Mephiston

(Unit)
Type: unit
Category: HQ
Categories: HQ
EntryId: 2875-0058-c61c-46cf
Hidden: false
Costs: 250 Points

Constraints:

max(force): 1
Rules (1)
And They Shall Know No Fear
Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.


Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.

Profiles:

Unit WSBSSTWIALdSv
Mephiston

7

5

6

6

5

7

4

10

2+

Abilities
Transfixing Gaze:

At the start of the Assault phase, Mephiston can attempt to enthrall a single enemy Independent character in base contact. Once selected, the target immediately takes a Leadership test with a -4 modifier (a double 1 always passes). If the test is passed, there is no ill effect. If the test is failed, Mephiston re-rolls all failed attempts to hit and to wound against the enthralled target for the duration of that Assault phase (note that being enthralled does not prevent the target from attacking)

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Psyker:

Psykers can use one psychic power per player turn. To use a psychic power successfully the psyker must pass a Psychic test, which is a normal Leadership test. Note that this test must always be made on the psyker’s own Leadership value. Even where Leadership tests would normally be taken on the value of another model, tests for using psychic powers are always taken using the psyker’s own Leadership.

If the result of a Psychic test is either a double 1 or double 6 this indicates that something horrible has happened to the psyker.  The psyker suffers 1 wound with no armour or cover saves allowed. Invulnerable saves are allowed, but the power of the Warp is so great that successful saves must be re-rolled. Note that a psyker who rolls double 1 will still use his power, even if he is wounded or killed as a result. 

Psychic powers that take the form of shooting attacks are very common. Using a psychic shooting attack counts as firing a ranged weapon (an assault weapon, unless specified otherwise). So, for example, the psyker must be able to see his target unit, cannot be locked in combat, or must not have run in the Shooting phase if he wishes to use a psychic shooting attack. In the same way, if a psyker targets a unit with a psychic shooting attack, then he can only assault that unit in the ensuing Assault phase. Even if a psyker has a special rule allowing him to use more than one psychic power per turn, he can use only one psychic shooting attack (as models can fire only one ranged weapon per turn). However, if he is allowed to fire more than one ranged weapon per turn, he can replace the firing of any of the weapons he is allowed to fire with a psychic shooting attack (but still cannot use the same power twice in a turn).

Weapons RangeStr.APTypeNotes
Plasma Pistol

12"

7

2

Pistol, Gets Hot!

Melee Weapons
Force Weapon:

Force weapons have the same effects as power weapons, but also confer to the wielder one additional psychic power, used in close combat, that can instantly extinguish the life force of any opponent. 

Roll to hit and wound as normal, allowing any invulnerable saving throws the victim might have. The psyker may then take a Psychic test to use the weapon’s power against any one opponent that suffered an unsaved wound by the weapon in that player turn. The normal rules for using psychic powers apply (remember that a psyker may normally use only one power per turn). If the test is passed, the enemy model suffers instant death, regardless of its Toughness value. This power has no effect against vehicles, models that are immune to instant death and any other model that does not have a Wounds value.

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Psychic Hood:

Psychic hoods allow a Librarian to nullify and opposing psyker's power. Declare that you'll use the psychic hood after an enemy model within 24" of the Librarian passes a Psychic test. If there are several Librarians in range, only one can attempt to nullify the psychic power - you must choose which.

Each player then rolls a D6 and adds their model's leadership value to the score. If the Space Marine Librarian beats the opposing model's score then the psychic power is nullified and does not take effect that turn. If the opposing model's score is equal or higher, it can use its psychic power as normal. The psychic hood can be used once each time an enemy model uses a psychic power within range.

Psychic Power
The Sanguine Sword:

This power is used at the start of either player's Assault phase. The Librarian's close combat attacks are made at Strength 10.

Unleash Rage:

This power is used at the start of either player's Assault Phase. The Librarian and his unit have the Preferred Enemy special rule until the end of the turn.

Wings of Sanguinius:

This power is used in the Librarian's Movement phase and lasts for the rest of the turn. It allows the Librarian to move as if he had a Jump Pack. A Librarian riding a bike that uses the Wings of Sanguinius moves as if he was riding a Jet Bike.