Hive Perdita Analysis

AnalysisThousand Sons → Exalted Sorcerer

Exalted Sorcerer

Warhammer 40,000 11th edition · Thousand Sons · measured datasheet analysis

Character

No solo tier, by design: a leader's value is what it adds to the unit it joins. The pairings below carry the numbers.

Measured, per 100 points spent on this unitValue
Damage into light infantry
Wounds the default guns and fists are expected to deal, in one full turn, to cheap 1-wound bodies — our reference horde and infantry targets.
5.8
Damage into elites
Same measure against tough multi-wound infantry with good saves — think heavy armoured veterans and terminator-grade bodies.
3
Damage into vehicles
Same measure against tanks and monsters — high toughness, many wounds. The anti-tank column of the codex.
1.8
Staying power
Points of enemy shooting (averaged over 6 reference gun profiles) needed to put 100 points of this unit in the case. Higher = tougher per point.
194.7
Objective control
Printed OC across the unit, per 100 points — raw ability to out-number an objective. Ties deny, so more total OC is how you take ground.
1.3
Nerve
Chance (%) the unit passes a battle-shock test. Below half strength, a failed test zeroes its OC — a big squad with weak nerve can hold nothing at the worst moment.
72%
Kill points conceded
Victory points the enemy’s kill-based secondary missions can bank when this unit dies (big squads, big models and characters all pay extra).
7.5

At 1 model for 80 points, default loadout. Modelled: 100% of this sheet's printed abilities carry a typed verdict.

Expected damage per 100 points, best range bandvs light infantry5.833.81vs elites3.012.32vs vehicles1.791.3
What Exalted Sorcerer actually removes, per 100 points, against the 3 reference target classes.

Computed at 1 model for 80 points, default loadout, against gallery v1.0.0.

Which guns? The options, priced

Same unit, same points — the option box changes what it kills and from where. Expected damage per 100 points: the default loadout against each printed option exercised in full. “At range” stands the target 24 inches out (short weapons contribute nothing); “up close” brings it inside short-weapon range, where rapid-fire and melta guns double down.

Loadoutinfantry, at rangeelites, at rangevehicles, at rangeinfantry, up closeelites, up closevehicles, up close
Default loadout3.82.31.39.65.33.1
+ Prosperine khopesh6.94.32.312.77.34.1

Computed at 1 models for 80 points, each option taken to its printed maximum with everything else at default. Options the parser cannot price are listed in the model's audit, never guessed.

Pairings that move the numbers

LeaderUnitMeasured effect
Exalted SorcererRubric Marines4+ invulnerable save (Arcane Shield (Psychic))

Detachments that pay this sheet

DetachmentRuleMeasured effect
Hexwarp ThrallbandFlow of Magic+17% output (always on wound rolls of 1; more inside the Flow)
Grand CovenKindred Sorcery+24% output (each of 3 boons once per battle: +6" range, +1 to wound, or DEVASTATING WOUNDS on psychic weapons)

What the model cannot price yet

Numbers re-derive from the published datasheet model (gallery v1.0.0, corpus snapshot 2026-05-09 23:42:21). Unit names are used nominatively; all characteristics shown are our own derived measurements.