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Games Workshop 99120102065" Thousand Sons Magnus The Red, Black

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In effect, Magnus and the Thousand Sons were banned from practicing "sorcery" or using the psychic abilities and knowledge they so coveted. The edicts of the Council of Nikaea also created a new position amongst the Space Marine Legions, the Space Marine Chaplain, to uphold the Imperial Truth and help maintain the purity of an Astartes Legion's dedication to the Emperor's commands. Disappointed and unhappy with the decision, Magnus was forced to accept the new prohibitions on sorcery in the Imperium, but he soon tried to find rationalisations and justifications to circumvent it. The response of Magnus' new patron was immediate. The City of Light was transported into the Eye of Terror to a new Daemon World that had already been prepared for its new occupants. Prospero was destroyed that day, but Magnus and his Legion survived. By the time the Thousand Sons were seen next, they had joined up with Horus' force of Traitor Legions on their way to lay siege to Terra, and Magnus the Red had become the most powerful of all Tzeentch's daemonic servants, a Daemon Primarch. I see no power here," said Guilliman, shaking his head in dismay. "I see corruption, and enslavement to monsters that are worshipped as gods."

If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase. Primarch Magnus the Red and his Thousand Sons Legion prepare to face the final assault by the Space Wolves Legion Events began to fall into place in Guilliman's mind. Magnus had hurled Guilliman's crusade into the Maelstrom not to destroy it, but to weaken it. He had propelled the Lord of Ultramar onto a particular path of fate that Magnus had either hoped or known would lead him to his capture, incarceration within that very specific gaol, and eventual escape into this section of the Webway. Guilliman could not know that the Crimson King had called upon his greatest champion, Ahriman, to aid him with his stolen knowledge of the Webway's paths, but otherwise the primarch's conclusions were entirely correct. This effort had a visible cost, and a hidden one: Magnus lost his right eye, the skin becoming smooth where the eye had previously been. To stop the mutations, Magnus had willingly consorted with Daemonic entities from the Warp whose true nature he did not at the time understand. He was unknowingly fooled by the Chaos God Tzeentch into believing he had bested the Warp entities and that he had genuinely found the "cure" for his Legion though in fact he had only made a devil's bargain for the sorcerous power required to stop temporarily the mutations. All of this was a ruse crafted by Tzeentch to make Magnus even more arrogantly beholden to his psyker's gift to drive him to pursue more corrupting forms of sorcery that would eventually lead to his corruption by Chaos. In a rage, Magnus banished Ahriman and his followers from the newly-named Planet of Sorcerers forever. Now, Ahriman hunts the universe for forbidden secrets, while Magnus plots and plans in the name of Tzeentch, only emerging to enact long-awaited vengeance on the sons of Leman Russ.When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark. These are some of the reference images that I used for the colour and the design of the story, as well as the base. This came to a head at the infamous Council of Nikaea, where psychic powers were banned by Imperial Edict – no Space Marine could ever again use psychic powers, or they would face punishment by the Emperor Himself. A popular way to take Magnus, and still be able to field something else, is the Rehati War Sect. The Rehati War Sect is Magnus plus 3-9 Daemon Princes or Exalted Sorcerers. I ran a version of this with Magnus and 3 Sorcerers on Discs in my most recent battle report for TFG Radio. Usually the Rehati War Sect that uses Sorcerers will be run with a bare bones Daemons CAD featuring Heralds of Tzeentch and Pink Horrors. In this list you want to roll on the Malefic table until you get Cursed Earth. This way you can get Magnus down to a 2++ save re-rolling 1s. This is far and away the best way to run Magnus if you’re committed to doing so. Another iteration of the War Sect that is popular is Magnus plus 3-4 Daemon Princes with wings. If you take 4 that’s your list. If you take 3 you have room for a small Allied Daemon detachment. With the Flying DPs you’ll be abusing the fact you can fly around casting a ton of psychic powers a turn. Hopefully you get Cursed Earth and a few Summoning powers, plus maybe Endurance so you can get Magnus a 2++ re-rolling 1s save and a 4+ Feel No Pain! Even without Cursed Earth, he can still “Bless” himself for a 3++ re-rolling 1s so not too shabby either. It is a list that would be dependent on going first more than any other list I can think of. Planning for the potential seize, or running into Coteaz, would be of utmost importance for this list. All that changed when frantic reports reached Sylandri Veilwalker of familiars that had espied the Loyalists. At the Shadowseer's urging, the punishing pace increased still further, until the slowest servitors were abandoned altogether. As Guilliman and his warriors thundered across a hazy, crystal-studded cavern, sudden volleys of firepower scythed into them from the flanks. Fifteen warriors fell to that first volley, punched off their feet by bolt shells wreathed in coruscating flame. Rhinos exploded amidst leaping blasts of psychic sorcery, while Skitarii degenerated into howling mutant flesh as the fires of change washed over them.

Index Astartes III, "Masters of Forbidden Knowledge - The Thousand Sons Space Marine Legion", pp. 62-69 Magnus usually relied on his immense psychic power for battle, but was eq One of these shards of Magnus later appeared as an ethereal projection on the ruins of Prospero to Jaghatai Khan and told his brother it was time to finally choose a side in the conflict. [9] A shard of Magnus again appeared on board the Salamanders Battle Barge Charybdis, this time as a mental projection. There, Magnus conversed with Captain Artellus Numeon, asking him what he would sacrifice to see Vulkan restored and seemingly helping the ship through the Ruinstorm. Magnus' words to Numeon eventually were the catalyst for the Salamanders Captain to sacrifice himself to resurrect Vulkan. [11]In the end, Magnus led his XV th Legion to the banner of Horus and fought on the Arch-heretic's side during the Great Betrayal of the Horus Heresy. He survived those events and ascended to the position of a Daemon Primarch of Tzeentch as a reward for his service to the Changer of Ways.

Magnus sighed. "How you can have such grand plans and yet such scant vision has always eluded me. This," the Daemon Primarch said, empyric energies stirring as they gathered around his levelled glaive, "is what true power looks like." Metaphysical Focus– only 1CP and a Psyker can cast a psychic power in a phase where they have already undertaken a psychic action, allowing you to use more of your tasty powers each turn. A Null Maiden of the Sisters of Silence arrives upon Luna, to face the Daemon Primarch Magnus the Red. The first is that, outside of the default invulnerable save many Thousand Sons units have, they can be quite easy to kill. You won’t have many options that can act as a ‘tank’ on the battlefield, with Toughness and Wounds stats being scarce across the board. You’ll have to rely on canny tactics, maneuvering, and judicious usage of stratagems and spells to stay alive, take objectives, and give your opponent a bloody nose wherever possible.In Norse mythology, the king of the pantheon of the Aesir, Odin, is said to have traded one of his eyes for ultimate knowledge of the universe, just as one of the stories surrounding Magnus states that he sacrificed one eye to Tzeentch to gain a deeper understanding of the Warp. Despite knowing Tzeentch's plans had led to this fate, Magnus was beyond enraged to see that the Legion he had sacrificed so much for, his legion of scholars, had been reduced to automatons who could no longer even think. With his homeworld lost and his legion in ruin, Magnus ascended to the top of his tower and vowed, as Horus had, that he would see the galaxy burn. [1] Magnus is definitely a character to take for specific purposes, not as an all-round buff for your army. That said, what true Thousand Sons player could resist being accompanied by the Crimson Cyclops himself? Magnus' very essence boiled with psychic potential, to the extent that his physical form seems likely to be more matter of will, or a reflection of a deep spiritual imprint than a mere physical constraint, and those who fell under his cyclopean gaze would feel their thoughts and substance to be no more opaque than glass, and their innermost secrets laid open beneath the Crimson King's stare. 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. It was said that the paths of the future were laid bare before him and no artifice or subtlety of warcraft could deceive the Primarch of the Thousand Sons. Such power, though, came at the price of suspicion and fear, even by those who called him brother. Arrayed in perfect ambush formations were dozens of Traitor warships bearing baroque and ancient markings upon their hulls. The Loyalists realised that a vast fleet of the Thousand Sons surrounded them, deployed as though they had known precisely where and when the Imperial forces would emerge from the Warp.

Again, however, misfortune was to strike the Thousand Sons. Their warp-shaping powers had grown considerably, and with them their lust for knowledge and magical secrets, causing many of their fellow Astartes to distrust them. Ahriman deserves special mention here as, while he’s not on the level of Magnus the Red (more on him in a moment), he’s still an incredibly powerful psyker. He gains re-rolls on both casting psychic powers and Deny the Witch attempts, has a beneficial re-roll aura, and even has an improved invulnerable save. Generally speaking, if you have Ahriman’s model, you’re playing Ahriman’s model. Magnus has spent the majority of the ten Terran millennia since the end of the Horus Heresy ensconced atop his tower upon Sortiarius, the Planet of the Sorcerers within the Eye of Terror, planning the ultimate destruction of the Imperium he believes betrayed him and his Legion. In a galaxy riven by war, there are few things more terrifying to behold on the battlefield than a Daemon Primarch. Where Magnus strides, the fabric of reality strains and breaks, time and space wrenching violently apart to allow his passage. The very sight of him sears the mind with shifting, paradoxical images, glimpses of the Warp incomprehensible to mortal thought. Those over whom his shadow falls are plunged into darkness, their egos collapsed into a dense singularity as Magnus' Daemonic presence encroaches upon their psyches. Even dauntless warriors who have braved countless horrific conflicts find their courage torn to shreds when the Lord of the Thousand Sons is stoked to fury. Of course, the Thousand Sons didn’t pay the diktat much mind; they saw it a form of cowardice in the face of unbelievable power. And it was through continuing to use this power, walking the web of possible futures, that their primarch Magnus the Red made his most fatal mistake.

Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

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