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===As a Daemon Primarch=== [[File:Magnus-revealed.PNG|right|thumb|300px|Exactly as planned!]] {| class=wikitable ! || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Magnus''' || 7 || 7 || 8|| 7 || 7 || 7 || 6|| 10 || 4+R1/4++R1 |} Rules-wise, he's a beast with 7s across the board barring strength (8) attacks (6) and ld (10). He rocks a 4++ and can re-roll ones (so yeah, throw in the grimoire of names to have a 2++ re-rollable and guy becomes unkillable when combined with the fact that he's an FMC with EW), as well as Daemon of Tzeentch, Deep Strike, VotLW, Fearless, Fleet, IWND, and the WT Lord of Flux: Enemy units within 12β³ of your Warlord treat all terrain, even open ground, as difficult terrain; any enemy units that run, turbo-boost, move flat out, or charge within that radius must take dangerous terrain tests. He has what is by far the best psychic output in the game: Mastery level '''5''', AW (so he DTWs on 3+ against everyone), manifests his WCs on a 2+, has LoS to all units on the table for the purposes of using his powers, and '''''never''''' suffers Perils of the Warp. He knows every spell in the Tzeentch and Change disciplines. With the expansions brought in the new rulebook, this means Magnus can bring to the table 2 D attacks (One of which is an 18" Beam?!) per psychic phase with relative ease, all while still being able to murderize anything that he comes across, and in melee he uses a sword that uses his strength, AP2, Soulblaze, Force, and Transmogrify (a 6 to wound causes Instant death and turns the slain model into a [[Chaos Spawn|Chaos Sp... you know this stupid gaOHGODWHYBLAGRABAH]]). He's 650pts, so use him wisely. Model-wise, he appears to take minor inspiration from his EPIC monkey form (which is a good thing.) He has multiple head options, including a cyclops head, which is incredibly fluffy as his face has been described as constantly changing. His armor appears to be to have changed from golden to silver (but it still has its nipple horns. Sexy, sexy nipple horns), and the motif of a bird skull appears everywhere. He has bird wings, and is posed on a Space Wolf Dreadnought arm. Ah, and he's so FUCKHUEG that he rivals an Imperial Knight. ====8th Edition==== {| class=wikitable ! || Pts || WS || BS || S || T || W || A || Ld || Sv |- | '''Magnus''' || 445 || 2+ || 2+ || 8 || 7 || 18 || 7 || 10 || 3+ |} Naturally, Magnus was some of the small slither of cheese that Chaos had access to in 7th, so GW casually nerfed him to ensure their precious space marines didn't have too hard a time (if this was hard to see, don't look at what has become of poor Ahriman). Don't let this hit fool you too much though as Magnus is still a force to be reckoned with. Gone is the all seeing eye, immunity to perils and ease of power casting. In its place we still get the best psyker (still significantly weaker than before as he has now forgotten most of his spells and how to give people the big old D). With 18 wounds, he can take more hits than a Land Raider and Bloodthirster and with 7 strength 8 attacks (*16 with his X2 S blade*), he can still bend over most things in the game with his fancy blade. His new force multiplier effects make him a more balanced command unit but unless you want him to sit at the back as a big fire magnet and hope his measly 3 powers can make up for his enormous cost over his combat hitting power, a Thousand Sons army isn't going to benefit from these too much. Apparently, Magnus has changed his devotion to Khorne judging by the obvious strategy GW have currently geared him to. Oh, and don't let Thunder Hammer/Stormshield Terminators charge him. They obliterate him, even with Weaver of Fates up to give him a 3++R1; besides, you easily have the manoeuvrability to ensure they virtually never manage to pull this off. *In all truth while his insane strength and 7 attacks are brutal, especially when adding prescience you probably want to stay away from anything with an invulnerable save higher than a 4, use him with warptime for mass hit and run and bolstering or intimidating important areas. Smite anything rocking Stormshields or other intimidating saves, and hope he rolls an overall 10, for a juicy 2d6 mortal wounds. * Obviously Mortarion was not better enough when compared to Big Red, so GW fixed that by nerfing the cyclops (and boy did they hit him hard). No more invul rerolls, 2D6 mortal wound Smite only goes off on 12+ now, transmogrify from his blade is still not free, if you manage to even pull it off (funnily most characters hide from Magnus) all for 30 MORE points. On the plus side he allows rerolls of 1 for both him and his sons within 9" when making a psychic test, he adds his psychic phase bonus to DtW tests now, he also gets full access to 3 psychic disciplines for a total of 18 spells to chose from and he ignores any mortal wounds caused by perils on a 2+. He's less tanky than he used to be, but he is much more psychically focused than before. ====9th Edition==== {| class=wikitable ! || Pts || WS || BS || S || T || W || A || Ld || Sv |- | '''Magnus''' || 450 || 2+ || 2+ || 8 || 7 || 18 || 8* || 10 || 3+ |} ====Magnus' Terrible Weakness==== Unfortunately not everything is awesome for the Daemon Prince, aside from getting his ass kicked by the Space Wolves and Grey Knights [[Angron|(though he's hardly alone in that regard)]], Magnus has a terrible weakness in the form of three completely normal humans carrying Thunder Hammers. This is all 7th edition only, but check it out anyway: Seriously, three Inquisitors (all of which have 3's and 4's where Magnus has 7's and 8's) can kick his ass. One of them just needs to be carrying a Null Rod and Thunder Hammer, another carries the Grimoire of True Names, Empyrean Brain Mines, and a Nemesis Daemon Hammer, while the third also carries Empyrean Brain Mines and a Nemesis Daemon Hammer. All of this makes for a combination that Magnus simply cannot win against. He is incapable of ''targeting'' the unit with his sorcery; while he can and should hit the unit with Wrath of Magnus on the approach if possible, as Beams do not target, this won't help him in melee, where he is reduced to using '''Boon of Flame''' to summon support (which will not be able to charge on summon turn) and '''Boon of Mutation''', which is extremely unlikely to help in any meaningful way. If they charged him, the Psyk-Out grenades mean he's I1 for testing against the Mines; if they didn't, why didn't Magnus just get the hell out of there instead of getting into close combat with these guys? On subsequent Inquisitor turns, the bearer of the Grimoire will challenge him; Brain Mines and Challenges happen at the same time, so per the sequencing rules, the Inquisitors can choose to use the Mines second. Magnus must now take an I test on I2 (typically two tests, of course), so with odds ''at best'' 1/3 (at worst, 1/9) he can still swing - otherwise, he can't swing at all. If he ''does'' swing, it's at WS 2 (so he hits on 5s and is hit on 3s). Mathwise the three Inquisitors beat him to death in 3 rounds (another Triumvirate of the Imperium?). Even if it wasn't for dropping his Leadership down to 5 for Daemonbane tests, the second the Inquisitors Wound him he's Concussed, meaning it's even easier for them to paralyze him with the Mines and spend the second round wailing on him. If you really wanted to fuck him over then you could also ally in a Culexus Assassin, as they (simply by standing near him and not actually getting into the fistfight) combine with the Grimoire to drop his Leadership to 2, making him incredibly likely to die if a Nemesis Daemon Hammer rolls a 6 to wound. That all said, remember that Magnus ''does not'' have the Daemonic Instability special rule, so he's not going to take a bajillion extra wounds after losing combat with nerfed Leadership. You could also add to the hilarity with an Inquisitor with Rad and Psychotroke grenades (the Psychotroke grenades especially have a 1/3 chance of either reducing Magnus to I1 or LD 2 for the phase, which will make all of the other effects in the unit even worse for him). Of course this relies on them actually getting into combat with Magnus, and so long as the player's smart (and your opponent doesn't load up his Inquisitors in something ridiculous like a Corvus Blackstar) you should be able to get around the board without having them ever get into combat with him. The Lord of Flux WT helps in this respect by messing up charges. Funnily enough too his 30k incarnation is incredibly weak against Sisters of Battle, mainly because they can load up on combi-crossbows and two squads armed with these things will kill him in a single shooting phase while being either more annoying to kill thanks to Adamantium Will, or impossible to hurt with his Psychic powers if they're joined by a Hereticus Inquisitor carrying a Null rod (as they should be). Obviously the solution here is just to make him invisible and take them on in combat, but there's still the rare chance you won't get it (especially if you want other powers for bigger threats).
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