The exalted sorceror kit is among the biggest wastes of potential in the entire
GW model range. It's a massive kit, the same size as a 10-man infantry box, with a dizzying array of crazy looking bits and unique accessories to make your three Exalted Sorcerors totally unique looking.
Yeah, I said unique looking, because all that gak's the same from where the game is concerned!
ES can have 5 different equipment options:
-Take a disc of Tzeentch (kit comes with one of these)
-Swap pistol for a power sword (kit comes with two of these)
-Swap staff for power sword (None in kit for this hand)
-Swap pistol for Tson hand-flamer (none in kit)
-Swap pistol for plasma pistol (none in kit)
Yep, if you want your sorceror to be unique in the game rules, you better bust out your bits box you peasant and get to work chopping up that gorgeous kit. This is one of the biggest cases of "yes model, no rules" in 8th edition, and these are a few options to change that problem. Each of these ideas has one or more corresponding bits within the kit that would represent its rules.
Force Glaive (bladed staff head): 14pts, exchange Force Stave. S: User
AP:-1 D
3 if the bearer has not charged or performed a heroic intervention this turn, S: User+3
AP-2 D:3 if the bearer has charged or performed a heroic intervention this turn.
(Exalted Sorcerors who enjoy demonstrating their arcane superiority up close and personally disdain the primitive power fists and lightning claws wielded by the lesser Sorcerors. The subgroup of weapons known as Force Glaives allow a warrior with sufficient momentum to cleave through even the armored hide of enemy war machines, and are often swung from atop discs of tzeentch.)
Staff of the Chronomancer (interlocking golden disc staff head): 12pts, exchange Force Stave. S: user+2
Ap:-1 D
3, if the bearer is targeted in the enemy Charge phase, rather than firing overwatch the bearer can immediately move
D6" directly away from the closest model in the charging unit.
(Exalted Sorcerors of the cult of time meticulously gather spare seconds with muttered cantrips and chants. The staves of these sorcerors will begin to oscillate hypnotically when battle is joined, weaving the stolen time into a safety net for the bearer, who will need to judge exactly how many spare moments he should release to avoid danger.)
Combat familiar (Shoulderpad with daemon face, flying bird skull attack tassels): 3pts. The bearer makes an additional D3 S3
AP- D1 attacks any time they fight in close combat.
(Many of the charms and baubles dangling from the robes of exalted sorcerors house tiny imprisoned daemons, ready to spring unexpectedly to life to snap or spit acid at any enemy that comes too close.)
Spell Familiar (Floating Tome): 9pts. Add 1 to the first psychic power roll made each turn.
(Knowledge is power, in a very literal sense, to the sorcerors of Tzeentch. Oftentimes when the details of a particularly devilish spell is too much for even the labyrinthine mind of an exalted sorceror to hold, he will employ the aid of a daemonic spell familiar, which can take nearly any form.)
Soulblaze Bolts (mutated hand casting spell on ammo going into a bolt pistol): 2pts, may be taken by Exalted Sorceror with Inferno Bolt Pistol. Rather than attempting to cast one psychic power in the psychic phase, the Exalted Sorceror may activate his Soulblaze Bolts, changing the weapon type of his Inferno Bolt Pistol to Pistol
D6.
(The changer of ways will sometimes grant his devout followers a gift in the form of a deadly augmentation to their bolt pistol, causing it to fling a stream of deadly warp bolts when the bearer imbues it with psychic energy)
Glorious Mutations (Bird head, bird arm, triple arm): 5pts. the bearer may roll three dice and pick two whenever rolling on the Gift of Mutation table.
(Exalted sorcerors who are well on their way to daemonhood are blessed with countless bizarre mutations, each one regarded as a precious blessing from the Changer of Ways.)
Raking Talons (Giant bird talon legs): 10pts, chosen instead of Disc of Tzeentch. Any turn in which the bearer has charged, he may make an additional 2 attacks at S: User+1,
Ap-2, D
3 when chosen to fight in close combat. When Advancing, the bearer may move as if he had the Fly rule.
(Some Exalted Sorcerors have transcended the ground entirely, floating above the battlefield with avian beaks, wings and talons. When these arrogant combatants do descend, it is invariably to sow destruction with whatever mutant gifts Tzeentch has bestowed upon them.)
Vexing Robe (various capes): 6pts. The bearer's invulnerable save is increased by 1 (to a maximum of 3++). This effect is lost the first time the bearer fails an invulnerable save each turn, and regained at the beginning of the next turn.
(Extravagantly flowing, enchanted robes are common among Exalted Sorcerors, and many weave delicate defensive runes in amongst impossibly rare fabrics to confound the aim of enemy weapons.)