The Golden Magus: Difference between revisions
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The Golden Magus is one of only two known Araby special characters in Warhammer Fantasy Battles, the other being Sultan Jaffar. He is not a "historical" character in the setting, but instead was invented for the spin-off game Dreadfleet in 8th edition.
Incredibly rich and impossibly eccentric, the centuries-old Arabyan sorcerer identified only as the Golden Magus is also known as the Sultan of the Seas, for he has roamed far and wide across the deadly oceans of the Warhammer world for his whole life. None know where he comes from or his true origins, for he has claimed variously to be a merchant prince, an exiled former patriarch of the Imperial Colleges of Magic, and even a reincarnation of the famous Gilded King of Copher. What is known is that he is a master of the art of genie-binding, using powerful elementals of air, water and fire to guide and guard his pleasure barge, the Flaming Scimitar - a floating palace with spell-warded silken sails, a hull trimmed in gold and precious stone, extensive libraries of occult tomes, a fountain of healing elixir, a massive harem, a hundred cannons manned by spell-bound hunchbacks, and forty ogre bodyguards.
Though the one-eyed old mage presentes himself as a wise man rather than a warrior, he moves with a speed and strength that belies his impossibly extended lifespan, and he wields an every-burning blade to deadly effect.
Whilst Games Workshop never did anything with him, the Warhammer Army Project naturally pounced on him and he made it into their Warhammer Armies: Araby netbook for Warhammer 9e with the following profile:
Movement 4, Weapon Skill 4, Ballistic Skill 2, Strength 4, Toughness 4, Wounds 3, Initiative 4, Attacks 2, and Leadership 9.
He's a Level 3 Wizard who can use the Lores of Fire, Metal, Heavens, Light or the Desert, and he carries The Sword of Fiery Curses (Magic Weapon, +1 Strength, Flaming Attacks, wounded Flammable targets are auto-slain) and the Golden Robe of Protection (Talisman Ward Save 5+, close combat attacks against him suffer -1 to hit). Costing 370 points and using up a Lords slot, he has the following special rules:
- Zealotry: This unit adds their Combat Resolution score to their Unit Strength value when determining if they are Steadfast. Also, when taking Break tests in the first round of combat, roll 3d6 and discard the highest.
- Conjure Genies: At the beginning of the Araby player's turn, the Golden Magus can summon a Djinn, Efreet or Marid, using the rules for Genie Binding. He can only have up to three genies summoned at once, and may only have one of each type at once. The Magus' genies act like a normal genie in every respect.