No Armour Saves allowed against, damage inflicted as per usage of magic weapon and also count as Flaming Attack. Nice, if you expect your Prophet to be engaged in close combat. Actually brutal.
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Naphtha Bombs (Sorcerer Prophet and Daemonsmith): Small throwing weapon, hit causes D3 S3 hits, armour piercing and flaming attacks. 1 on to-hit roll causes automatic flaming wound on the bearer. Not really that great, units won’t really care about D3 hits and monsters usually have high toughness. Can be nice on something flammable (hello Ash Storm) but still has only S3. Only if you have the 15pts to spare. Can also be taken by the Infernal Guard Overseer for 5pts!
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There is one very good reason to take Naphtha Bombs: Combining them with Fireglaives for a better Stand & Shoot reaction. If a stand & shoot charge reaction is made against a unit that starts its charge outside the maximum range, “the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit’s shortest-ranged weapon” - that means the 6" from the Naphtha Bombs, and well within the 9" short-range of the Fireglaives! And even any pistols which might be in the unit. Technically it also applies to the Blunderbuss, but you anyway ignore modifiers for long range as long as 10 models are firing. A very neat trick, also worth giving the Overseer the Naphtha Bombs, even if it means that you lose one shot from a Fireglaive. You can decide: If the enemy is outside 9", use the bomb, if he is within, use the Fireglaive. (Shoutout to Nalgrund over at CDO for this spot)
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Darkforged Weapon (default weapon for Sorcerer Prophet): Magic attacks, roll at the beginning of the game for a special ability. If you have multiple Sorcerer Prophets, duplicates must be re-rolled. You will hardly be able to get your Sorcerer Prophet to be a real fighter Lord, even with 100pts magic items. And if you buy a magic weapon, your Darkforged Weapon is lost, so I say stick to it. Two special abilities add to your magic capabilities (+1 to channeling or +1 to dispel, yay!), one is a S3 flaming breath weapon (hooray) and three have effects in close combat. You get either Eternal Hatred (see Dark Elves), Multiple Wounds (D3) or always wound on 2+, with the huge caveat that 1s on to-wound rolls inflict a wound on the Prophet instead (no saves!). Ouch. All in all, even with one of the three abilities for close combat, your Sorcerer Prophet is still not a fearsome adversary. On the other hand, you really have to decide whether you want to spend lots of points for a magic weapon in order to make him a halfway decent one.
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Ensorcelled Weapon (default weapon for Daemonsmith): +1S in close combat, magic attacks, can be used with shield for parry save. So a Daemonsmith comes with S5 out of the box but can’t really be made into a strong fighter anyway, so no need to spend points on a magic weapon, very welcome!