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8/8/2019 Ma Gnus
1/1
1400Daemon Primarch Magnus
N/A
Monstrous Creature
Ws Bs S T W I A Ld Sv
8 7 8 8 9 6 5 10 1+(3+)
Primarch: As a son of the Emperor Magnus gains the following
abilities: Feel no Pain, Acute Senses, Preferred Enemy (Space
Wolves).
Titanic Might: Such is the power of the Primarchs that Magnus
can re-roll all failed to wound rolls with close combat and
shooting attacks.
Terrifying Presence: Enemy units within 12 suffer -1 leadership.
Daemon: As a Daemon Magnus gains the following abilities:
Daemon (See Codex Chaos Daemons) Living Icon (Counts as a
Chaos Icon except more than one unit can use it per turn),
Daemonic Flight (See Codex: Chaos Daemons).
Sorcerer Lord: Magnus is undoubtedly the most powerful Psyker
in the galaxy besides the Emperor. Magnus knows all the Psychic
powers in Codex: Space Marines, Codex: Chaos Space Marines
and Codex: Eldar. He also knows the following two powers:
Warp Cyclone: Magnus destroys his foes in an awesomely
powerful storm of warp energy. This power can be used once per
turn and has the following profile:
Range: 48 Strength: 10 Ap:1 Type: Heavy 1, 7 Blast
Path to Knowledge: Magnus looks into the deepest region of the
Warp with his one good eye and knows all possible futures. This
power can be used once per game in the movement phase. For
D6 turns Magnus may re-roll any D6 or D3.
1 Magnus and 0-9 Daemon Princes of
Tzeench
Staff of Knowledge: Magnus staff is a conduit of warp energy. It counts as a closecombat weapon. It also counts as a psychic hood, and allows Magnus to use an
additional Sorcerous Power each turn.
Balefire Khopesh: Magnus sword burns with arcane fire. It counts as a close combat
weapon which gives Magnus attacks the Destroyer special rule.
Primarch Armour: This superbly crafted suit of armour provides Magnus with a 1+
armour save (Rolls of a 1 still fail) and a 3+ Invulnerable save.
Book of Magnus: Magnus book contains all the known secrets of Sorcery. It allows
Magnus to use his psychic powers in the following way:
Instead of taking Psychic Tests, he instead takes what is known as aSorcerous Test. To do this, choose a Sorcerous Power for Magnus to use
and roll 1D6 and add one for every enemy Psyker within 24. If this roll isequal or less than his current leadership the power is successful.
Magnus may use up to 6 Sorcerous Powers each turn, even ones he hasalready used. He may also use as many shooting powers as he is allowed
each turn.
Even before the Horus Heresy the Thousand Sons
became involved with the arcane lore and the practice
of sorcery. Despite warnings from the Emperor
Magnus the Red continued to delve deeper into the
mysteries of the warp.
Magnus remained loyal, however, even attempting to
warn the Emperor about Horus through his arcane
powers. But the Emperor, furious that Magnus had
deliberately disobeyed him sent Leman Russ and the
Space Wolves to the Thousand Sons homeworldto
arrest Magnus. Horus however had twisted these
orders so that Leman Russ believed the Emperor
wanted Magnus dead. Once driven into war, Magnus
had little choice but to ally himself with Tzeentch, the
greatest sorcerer of the Chaos Gods, to avoid total
destruction.
Magnus escaped the aftermath of the Horus Heresy by
using his sorcerous powers to open a Warp interface
through which the ships of the Thousand Sons could
flee to the Eye of Terror. There, Tzeentch granted
Magnus the Planet of Sorcerers to rule as his own.
Over the centuries Cyclopean Magnus has become a
sorcerer of the most consummate power. His single
eye blazes with mystic energy and his limbs constantly
burn with blue-white witchfire.