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Genestealer Cults · Datasheet

Magus

Characters50 pts32mmGenestealer Cults
M
6"
T
3
Sv
5+
Inv
5+
W
4
Ld
6+
OC
1
Ranged Weapons1 profile
  • Autopistol
    pistol
    Rng
    12
    A
    1
    BS
    3+
    S
    3
    AP
    0
    D
    1
Melee Weapons1 profile
  • Magus stave
    psychic
    Rng
    Melee
    A
    3
    WS
    3+
    S
    5
    AP
    -1
    D
    D3
Abilities5 abilities
Core
Core
DatasheetSpiritual Leader
Once per battle, at the start of any phase, you can select one friendly GENESTEALER CULTS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
DatasheetMind Control (Psychic)Shooting
At the start of your opponent’s Shooting phase, one Psyker model from your army with this ability can use it. If used, select one enemy unit within 18" of that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
DatasheetPsychic FamiliarShooting
Once per battle, at the start of your opponent’s Shooting phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6 ” to the range of its Mind Control ability.

Designer’s Note: Place a Psychic Familiar token next to the model, removing it once this ability has been used.
Leader
Legend
The Magus acts as its Patriarch’s vizier, and as the head of that alien monstrosity’s deviant church. Each one is a powerful psyker, their formidable will enhanced by the gestalt powers of the Star Children until they can manipulate enemies’ minds and bodies like puppets – or tear them apart from within.