Magus Skills
When a Magus would choose a Primary Skill, they may instead choose one of the following Magus Skills.
Fearsome: If an enemy attempts to Engage this fighter,
they must make a Willpower check. If the check is failed
they stop 1'' away from this fighter, cannot Engage,
and their action ends immediately.
Motivated: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining.
If this fighter is still on the battlefield when that action ends they suffer 1 Wound; make an Injury roll for them if they are now at 0 Wounds.
Neophyte Bond: When this fighter or a friendly Neophyte within 12'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Sentinel: This fighter has a 360° vision arc, gains a +1 bonus to Detect enemy fighters, and has a special 4+ unmodified save against all attacks made by Hidden opponents. Additionally, when an opposing player would choose this fighter's facing, the controlling player determines this fighter's facing instead.
Shadow: This fighter may be set up onto the battlefield Hidden, even if the scenario does not normally permit this. When this fighter is activated if they are at least 6'' away from and outside line of sight from all enemies, they may become Hidden if they are not already. Finally, there is a -1 penalty to Detect this fighter.
Adept Powers
Adept Powers are psychic abilities, channeling power from the Warp for various effects. When a Magus would choose a Primary Skill, they may instead choose one of the following Adept Powers.
Assail: When this fighter makes a Shoot action, they may use the following profile instead of an equipped weapon profile:
Assail
6''
12''
+1
+1
3
-
1
-
Emboldening: If this fighter is Active, Engaged, or Pinned, they can make the following action:
Embolden (Basic): Until this fighter's next activation all friendly fighters on the battlefield gain +2 on all Willpower checks (including Nerve tests) they must make.
Hypnosis: If this fighter is Active, Engaged, or Pinned, they can make the following action:
Hypnotize (Basic): Select an enemy fighter within line of sight and not more than 12'' away that has a Ready marker. That fighter must immediately pass a Willpower check or lose their Ready marker.
Incite: If this fighter is Active, Engaged, or Pinned, they can make the following action:
Incite to Violence (Double): Select a fighter within line of sight and not more than 12'' away; that fighter must pass a Willpower check (if targeting a friendly fighter, that fighter may choose to voluntarily fail their Willpower check). If the targeted fighter fails their Willpower check, this fighter's controlling player may make a Fight or Shoot action immediately with the targeted fighter (using any valid equipment and / or abilities on that fighter's card).
Rejuvenation: If this fighter is Active, Engaged, or Pinned, they can make the following action:
Rejuvenate (Double): This fighter or a fighter within 3'' and line of sight may either remove a Flesh Wound if they have any on their fighter card or regain a Wound if they have no Flesh Wounds and are below their starting Wound characteristic.
Smite: When this fighter makes a Shoot action, they may use the following profile instead of an equipped weapon profile:
Smiting
4''
9''
-
-
5
-1
2
-
Magus Equipment List
When creating a new gang or buying Common equipment during a Post Battle Sequence, a Magus may select from the following Equipment list.
Armor
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Grenades
Attachments
Bionics
Wargear