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
LinkId: 87e5-234f-587c-b917
Hidden: false
Costs: 455 pts

Constraints:

max(force): 1
Options (5)
Rules (3)
Deep Strike
Each time this unit makes an **ingress move** (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
Deadly Demise
This ability always takes the form **Deadly Demise X**. Each time a model in this unit is **destroyed**, after the units embarked within it (if any) have made their **emergency disembark moves**, roll one D6. On a 6, that model suffers a **deadly demise**; 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"). 
***Example:** An Impulsor with a unit of Intercessors embarked within it is **destroyed** by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an **emergency disembark move**. Then the roll is made for the **Deadly Demise** ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.*
Cabal of Sorcerers
If your army Faction is ^^**Thousand Sons^^**, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test by following the sequence below:

1. Roll 2D6
2. Optionally, roll one additional D6 (Channel the Warp). Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds.
3. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

Profiles:

Unit MTSvWLDOCInSv
Magnus the Red

14"

11

2+

16

5+

6

4+

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.

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.

Used By (1)