Magnus Rules Preview from Games Workshop
A chance to get some insight on the rules for Magnus, the first Daemon Primarch release for Warhammer 40k.
Check out the entire article over on the Warhammer Community Site
via Warhammer Community
https://www.warhammer-community.com/2016/11/23/wrath-of-magnus-the-big-guy-himself/
For Chaos Space Marine collectors, a Daemon Primarch is something that many never thought to see, and we’re sure that, come December, we’ll start to see him showing up in armies across the world. Always described as a giant, even amongst his mighty brothers, Magnus’s new form has been further augmented by the power of change, so he now stands as tall an an Imperial Knight, with a wingspan wider than a Greater Daemon.
In the game, Magnus is a Lord of War choice for a Chaos Space Marines force. As you would expect, his rules are formidable indeed, with a statline to rival anything in Warhammer 40,000. He can contemptuously smash a Space Marine hero into pulp or slice a Wraithknight in half.
But it’s in the psychic phase that Magnus really comes into his own (in fact, we’re considering just changing the name of the phase to “Magnus’ phase”). The Crimson King knows no fewer than 15 powers, and is able to cast them with an ease no one else can match. He even has his very own power, Gaze of Magnus, a spell powerful enough to send a Baneblade to oblivion.
Magnus is not easy to destroy, either. As well as having 7 Wounds, and Toughness 7, his Crown grants him a respectable 4+ invulnerable save which combines with his Daemon of Tzeentch rule to grant re-rolls of ones. This can be bolstered further when included as part of a dedicated Thousand Sons Detachment (more on those later this week.)
All in, Magnus is everything you’d think a Daemon Primarch of Tzeentch would be – ie: utterly powerful and completely terrifying.
Full rules for Magnus and his Legion are included in the new Wrath of Magnus book, which you can pre-order from this Saturday.