Legiones Astartes – Magnus The Red
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  • Magnus The Red 520 pts
Primarch of the Thousand Sons, The Sorcerer of Prospero, The Crimson King, The Logos Maxima, The Cyclopean Giant
UNIT COMPOSITION: 1 MAGNUS THE RED

Magnus the Red was unique among the Primarchs, a psyker of prodigious power whose very essence boiled with psychic potential. Such was his power that it is said that alone amongst his Primarchs, Magnus met the Emperor in the Realm Beyond long before they met in the flesh. In battle, Magnus the Red fought like a mythical god; fire wreathed him and followed in his wake like a burning cloak, and solid matter was unmade with a gesture. Armies of mere mortals, powerless before him, would fall to their knees, weeping as their nightmares danced before their eyes. But destruction and war was only a means to an end for Magnus, for possessed of a supreme intelligence and a hunger for knowledge, he saw himself and his Legion as creators of the future rather than simple conquerors. Others might think of themselves as working for the betterment of Mankind, even of being bearers of the Imperium’s ideals, however Magnus saw another path. To him, the Great Crusade was a path from the darkness of ignorance into the light of reason. It was this obsession which drove him to achieve all that he did, and also that which would chain him and his Legion to a future of damnation.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Magnus the Red (⌀40mm) 10 - - -
Magnus the Red (⌀40mm) 8 7 6 6 6 6 6 6 10 - - - 2+ -
WARGEAR
  • The Horned Raiment
  • The Blade of Ahn-nunurta
  • Psyfire serpenta
  • Frag grenades
TRAITS
  • Thousand Sons
SPECIAL RULES
  • Legiones Astartes (Thousand Sons)
  • Master of the Legion
  • Arch-Sorcerer
  • Deep Strike
  • Adamantium Will (3+)
  • Shrouded (5+)
  • The Eye of the Crimson King
  • Traitor
  • Warlord: Sire of the Thousand Sons
TYPE
WARGEAR

The Horned Raiment

Magnus’ armour was believed to be as much a thing of tangible psychic force and Empyreal energy as it was a physical construction, shifting form and appearance as he willed, and the means by which it protected him was proof against the most savage weapons despite its often primitive appearance.

The Horned Raiment provides Magnus the Red with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, if he is struck by a weapon with the Destroyer type, the amount of Wounds it inflicts is reduced by 1, to a minimum of 1.

The Blade of Ahn-nunurta

Taking the distinctive shape of the weapon of the Prosperine war god of ancient myth, this force blade combined ancient lore with Imperial weapons technology and was lethal to living creatures and battle engines alike.

The weapon listed here is counted as ‘Power’ and ‘Force’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
-
6
1
Melee, Force, Two-handed

Psyfire serpenta

A handgun of prodigious size seemingly conjured to his grasp at need, there was always some debate even among Magnus’ Legion whether this powerful plasma-type weapon was truly a device or simply a manifestation of his psychic powers in physical form.

The weapon listed here is counted as ‘Plasma’ and ‘Force’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
15"
3
2
Assault 3, Deflagrate, Force
SPECIAL RULES

Arch-Sorcerer

Magnus the Red was the undisputed master of the arcane among the brotherhood of Primarchs. His knowledge of the mysterious realm of the psyker was equalled only by the Emperor himself, and many have claimed that some secrets held by Magnus were unknown even to his father.

Magnus the Red has access to all of the Core Psychic Disciplines as presented in the Core Psychic Discipline list. When making a Shooting Attack or attacking during an assault, Magnus may choose to use any one Psychic Weapon available from any Discipline regardless of which Psychic Powers he has used in a given turn. In addition to any other Psychic Power he has used, in each turn Magnus may use any one of the Minor Arcana provided by the Prosperine Arcana special rule, and may use a different Minor Arcana each turn. When using a Minor Arcana power, Magnus automatically passes any Psychic checks required without any dice being rolled (this applies only to Minor Arcana powers).

The Eye of the Crimson King

Magnus’ single baleful eye seemed to some a grotesque defect, but to Magnus it was an invaluable tool for the arcane arts he practised. His eye saw further and deeper than any mere mortal organ and allowed him to maintain an edge that no other warrior could match.

When selecting targets for his psychic powers, all models within range are assumed to be in line of sight (except those Embarked upon models with the Transport Sub-type or Buildings).

Warlord: Sire of the Thousand Sons

As the pre-eminent sorcerer of his age, Magnus the Red trained his sons to wield the ephemeral arts with superb skill. On the field of battle it would be these eldritch powers that the Thousand Sons employed as their chief weapon, favouring them over the blade or the bolt.

If chosen as the army’s Warlord, Magnus the Red automatically has the Sire of the Thousand Sons Warlord Trait and may not select any other Warlord Trait.

Sire of the Thousand Sons – All models with the Infantry Unit Type in the same army as Magnus the Red with the Psyker Sub-type gain the Adamantium Will (6+) special rule (if a model already has a version of this special rule then the value of that special rule is increased by one step, for example from (5+) to (4+)) and any model with the Legiones Astartes (Thousand Sons) special rule (including Magnus the Red) that suffers Perils of the Warp reduces the number of Wounds inflicted by 1 (to a minimum of 1 Wound). In addition, an army with Magnus the Red as its Warlord gains an additional Reaction in the opposing player’s Assault phase, unless Magnus the Red has been removed as a casualty.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power sword
Power sword
-
User
3
Melee, Rending (6+)
-
Power axe
Power axe
-
+1
2
Melee, Unwieldy
-
Power maul
Power maul
-
+2
3
Melee
-
Power lance
Power lance
-
+1
3
Melee, Reach (1)
-

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power fist
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
-
Gravis power fist
Gravis power fist
-
9
2
Melee, Brutal (3)
-
Thunder hammer
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
-
Lightning claw
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
-
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Army List
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Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Deep Strike

Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.

A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
Plasma Burn

Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workings exposed. The superheated matter emitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact.

If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.

This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Plasma Weapons

Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot
-
Plasma gun
Plasma gun
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot
-
Plasma cannon
Plasma cannon
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot
-
Gravis plasma cannon
Gravis plasma cannon
36"
7
4
Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot
-
Plasma blaster
Plasma blaster
18"
7
4
Assault 2, Breaching (4+), Gets Hot
-
Executioner plasma destroyer
Executioner plasma destroyer
60"
7
4
Heavy 1, Large Blast (5"), Rending (4+)
-
Hellfire plasma cannonade
- (Sustained fire)
36"
7
4
Heavy 6, Breaching (4+)
-
- (Maximal fire)
36"
8
4
Heavy 1, Rending (4+), Gets Hot, Large Blast (5")
-
Omega plasma array
- (Sustained fire)
36"
7
4
Heavy 8, Breaching (4+), Twin-linked
-
- (Maximal fire)
36"
9
4
Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked
-
Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.

The Horned Raiment

Magnus’ armour was believed to be as much a thing of tangible psychic force and Empyreal energy as it was a physical construction, shifting form and appearance as he willed, and the means by which it protected him was proof against the most savage weapons despite its often primitive appearance.

The Horned Raiment provides Magnus the Red with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, if he is struck by a weapon with the Destroyer type, the amount of Wounds it inflicts is reduced by 1, to a minimum of 1.
Force Weapons

Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.

All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons. A model that is eligible to select a force weapon may take any of the weapons included in this Profile.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Force sword
Force sword
-
User
3
Melee, Rending (6+), Force
-
Force axe
Force axe
-
+1
2
Melee, Unwieldy, Force
-
Force maul
Force maul
-
+2
3
Melee, Force
-
Force staff
Force staff
-
+1
3
Melee, Reach (1), Force
-

The Blade of Ahn-nunurta

Taking the distinctive shape of the weapon of the Prosperine war god of ancient myth, this force blade combined ancient lore with Imperial weapons technology and was lethal to living creatures and battle engines alike.

The weapon listed here is counted as ‘Power’ and ‘Force’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
-
6
1
Melee, Force, Two-handed

Psyfire serpenta

A handgun of prodigious size seemingly conjured to his grasp at need, there was always some debate even among Magnus’ Legion whether this powerful plasma-type weapon was truly a device or simply a manifestation of his psychic powers in physical form.

The weapon listed here is counted as ‘Plasma’ and ‘Force’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
15"
3
2
Assault 3, Deflagrate, Force
Legiones Astartes (Thousand Sons)
All models with this special rule are subject to the following provisions:

CULT ARCANA
All models with the Infantry or Cavalry Unit Type (but not those with the Artillery or Automated Artillery Sub-type) with this special rule gain the Psyker Sub-type (this does not grant any Disciplines, but does not otherwise remove any Disciplines a model already has access to). In addition, all models with the Infantry or Cavalry Unit Type and the Character Unit Sub-type that have this special rule must select one Minor Arcana option (see the Prosperine Arcana special rule). Any model with the Infantry or Cavalry Unit Types and both the Independent Character and Legiones Astartes (Thousand Sons) special rules that does not already have one or more Psychic Disciplines may be upgraded for +15 additional points to gain a single Psychic Discipline from the Core Psychic Discipline list.

Prosperine Arsenal
Models with this special rule gain access to unique Wargear options (see The Armoury of the Thousand Sons).
Arch-Sorcerer

Magnus the Red was the undisputed master of the arcane among the brotherhood of Primarchs. His knowledge of the mysterious realm of the psyker was equalled only by the Emperor himself, and many have claimed that some secrets held by Magnus were unknown even to his father.

Magnus the Red has access to all of the Core Psychic Disciplines as presented in the Core Psychic Discipline list. When making a Shooting Attack or attacking during an assault, Magnus may choose to use any one Psychic Weapon available from any Discipline regardless of which Psychic Powers he has used in a given turn. In addition to any other Psychic Power he has used, in each turn Magnus may use any one of the Minor Arcana provided by the Prosperine Arcana special rule, and may use a different Minor Arcana each turn. When using a Minor Arcana power, Magnus automatically passes any Psychic checks required without any dice being rolled (this applies only to Minor Arcana powers).
The Eye of the Crimson King

Magnus’ single baleful eye seemed to some a grotesque defect, but to Magnus it was an invaluable tool for the arcane arts he practised. His eye saw further and deeper than any mere mortal organ and allowed him to maintain an edge that no other warrior could match.

When selecting targets for his psychic powers, all models within range are assumed to be in line of sight (except those Embarked upon models with the Transport Sub-type or Buildings).
Warlord: Sire of the Thousand Sons

As the pre-eminent sorcerer of his age, Magnus the Red trained his sons to wield the ephemeral arts with superb skill. On the field of battle it would be these eldritch powers that the Thousand Sons employed as their chief weapon, favouring them over the blade or the bolt.

If chosen as the army’s Warlord, Magnus the Red automatically has the Sire of the Thousand Sons Warlord Trait and may not select any other Warlord Trait.

Sire of the Thousand Sons – All models with the Infantry Unit Type in the same army as Magnus the Red with the Psyker Sub-type gain the Adamantium Will (6+) special rule (if a model already has a version of this special rule then the value of that special rule is increased by one step, for example from (5+) to (4+)) and any model with the Legiones Astartes (Thousand Sons) special rule (including Magnus the Red) that suffers Perils of the Warp reduces the number of Wounds inflicted by 1 (to a minimum of 1 Wound). In addition, an army with Magnus the Red as its Warlord gains an additional Reaction in the opposing player’s Assault phase, unless Magnus the Red has been removed as a casualty.
© Vyacheslav Maltsev 2013-2026