Magus

Champion
135
M
WS
BS
 S 
 T 
W
I
A
4"
4+
4+
3
3
2
3+
2
Ld
Cl
Wil
Int
3+
5+
5+
5+
Save
-

Skill Access

Primary: Cunning

Starting: A Magus starts with one Adept Power (from their pre-selected Adept Powers ability).

Equipment

Access: A Magus can be equipped with Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, and Wargear

Special

Genestealer Cultists Magus: This fighter is a Genestealer Cultists Magus; any game effect referring to Genestealer Cultists or Champions is applicable to them. This fighter is not eligible for promotion to become the cult's Leader. This fighter may be equipped from the Genestealer Cultists Magus Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Broodmind: Group Activation (3): only Genestealer Cultist fighters within 6'' of this fighter.
Adept Powers: This fighter may select an Adept Power when they gain this skill and whenever this fighter is permitted to select an additional Primary Skill they may select an additional Adept Power instead. Additionally, if this fighter is Active, Engaged, or Pinned they may take the following action:
Use Adept Power (Basic): This fighter may make a Willpower check. If the Willpower check is a double 6, the Adept is taken Out of Action; even if the fighter's Willpower check would automatically pass they must still roll to see if they get double 6's. If the Willpower check is passed and the fighter is not taken Out of Action, select one of the fighter's Adept powers. That power is now active until the Adept suffers a Wound or activates a different Adept Power.

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:
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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:
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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

20
Common
15
Common
10
Common
10
Common
20
Common

Weapons (CCWs)

40
Common
5
Common
15
Common
55
Common
5
Common
25
Common
50
Common
50
Common
20
Common
40
Common
45
Common
50
Common
10
Common
20
Common

Weapons (Pistols)

10
Common
55
Common
10
Common
20
Common
10
Common

Weapons (Basic)

15
Common
15
Common
45
Common
10
Common
15
Common

Grenades

35
Common
50
Common
25
Common

Bionics

30
Common
60
Common
95
Common
90
Common
90
Common

Wargear

10
Common
35
Common
10
Common
5
Common
15
Common
25
Common
40
Common
25
Common
25
Common
5
Common
5
Common
15
Common