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====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.
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