Magnus the Red

(Unit)
Type: model
Category: Epic Hero
Categories: Faction: Thousand Sons, Monster, Psyker, Fly, Character, Epic Hero, Daemon, Chaos, Tzeentch, Primarch, Magnus the Red
EntryId: 91dc-9aad-0505-52a8
Hidden: false
Costs: 465 pts4 Cabal Points

Constraints:

max(force): 1
Options (4)
Rules (4)
Cabal of Sorcerers
If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army (excluding models that have already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.
Kindred Sorcery
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase.
MALEVOLENT CHARGE
Psychic weapons equipped by THOUSAND SONS models from your army have the [LETHAL HITS] ability.
PSYCHIC MAELSTROM
Psychic weapons equipped by THOUSAND SONS models from your army have the [SUSTAINED HITS 1] ability.
WRATH OF THE IMMATERIUM
Psychic weapons equipped by THOUSAND SONS models from your army have the [DEVASTATING WOUNDS] ability.
Deep Strike
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Deadly Demise
Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Profiles:

Unit MTSVWLDOC
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 (Aura):

While a friendly THOUSAND SONS PSYKER unit is within 6" of this model, each time a model in that unit makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll.

Crimson King
Impossible Form (Psychic):

Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1 from that attack’s Damage characteristic.

Treason of Tzeentch (Psychic):

At the start of your opponent’s Shooting phase, you can select one enemy unit within 24" of and visible to 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.

Used By (1)