Ma Gnus

Embed Size (px)

Citation preview

  • 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.