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Thousand SonsMagnus the Red
23

Magnus the Red

NAME M WS BS S T W A Ld Sv
Magnus the Red * 2+ 2+ 8 7 18 * 10 3+
Magnus the Red is a single model armed with the Blade of Magnus. Only one of this model may be included in your army.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
A
Psychic Phase Bonus
10-18+
16"
7
+2
5-9
14"
6
+1
1-4
12"
5
0
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
The Blade of Magnus
Melee
Melee
x2
-4
3
If a CHARACTER is destroyed by this weapon, you can add a Chaos Spawn to your army. Set up the Chaos Spawn within 6" of Magnus and more than 1" from any enemy models.
ABILITIES
Death to the False Emperor, Hateful Assault

Crown of the Crimson King: Magnus the Red has a 4+ invulnerable save. In addition, roll a D6 whenever Magnus suffers a mortal wound as a result of Perils of the Warp; on a roll of 2+, that wound is ignored.

Gaze of Magnus: When Magnus the Red manifests the Smite power, he inflicts D6 mortal wounds instead of D3, or 2D6 mortal wounds instead of D6 if the result of the Psychic test is more than 11.

Primarch of the Thousand Sons: You can re-roll hit rolls of 1, and any dice rolls of 1 that are made as part of a Psychic test, for friendly THOUSAND SONS units within 9" of Magnus the Red.

Unearthly Power: Whenever Magnus the Red attempts to manifest or deny a psychic power, add the bonus shown in his damage table to his Psychic test or Deny the Witch test.
PSYKER
Magnus the Red can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic powers in each enemy Psychic phase. He knows the Smite psychic power and three psychic powers from the Discipline of Change, Dark Hereticus discipline and/or Discipline of Tzeentch.
WARLORD TRAIT
Lord of Forbidden Lore: Your Warlord knows one additional psychic power.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
CHARACTER, MONSTER, DAEMON, PRIMARCH, FLY, PSYKER, MAGNUS THE RED
Includes wargear
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you make a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Army List

The CHARACTER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Elites
Lords of War

The DAEMON keyword is used in following Thousand Sons datasheets:

Troops
• Horrors
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War

The MONSTER keyword is used in following Thousand Sons datasheets:

HQ
Heavy Support
Lords of War

The PSYKER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
Lords of War
© Vyacheslav Maltsev 2013-2019