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Magnus the Red Primarchs coverart.png
The ancient knights’ quest for the grail, the alchemist’s search for the Stone of the Philosophers, all were part of the Great Work and are therefore endless. Success only opens up new avenues of brilliant possibility. Such a task is eternal and its joys without bounds; for the whole universe, and all its wonders… what is it but the infinite playground of the Crowned and Conquering Child, of the insatiable, the innocent, the ever-rejoicing heirs of the galaxy and eternity, whose name is Mankind?
The greatest tragedies and triumphs of Man are reflected in the Great Ocean, forming raging storms. Yet, unlike our own realm, these reflections are not bound by our limited appreciation of causality, for often times the unwary aethereal traveller may be caught in storms formed by malign events that they have yet to experience, and in their struggling they find themselves in exorably drawn to fate.
~ Exerpt from the Book of Magnus

Daemon magnus.jpg
Do you remember what you said to me, brother? Do you remember what you said to me as we fought before the Pyramid of Photep? Do you remember the words you used? I do. As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now.
~ Magnus to a statue of his brother Leman Russ.


Magnus the Red, the Primarch of the Thousand Sons Traitor Legion, is one of the few surviving Primarchs and is currently an extremely powerful Daemon Prince of the Chaos God Tzeentch. He was also known during the early years of the Imperium as the Crimson King and the Red Cyclops.

A giant in both physical and mental terms whilst still an inhabitant of the Materium, the copper-skinned Magnus possessed tremendous innate psychic ability, and constantly sought to understand the nature of the Warp, becoming a Sorcerer of formidable power. Magnus thought he would be able to control the Great Ocean of psychic energy that was the Warp; however, his prodigious and careless application of his psychic gifts eventually caused him to fall out of favour with his father, the Emperor of Mankind, as well as with the majority of his brother Primarchs. His psychic immaturity, recklessness, and arrogance also caused his own undoing, as it eventually brought about his own damnation and servitude to the Dark God of Change Tzeentch.

In the end, Magnus lead his XVth Legion to the banner of Horus and fought on the Arch-Heretic's side during the Great Betrayal of the Horus Heresy. He survived those events and ascended to the position of a Daemon Prince of Tzeentch as a reward for his service to the Changer of Ways. He has spent the majority of the ten millennia since the end of the Horus Heresy ensconced atop his tower upon the Planet of the Sorcerers within the Eye of Terror, planning the ultimate destruction of the Imperium he believes betrayed him and his Legion. Magnus' greatest grudge, however, is with the Space Marines of the Space Wolves, who he holds accountable for the destruction of his homeworld of Prospero and the corruption of his Legion during the early days of the Horus Heresy.

Powers and Stats

Tier: At least High 8-C, likely far higher physically. Varies, from High 8-C to High 4-C, likely far higher with psychic abilities | At least High 8-C, likely far higher physically. Varies, from High 8-C to High 4-C, likely far higher with psychic abilities | At least 4-B, likely higher | At least 2-C, 1-A with psychic abilities

Name: Magnus the Red, The Crimson King, The Red Cyclops

Origin: Warhammer 40,000

Gender: Male

Age: Over 10,000 years old, irrelevant inside the Warp

Classification: Primarch of the Thousand Sons Space Marines, Alpha Plus Psyker, Daemon Primarch of Tzeentch

Powers and Abilities:

Superhuman Physical Characteristics, Large Size (Type 0; Should be comparable to Primarchs like the Lion who's stated to be a little under 3 meters tall[1] and Mortarion who's stated to be twice the height of a mortal man[2]), Telekinesis (Magnus possesses vast telekinetic power, being able to rip apart Titan gauntlets[3] and tanks[4] with ease), Telepathy (Magnus is capable of psychic communication so great that he had communed with the Emperor across the galaxy for years even prior to their physical meeting[5]), Immortality (Type 1 and 3), Reality Warping (His connection to the Warp can be used to bend reality in many different ways), Magic (Psychic powers are, for practical purposes, magic), Regeneration (Low-Mid), Information Analysis (Can accurately analyze any chemical he eats/tastes and break them down if required[6]), Limited Memory Manipulation (Can eat creatures/people and absorb part of their memories from their DNA/RNA[6]), Technology Manipulation (His skin can directly connect and interface with his armor, among several other pieces of Astartes equipment[7]. Basic librarians can place curses on[8] and weaken the technology utilized by others[9]), Weapon Mastery (Skilled in a wide variety of weaponry to an extent far greater than what could ever be achievable by a regular human), Martial Arts (As a Primarch, Magnus is one of the best close-quarters fighters in the entire galaxy), Vehicular Mastery, Matter Manipulation (Via his psychic powers, can manipulate matter to the atomic level[10]), Genius Intelligence, Forcefield Creation (Via Iron Halo[11], along with psychic forcefields[3]), Durability Negation (Via numerous abilities), Teleportation via Dimensional Travel (Through utilizing the Warp), Mind Manipulation and Soul Manipulation (Primarchs can fight on a physical, mental, and spiritual level[12]. Magnus especially is incredibly gifted in this regard, being among the most powerful psychic individuals to ever exist, thus he should scale far above the Cacodominus who enslaved the minds of thirteen hundred systems[13] and basic psykers who can tear souls from bodies[14]), Aura (Primarchs are said to contain an overwhelming aura that completely baffles regular humans, as well as sometimes Astartes. Their presence in the Warp is so powerful and influencing that Magnus reduced several Remembrancers to tears over his seeming divinity[15], while Russ could make Ahzek Ahriman himself kneel before him with his sheer presence[16]), Avatar Creation (Created an avatar of himself to commune with Lorgar[17]), Invisibility (Can become invisible if he wants to), Size Manipulation (His size is constantly shifting, and he can grow to the size of a Titan if he wants to[18]), Perception Manipulation and Illusion Creation (Magnus' presence is constantly shifting, and no one knows his true form. He can also likely manipulate the perception of other via his psychic powers, such as being capable of distracting enemies by utilizing their past, making hallucinations appear, causing apparitions of long dead allies or horrible terrors from their minds to manifest for them as weaker psykers can perform such feats[19]), Extrasensory Perception (Capable of sensing the presence of others, even those of the Sisters of Silence, correctly sensing a sister when even Ahriman couldn't[20]), Power Nullification (Weaker psykers can nullify the power of daemons and cultists[21]. Nullified the other-worldly sight and precognitive abilities of his Legion[22]), Portal Creation/BFR (Can tear open holes into the Warp and cast people into them), Statistics Amplification (Psykers can bolster the strength[8] and speed[21] beyond what should be physically possible) , Statistics Reduction (Psykers can weaken the defenses of others, leaving them vulnerable to attack[9]), Biological Manipulation and Body Control (Should logically possess the same talents as those of the Pavoni Cult, which he founded, and who are masters of biomancy[23]), Healing (The secrets of the Pavoni can be used to help heal wounds[24]), Fire Manipulation (Should possess the same powers as the Cult of the Pyrae, which can manipulate flame and it's many properties, including creating projectiles and forcefields. Magnus is able to fire blue Warp flames that can fry an entire alien Titan with little effort[25]), Electricity Manipulation (Librarians can summon bolts of lightning from their fingertips[8]), Earth Manipulation (Any skilled Librarian can utilize his talents to make the very earth obey him[26] and Magnus should be far superior), Summoning (Should be able to summon Familiars from the Warp, "tamed" daemons that enhance psychic abilities or generally help in battle[27]), Empathic Manipulation (Psykers can manipulate the emotions of others[28]), Fear Manipulation (Capable of causing hallucinations of a person's greatest fear out of their memories[19]), Non-Physical Interaction (Can interact and kill non-corporeal beings such as daemons), Astral Projection (Can project his consciousness out of his body, allowing him to traverse it as he wishes[29]), Higher-Dimensional Manipulation and Higher-Dimensional Existence (Inside of the Warp, the only forms and dimensions Magnus' incorporeal form is limited by are the ones he chooses to impose upon himself[30]), Existence Erasure (Should be capable of pulling off a similar, though lesser, feat to the Emperor of Mankind, erasing an individual's essence to the point where even the Chaos Gods cannot restore it[31]), Resistance Negation (His psychic powers should be superior to those of Zael who managed to burn out a blank's abilities and nullify them[32]), Fate Manipulation (Should be superior to Aeldari Farseers who can manipulate fate[33]), Causality Manipulation (Eldar farseers can manipulate the strands of fate to alter the outcome of certain events to make them into a more preferable outcome[34]) Precognition (Even basic librarians can see into the future using the Warp[35]), Weather Manipulation (Psykers can summon psychic storms around their enemies[36], Probability Manipulation (Librarians are able to alter probability to defend themselves from attacks[37]), Magnetism Manipulation (Like lesser Astartes psykers, should be able to manipulate electromagnetism to create force fields or even levitate), Spatial Manipulation (Superior to librarians who are able to quickly and safely travel through the Immaterium[8]), Time Manipulation (Can slow[38] or stop[39] time entirely whenever he pleases), Life and Death Manipulation (Psykers can tear the life force of others out of them[40]), Transmutation and Deconstruction (Ahriman and his cabal, psykers who Magnus are far superior to, were able to transmute every member of the Thousand Sons into dust[41]), Intangibility (Magnus can shift his body's state to exist partially in the Materium and in the Warp, allowing him to phase through matter and become immune to harm[42]), Heat Manipulation (Psykers can manipulate the temperature of objects[43]. Through sheer anger alone, Magnus melted obsidian in his hands[44]), Energy Manipulation (Psykers can fire bolts of energy from their palms[45]), Plasma Manipulation (Via his Plasma Gun), Madness Manipulation (Type 3; Upon descending to battle during the Burning of Prospero, Magnus sheer power tore open holes in reality, weakening the barriers between the Materium and the Immaterium, and exposing all present to horrifying vistas that made all go mad[38]), Conceptual Manipulation (Type 1; Likely comparable to the Emperor, though to a lesser degree. Through his movement in the Warp alone, Magnus created entire concepts and philosophies[46])

Resistance to Telekinesis, Telepathy, Reality Warping, Spatial Manipulation, Time Manipulation, BFR, Mind Manipulation, Conceptual Manipulation, Soul Manipulation, Corruption (Types 1 and 2), Empathic Manipulation, Existence Erasure, Energy Manipulation, Matter Manipulation, Electricity Manipulation, Fire Manipulation, Hellfire Manipulation, Earth Manipulation, Perception Manipulation, Magnetism Manipulation, Statistics Reduction, Illusion Creation, Life Manipulation, Death Manipulation, Transmutation, Higher-Dimensional Manipulation, Precognition, Madness Manipulation, Fear Manipulation, Void Manipulation, Aura (Due to being an immensely powerful and skilled psyker, among the top three of the entire human race and potentially the whole galaxy, Magnus should be resistant to the abilities of nearly every lesser psyker than himself, along with the abilities of his brother Primarchs), Pain Manipulation (Astartes possess the physiology and mental training to shrug off debilitating injuries, and their Primarchs should easily scale), Radiation Manipulation (Should almost be entirely immune to the effects of radiation exposure, thanks both to his Power Armor and enhanced physiology), Heat Manipulation (Astartes are incredibly resistant towards extremes of hot and cold, and logically their Primarchs should be far superior), Disease Manipulation, Poison Manipulation (Astartes are practically immune to all diseases and poisons, and their Primarchs should logically be even tougher), Limited Resistance to Power Nullification (Still capable of casting spells and utilizing his psychic abilities despite the presence of the Sisters of Silence, though they were still nullified when they got too close to them[47])

All previous abilities amplified to an immense degree, Immortality (Types 3, 4, 8, and 9; Daemons cannot die in the typical sense, only being sent back to the Warp when killed in the materium. Whether or not they come back is entirely dependent on if their God allows them to[48]), Self-Sustenance (Type 1, 2 and 3; Being a daemon, Magnus has no mortal requirements), Resurrection, Regeneration (Low-Godly overtime; Upon physical death or banishment, Daemons will simply regenerate in the Warp as long as the ideas and metaphors that they rely on have not been affected[49]), Flight, Abstract Existence (Type 2, based upon Type 3 concepts; Exists as a daemon; Daemons are beings made out of concepts, ideas, metaphors, contradictions and thoughts), Chaos Manipulation, Law Manipulation (The Planet of the Sorcerers exists within the realm of the real and the Warp simultaneously and is a constant sea of possibility and change. The laws of the Planet are said to be servants to Magnus), Possession and Dream Manipulation (Even Lesser Daemons can reach beyond the veil and possess mortals, even entering their dreams to do so[50]), Dimensional Travel (Capable of travelling from the Warp into the Materium[51]), Damage Reduction (Ranged weaponry is incredibly ineffective when used against a daemon, requiring more traditional weapons to fully banish them[52]), Madness Manipulation (Type 3) and Corruption (Types 1 and 2; Looking upon a daemon can cause insanity and corrupt the mind, body, and soul of an individual), Enhanced Soul Manipulation (The powers of daemons inherently utilize and affect the soul), Beyond-Dimensional Existence (Type 2), Acausality (Type 4; The Warp is entirely unbound from the laws of space and time[53]. It's completely unrestricted by typical causality[53] and the very concept of time is meaningless to the denizens of the Warp[48]), Incorporeality (All Daemons are made of pure Warp energy which lacks any matter or physical presence[54])

Attack Potency: At least Large Building level, likely far higher physically (Comparable to the other Primarchs. Battled with Leman Russ on even ground[12]). Varies from Large Building level (Far superior to the likes of Ahzek Ahriman. Capable of destroying armoured vehicles with ease[38]. Superior to Malcador who greatly harmed Horus with telekinesis. His brothers fully believed that Malcador would've killed him they hadn't stopped him[55]. Far superior to basic Imperial psykers who can use their psychic abilities to cut through reinforced ceramite[40]) to Large Star level, likely far higher with psychic abilities (Stated to be second only to the Emperor in terms of psychic might[56]. He was meant to sit upon the Golden Throne indefinitely[57] which is so psychically draining it killed Malcador in a short timeframe). Ignores durability with many of his psyker powers | At least Large Building level, likely far higher physically (Much stronger than his previous self. Fought against the resurrected Roboute Guilliman[58]). Varies from Large Building level to Large Star level, likely far higher with psychic abilities. Ignores durability with many of his psyker powers | At least Solar System level, likely higher (Superior to Bloodthirsters within the Eye of Terror who can grow to the size of solar systems[59]. Should be far superior to the likes of Chi'Khami'tzann who created a Rose Cluster within the Eye of Terror. Chi'Khami'tzann is considered to be incredibly young and weak by other Lords of Change[59]) | At least Low Multiverse level (Magnus' power was such that he could create and destroy universes with stray thoughts while within the Warp[60]), Outerverse level with psychic abilities (Broke into the Webway which was being defended by the Emperor's psychic might[61])

Speed: At least Subsonic movement speed (Should be far faster than regular Marines), with Massively FTL+ reactions/attack speed (Comparable to Sanguinius) | At least Subsonic movement speed, with Massively FTL+ reactions/attack speed (Far faster than before) | At least Subsonic movement speed, with Massively FTL+ reactions/attack speed (Should be comparable to before) | Immeasurable (Beyond the concepts of time, space, or distance[53]. Ships within the Warp have been known to travel through time, arriving far later than intended or even arriving prior to when they went into the Warp)

Lifting Strength: Class K physically (Should be comparable to Angron), At least Class G, likely far higher with telekinesis (Should be far superior to Iskandar Khayon who pulled an 8 megatonne ship through the Eye of Terror[62]. Telekinetically lifted a Capitol Imperialis, which weighs 67 thousand tonnes[63]) | At least Class K physically, At least Class G, likely far higher with telekinesis (Should be superior to before) | At least Class K physically, At least Class G, likely far higher with telekinesis (Should be comparable to before) | Immeasurable

Striking Strength: At least Large Building Class, likely far higher | At least Large Building Class, likely far higher | At least Solar System Class, likely higher | At least Low Multiversal

Durability: At least Large Building level, likely far higher. Far higher with psychic barriers (Blocked fire from a Titan using a barrier[3]) | At least Large Building level, likely far higher. Far higher with psychic barriers | At least Solar System level, likely higher | At least Low Multiverse level

Stamina: Superhuman (Primarchs are capable of fighting with shattered ribs, caved in abdomens and even fractured skulls[64]. Nothing short of a killing blow can stop them, and even their immensely lesser Space Marine sons can fight for weeks on end without stop) | Infinite | Infinite | Infinite

Range: Several meters melee range (higher with size manipulation). Interstellar with psychic abilties (Scaling from lesser psykers that can manipulate whole solar systems[65]). Hyperversal inside the Warp | Several meters melee range (higher with size manipulation). Interstellar with psychic abilities. Hyperversal inside the Warp | Several meters melee range (higher with size manipulation). Interstellar with psychic abilties. Hyperversal inside the Warp | Hyperversal

Standard Equipment:

  • Horned Raiment: A suit of armor that was worn by the Thousand Sons Primarch Magnus and was believed to be as much a thing of tangible psychic force and Empyreal energy as it was a physical construction. The armor could shift its form and appearance as Magnus willed it and, despite it's often primitive appearance, the Horned Raiment protected the Primarch against the most savage of weapons
  • Blade of Ahn-Nunurta: A Khopesh-shaped force sword, which was created in the same distinctive shape as the weapon the Prosperine war god of ancient myth carried. Ancient lore combined with Imperium weapons technology made the Blade of Ahn-Nunurta equally lethal to living creatures and battle engines alike
  • Psyfire Serpenta: A powerful Plasma Gun seemingly conjured in his grasp whenever he needed it. Because of this, there was always some debate, even among Magnus' Legion, as to whether the Psyfire Serpenta was truly a device or simply a physical manifestation of the Primarch's psychic powers

  • Crown of the Crimson King: A blazing crown of power that is worn by the Daemon Prince Magnus and protects both his mind and body from harm
  • The Blade of Magnus: A Chaos weapon whose shape can be changed by his will. This same mutagenic power can also be extended to those struck by the weapon

  • Feats: See here

    Intelligence: Supergenius (Likely the most intelligent one among his brothers, with a brain vastly enhanced by his own psychic abilities. Can utilize his abilities to learn about nearly any object instantaneously, from the most complex of machinery to the deepest of magic. Also a genius tactician, philosopher, historian, general, scientist and much more, with a brain far more advanced than any regular human vastly boosted by his psychic powers. Likely one of the most intelligent beings in the entirety of the galaxy) | At least Supergenius (Same as before, but now has access to a portion Tzeentch's vast pool of knowledge and can perceive events happening across both the Materium and the Immaterium)

    Weaknesses: Hitting his missing eye | Forgets his true power when in the Materium in a weakened Avatar form. His true name can be used to bind him and even completely immobilize him | His true name can be used to bind him and even completely immobilize him | None notable

    Notable Attacks/Techniques:

    -Discipline of Change

    • Tzeentch's Firestorm: Magnus conjures a storm of pink and blue fire that mutates his foes, leaving capering Daemons that claw and bite in its wake.
    • Boon of Mutation: Magnus channels the warping power of Chaos into a warrior marked for glory, transforming the champion until his flesh wrenches and flows.
    • Glamour of Tzeentch: Magnus twists and obscures the perceptions of his foes to the point that he becomes all but invisible.
    • Doombolt: Magnus hurls a bolt of energy that blasts its targets into horrifying new shapes.
    • Temporal Manipulation: By creating a pocket of dilated time, Magnus drastically accelerates his own healing.
    • Weaver of Fates: Magnus traces the skeins of the future to see the fates of battle. Forewarned of imminent danger, he dodges attacks with supernatural reflexes.

    -Discipline of Tzeentch

    • Boon of Change: As Magnus chants, his minions begin to twist and new forms take shape as the will of Tzeentch commands.
    • Bolt of Change: Magnus unleashes a bolt of roiling Warp energy that wracks the foe with sickening and uncontrollable mutations.
    • Gaze of Fate: Magnus uses his powers of precognition to unravel the strands of destiny, and in doing so uncovers the one true path to victory.
    • Treason of Tzeentch: Magnus reaches his thoughts into the minds of his victims, subverting their will and turning them upon their own allies.
    • Flickering Flames: Cackling madly, Magnus' minions are wreathed in pink and blue flames that leap forth to consume their foes.
    • Infernal Gateway: Magnus opens a portal to the Warp, a tear in the fabric of the mortal plane that sucks foes into certain oblivion.

    -Dark Hereticus

    • Infernal Gaze: Unholy power streams from Magnus' eye, charring and melting everything caught in its path.
    • Death Hex: Magnus places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed.
    • Gift of Chaos: As the power of the Warp surges through Magnus' victim, bones snap and flesh rips as a new form takes shape.
    • Prescience: By focusing his warp-sight Magnus can guide the aim of his allies, bringing a swift and merciless death to their foes.
    • Diabolic Strength: The unholy energies of Chaos course through Magnus or another chosen recipient, swelling the target's frame with the strength to tear a tank in two.
    • Warptime: The power of the Immaterium bursts from Magnus, warping time and heightening the speed of him and his allies.

    Key: Loyalist | Daemon Prince | In the Eye of Terror | In the Warp



    Notable Victories:

    Notable Losses:

    Inconclusive Matches:


    1. Descent of Angels; Chapter Sixteen
    2. Dark Imperium: Plague War; Chapter Fourteen
    3. 3.0 3.1 3.2 A Thousand Sons; Chapter Eight; pg 67
    4. Magnus the Red: Master of Prospero; Chapter Five
    5. Codex: Thousand Sons (8th Edition); pg 8
    6. 6.0 6.1 Space Marine Codex: 5th Edition; pg 10
    7. Space Marine Codex: 5th Edition; pg 11
    8. 8.0 8.1 8.2 8.3 Codex: Space Marines (5th Edition); pg 57
    9. 9.0 9.1 Codex: Space Marines (9th Edition); pg 110
    10. Fury of Magnus; Chapter Eleven; pg 181
    11. Codex: Space Marines (5th Edition); pg 52
    12. 12.0 12.1 A Thousand Sons; Chapter Thirty One; pg 259
    13. Warhammer 40,000: 5th Edition Rulebook; pg 124
    14. Codex: Imperial Guard (5th Edition); pg 47
    15. A Thousand Sons; Chapter Three; pg 24
    16. A Thousand Sons; Chapter Eleven; pg 94-95
    17. Betrayer; Chapter One
    18. Battle of the Fang
    19. 19.0 19.1 Codex: Space Marines (9th Edition); pg 111
    20. A Thousand Sons; Chapter Fifteen; pg 123
    21. 21.0 21.1 Codex: Grey Knights (5th Edition); pg 25
    22. A Thousand Sons; Chapter Twenty Six; pg 220
    23. A Thousand Sons; Chapter Eleven; pg 90
    24. A Thousand Sons; Chapter Nine; pg 75
    25. A Thousand Sons; Chapter Eight; pg 69
    26. Deathwatch: Honour the Chapter; pg 96
    27. Codex: Thousand Sons (8th Edition); pg 38
    28. Codex Supplement: Blood Angels (9th Edition); pg 51
    29. A Thousand Sons; Chapter Five; pg 45
    30. A Thousand Sons; Chapter Ten; pg 85
    31. The Horus Heresy Volume IV: Visions of Death
    32. Ravenor Omnibus
    33. Codex: Eldar (9th Edition); pg 123
    34. Codex: Eldar (9th Edition); pg 143
    35. Codex: Space Marines (9th Edition); pg 34
    36. Codex: Astra Militarum (8th Edition); pg 137
    37. Deathwatch: Core Rulebook; pg 193
    38. 38.0 38.1 38.2 A Thousand Sons; Chapter Thirty One; pg 257
    39. A Thousand Sons; Chapter Six; pg 52
    40. 40.0 40.1 Codex: Astra Militarum (8th Edition); pg 69
    41. Codex: Thousand Sons (8th Edition); pg 28
    42. Gathering Storm - Rise of the Primarch; pg 77
    43. Codex Supplement: Blood Angels (9th Edition); pg 51
    44. A Thousand Sons; Chapter Nineteen; pg 156
    45. Codex: Space Marines (5th Edition); pg 56
    46. A Thousand Sons; Chapter Twenty Five; pg 208
    47. Gathering Storm - Rise of the Primarch; pg 80
    48. 48.0 48.1 Codex: Chaos Daemons (8th Edition); pg 7
    49. Codex: Chaos Daemons (8th Edition); pg 7
    50. Codex: Chaos Daemons (5th Edition); pg 15
    51. Codex: Chaos Daemons (5th Edition); pg 16
    52. Watchers of the Throne: The Emperor's Legion
    53. 53.0 53.1 53.2 53.3 Codex: Chaos Daemons (8th Edition); pg 6
    54. Codex: Chaos Daemons (5th Edition); pg 7
    55. The Last Council
    56. Codex: Thousand Sons (8th Edition); pg 34
    57. A Thousand Sons; Chapter Twenty Five; pg 214
    58. Gathering Storm - Rise of the Primarch; pg 76
    59. 59.0 59.1 Eye of Terror
    60. A Thousand Sons; Chapter Twenty Five; pg 207
    61. The Master of Mankind; Chapter Ten
    62. The Talon of Horus; Chapter Eighteen
    63. Fury of Magnus; Chapter Five
    64. Betrayer; Chapter Twenty One
    65. The Bleeding Chalice


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