Magus

>    “Once Vanharobis appeared at the crest of the hill, the tide of battle swung back to our favor so quickly that I thought the rebels had surrendered at the sight of our lord magus. Then I realized how much harder I fought - how much harder we all fought ­­under the gaze of those dark, knowing eyes. His magic burst the ground under our enemies’ feet, and they flopped back like discarded, broken dolls. Even after he was struck by a Dwarven fuser’s bullet, he stood tall as he directed his golems into the battle. He showed no fear, no uncertainty. Nothing could stop him, nothing at all.”
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A proven and capable Atlantean wizard with two or more Magestone implants, the Magus represents the height of Atlantean domination. Collectively known as magi and singularly as mage-officers - they are members of the bureaucracy that controls Atlantean affairs. The Prophet-­Magus has four implants, while the revered Tezla is the only Magus who has been capable of using five. Atlantean Guild Mages inspire awe in allies and enemies alike. Magi often wore robes of purple and gold, a sign - the colors of a senior mage of state.

While each of the Empire’s dozens of client-states has its own rulers and royalty, every loyal Atlantean leader has a powerful Guild Magus acting as an “advisor” on their day-to-day affairs. With the aid of fanatically loyal soldiers, War Golems and Technomantic inventions sent from Atlantis, these “advisors” maintain control over the leaders of the client-states with an iron fist, ensuring that the loyal “governors” play their part in maintaining the glory of the Empire. It's a fact of life for the Imperial guardsmen that their mage-officers often wagered away lives like gamblers casting lots, but those warriors ordered to stake their lives in battle at least had the chance to struggle for their own survival, no matter what situation they found themselves in.

At the Imperial Academy in Atlantis, parents can bay a big sum of money to test whether or not their child has potential to be a magician. The results are usually dissapointing. Having magical capabilities of any kind allows one to transfer more quickly up the ranks in the Empire's bureaucracy - such was the case for Audrick. Erl-essence is a drug that's popular with the magi despite it shortening the user's lifespan by a large margin.

“Magus” was originally a Draconum word meaning “wizard.” Tezla appropriated the term for his wizards to make his new Technomancers seem more dangerous.

## In tabletop

The Magus is a howitzer in a glass shell. Awesome offensive capabilities are juxtaposed with a relatively poor defense and low number of effective slots. On the plus side, few warriors have so many attack options. In ranged combat, the Magus can opt for a standard attack of range 12 and damage 4, or hit two targets at range for a point of damage each, or a Magic Blast through blocking terrain for a D6 of damage. Keep the Magus in contact with a warrior who has Defend. It’s also advisable to have a Mending Priestess or other healer close at hand.

## Gallery

Miniature from the Rebellion expansion.Miniature from the back of pack with a metallic Painter's Edition one.

***Atlantis Guild***

1. ↑ Mage Knight Rebellion Trading Card Game
2. ↑ 2.0 2.1 2.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
3. ↑ Rebel Thunder (Bill McCay), Chapter 2
4. ↑ Rebel Thunder (Bill McCay), Chapter 10
5. ↑ Rebel Thunder (Bill McCay)