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MAGNUS THE RED

.......Pts

WS BS S T W I A Ld Sv
7 7 6(7-10) 7 6 6 3(4-7) 10 2+/2++

Special Rules: Monstrous creature, Changelings aura, Deamonic anchor


Wargear: The gaze of Tzeentch, Deamon weapon (name?)

Changelings aura: When ever a model wounds Magnus in close combat (even if he
makes his save) roll a dice, on a 1 that model is turned into a chaos spawn.

Deamonic anchor: Any unit of Tzeentch unit with a model within 6" of Magnus the
Red has its invulnerable saves increased by 1 (5+ becomes 4+ for example) to a
maximum of 3+.

The gaze of Tzeentch: Tzeentch always keeps a careful eye on his favorite minions,
Magus has the Warp time power constantly, it is always in effect and cannot be
taken away.

Deamon weapon (name?): The Tzeentch demon bound within feed off Magnus'
psychic energy, in return Magnus can also draw strength from the deamon.
For every psychic power cast Magnus gains an extra attack and a +1 S modifier until
the start of his next turn.

Master of forbidden lore: Magnus may cast D3+1 psychic powers a game turn (some
of his energies are required to feed the demon and keep up the aura)
(Note - with the demon weapon this mean he has 4-7 attacks at strength 7-10,
depending on how may powers he gets.)
Magnus can cast any power in the chaos codex with out needing to pass a psychic
test.
Magnus has had 10'000 years to learn all he can about psychic powers and as such
can cast ANY psychic power from any other codex, however his mastery of these
powers are not total and a Psychic test is required.

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