| Unit | M | T | SV | W | LD | OC |
|---|---|---|---|---|---|---|
| Magnus the Red | 14" | 11 | 2+ | 16 | 5+ | 6 |
| Abilities |
|---|
| Damaged: 1-6 wounds remaining:
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. |
| Invulnerable Save:
This model has a 4+ invulnerable save. |
| Unearthly Power:
At the start of the battle round, select one of the abilities in the Crimson King section. Until the start of the next battle round, this model has that ability. |
| Lord of the Planet of the Sorcerers (Psychic):
This model can attempt up to 2 Rituals per turn instead of one, and each time this model attempts a Ritual, add 2 to the Psychic test result. |
| Mortal Sorcery (Aura):
While a friendly Scintillating Legions Psyker unit from your army is within 6" of and visible to this unit, that Scintillating Legions unit has the Cabal of Sorcerers ability. |
| Crimson King |
|---|
| Impossible Form (Psychic):
Each time an attack is made against this Psyker (excluding Psychic Attacks), subtract 1 from the Damage characteristic of that attack. |
| Treason of Tzeentch (Psychic):
At the start of your opponent’s Shooting phase, select one enemy unit within 24" of this Psyker. Until the end of the phase, ranged weapons equipped by models in that unit have the [HAZARDOUS] ability. |
| Time Flux (Aura, Psychic):
While a friendly Thousand Sons unit is within 6" of this Psyker, add 2" to the Move characteristic of models in that unit. |