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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, Relentless, Master of sorcery, Changelings aura,


Deamonic anchor, Psyker Primarch, Warp opens
Wargear: The gaze of Tzeentch, Deamon weapon (name?), Master crafted plasma
gun

Changelings aura: When ever a model wounds Magnus in close combat (even if he
makes his save) roll a D6, on a 1 that model is turned into a chaos spawn, or
removed as an casualty if there is no representive model available.

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. He also nullifies every Psychic hoods in 48" from his base.

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. This weapon counts as a force weapon.

Master of forbidden lore: Magnus may cast D3+1 psychic powers in one 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.)

Psyker Primarch: Magnus can cast ANY Tzeench or chaos undivided psychic power
in codex: chaos space marines without needing to pass a psychic test.
He is also able to cast every psychic power from codex: space marines and codex:
imperial guard, although he must pass psychic test for loyalist powers.

Warp opens: Magnus the red is master of sorcery and can open a rift to the warp.
Representing this sorcerous spell, Magnus the red counts as wielding a Vortex
grenade.

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