Magus

(Unit)
Type: model
Category: Character
Categories: Magus, Faction: Genestealer Cults, Infantry, Character, Psyker, Great Devourer, Leader
LinkId: 48a4-e1b7-a453-7705
Hidden: false
Costs: 50 pts

Constraints:

max(self): 6
max(self): 0
max(force): 3
Options (4)
Crusade:
Battle Honours:
Battle Traits:
Crusade Relics:
Codex Crusade Relics:
Pariah Nexus Blackstone Upgrades:
Weapon Modifications:
Beloved of the Cult:
Shrewd Strategy:
Enhancements:
Biotide Enhancements:
Biotide Enhancements:
Breaching Operation Enhancements:
Cult Unveiled Enhancements:
Genespawn Onslaught Enhancements:
Heroes of the Uprising Enhancements:
Purestrain Broodswarm Enhancements:
Tyranid Attack Enhancements:
Vanguard Onslaught Enhancements:
Warrior Bioform Onslaught Enhancements:
Xenocult Masses Enhancements:
Rules (2)
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.
Leader
While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. 

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. 

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Profiles:

Abilities
Psychic Familiar:

Once per battle, at the start of any of your opponent’s Shooting phases, this model can use its psychic familiar. If it does, until the end of the phase, add 6" to the range of its Mind Control ability.

Mind Control (Psychic):

At the start of your opponent’s Shooting phase, one PSYKER model from your army with this ability can use it. If used, select one enemy unit within 18" of and visible to that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound Roll.

Spiritual Leader:

Once per battle, at the start of any phase, you can select one friendly GENESTELERS CULTS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.

Leader:

This model can be attached to the following units:

  • Acolyte Hybrids
  • Hybrid Metamorphs
  • Neophyte Hybrids
Unit MTSvWLDOCInSv
Magus

6"

3

5+

4

6+

1

5+

Modifiers:

append name (Battle-hardened)
and
16+ selections of Experience Points in self (recursive)
30- selections of Experience Points in self (recursive)
append name (Battle-ready)
and
5- selections of Experience Points in self (recursive)
1+ forces of Crusade Force in roster (recursive)
append name (Blooded)
and
6+ selections of Experience Points in self (recursive)
15- selections of Experience Points in self (recursive)
append name (Heroic)
and
31+ selections of Experience Points in self (recursive)
50- selections of Experience Points in self (recursive)
append name (Legendary)
51+ selections of Experience Points in self (recursive)
increment max Crusade: Weapon Modifications(self) 2
0 selections of Fortress World in roster (recursive)
repeat for every 1 selections of Weapon Modifications in self (recursive)
increment max Crusade: Weapon Modifications(self) 3
1+ selections of Fortress World in roster (recursive)
repeat for every 1 selections of Weapon Modifications in self (recursive)
increment min Crusade: Weapon Modifications(self) 2
0 selections of Fortress World in roster (recursive)
repeat for every 1 selections of Weapon Modifications in self (recursive)
increment min Crusade: Weapon Modifications(self) 3
1+ selections of Fortress World in roster (recursive)
repeat for every 1 selections of Weapon Modifications in self (recursive)
set hidden true
and
0 selections of Cult Unveiled in force (recursive)
set max(force) 0
and
1+ selections of Cult Unveiled in force (recursive)
1+ selections of Primus in force (recursive)
set max(force) 1
and
1+ selections of Cult Unveiled in force (recursive)
0 selections of Primus in force (recursive)
set max(force) 2
1+ selections of 1. Incursion (1000 Point limit) in roster (recursive)
Used By (1)