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Daemon Primarch Magnus 1400

Even before the Horus Heresy the Thousand Sons


became involved with the arcane lore and the practice
of sorcery. Despite warnings from the Emperor
Magnus the Red continued to delve deeper into the
mysteries of the warp.

Magnus remained loyal, however, even attempting to


warn the Emperor about Horus through his arcane
powers. But the Emperor, furious that Magnus had
deliberately disobeyed him sent Leman Russ and the
Space Wolves to the Thousand Sons’ homeworld to
arrest Magnus. Horus however had twisted these
orders so that Leman Russ believed the Emperor
wanted Magnus dead. Once driven into war, Magnus
had little choice but to ally himself with Tzeentch, the
greatest sorcerer of the Chaos Gods, to avoid total
destruction.

Magnus escaped the aftermath of the Horus Heresy by


using his sorcerous powers to open a Warp interface
through which the ships of the Thousand Sons could
flee to the Eye of Terror. There, Tzeentch granted
Magnus the Planet of Sorcerers to rule as his own.

Over the centuries Cyclopean Magnus has become a


sorcerer of the most consummate power. His single
eye blazes with mystic energy and his limbs constantly
burn with blue-white witchfire.

1 Magnus and 0-9 Daemon Princes of


Tzeench Primarch: As a son of the Emperor Magnus gains the following
Monstrous Creature abilities: Feel no Pain, Acute Senses, Preferred Enemy (Space
Wolves).
N/A
Titanic Might: Such is the power of the Primarchs that Magnus
Ws Bs S T W I A Ld Sv can re-roll all failed to wound rolls with close combat and
8 7 8 8 9 6 5 10 1+(3+) shooting attacks.

Terrifying Presence: Enemy units within 12” suffer -1 leadership.

Daemon: As a Daemon Magnus gains the following abilities:


Staff of Knowledge: Magnus’ staff is a conduit of warp energy. It counts as a close
Daemon (See Codex Chaos Daemons) Living Icon (Counts as a
combat weapon. It also counts as a psychic hood, and allows Magnus to use an
Chaos Icon except more than one unit can use it per turn),
additional Sorcerous Power each turn.
Daemonic Flight (See Codex: Chaos Daemons).
Balefire Khopesh: Magnus’ sword burns with arcane fire. It counts as a close combat
Sorcerer Lord: Magnus is undoubtedly the most powerful Psyker
weapon which gives Magnus’ attacks the Destroyer special rule.
in the galaxy besides the Emperor. Magnus knows all the Psychic
powers in Codex: Space Marines, Codex: Chaos Space Marines
Primarch Armour: This superbly crafted suit of armour provides Magnus with a 1+
and Codex: Eldar. He also knows the following two powers:
armour save (Rolls of a 1 still fail) and a 3+ Invulnerable save.
Warp Cyclone: Magnus destroys his foes in an awesomely
Book of Magnus: Magnus’ book contains all the known secrets of Sorcery. It allows
powerful storm of warp energy. This power can be used once per
Magnus to use his psychic powers in the following way:
turn and has the following profile:
 Instead of taking Psychic Tests, he instead takes what is known as a
Range: 48” Strength: 10 Ap:1 Type: Heavy 1, 7” Blast
Sorcerous Test. To do this, choose a Sorcerous Power for Magnus to use
and roll 1D6 and add one for every enemy Psyker within 24”. If this roll is
Path to Knowledge: Magnus looks into the deepest region of the
equal or less than his current leadership the power is successful.
Warp with his one good eye and knows all possible futures. This
power can be used once per game in the movement phase. For
 Magnus may use up to 6 Sorcerous Powers each turn, even ones he has
D6 turns Magnus may re-roll any D6 or D3.
already used. He may also use as many shooting powers as he is allowed
each turn.

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