Mephiston has all three Blood Angels Psychic Powers (see below) and can use each one of them and his Force Weapon once each player turn, rather than being limited as are other Librarians. He may not use the same power more than once per turn.
In order to use one of his powers, a Psyker must make a Psychic test by rolling equal to or under his Leadership on 2D6. If he fails, then his concentration is broken and he cannot use the power that turn. A pass means the power me be used as described in the special rules for the Psyker in his Codex. Unless specified otherwise, psychic abilities are subject to the usual Shooting rules, so the Psyker must be able to see the target, all attacks must be directed against a single target unit, etc. While most psychic powers are used instead of shooting, there are a number of psychic abilities that may take effect in other phases. If a Psyker rolls a 2 or 12 when making their Psychic test, the Psyker is subject to Perils of the Warp - he suffers one automatic hit at Strength 6 with no saves (of any sort) allowed. Note that on a Psychic test roll of a 2 the psychic power still works, even though the Psyker has been attacked or killed.
Fearless troops never have to fall back and are assumed to automatically pass any morale test they are required to take. They can never be pinned. This special rule is gained by any independent character joining a Fearless unit. Also, as long as a Fearless character stays inside a non-Fearless unit, he loses this special rule.
Some warriors are so blood-frenzied that they can ignore injuries that would incapacitate even a battle-hardened Space Marine. If a model with this ability loses a wound, roll a dice. On a 1, 2 or 3, take the wound as normal, removing the model if it loses its final wound. On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against weapons that inflict Instant Death (those with a Strength double or more the model's Toughness) or against close combat weapons that allow no Armour Save (such as power fists, power swords, Dreadnought close combat weapons, rending attacks that roll a 6 to hit, etc).
Infantry, Character
6
5
3
4
10
2+