Furioso Librarian

(Unit)
Type: unit
Category: Elites
Categories: Elites
EntryId: a477-d6a2-2b75-73f8
Hidden: false
Costs: 175 Points
Options (2)
Rules (1)
Walker
While other vehicles can only move in the Movement phase, walkers can also run in the Shooting phase and assault in the Assault phase, just as infantry can.


Walkers move in exactly the same way as infantry, so they can move up to 6" in the Movement phase and assault up to 6" in the Assault phase.


Difficult terrain affects walkers just as it does infantry. Difficult terrain only counts as dangerous terrain for walkers if it would do so for infantry. If walkers fail a dangerous terrain test, they are immobilised. 


Unlike infantry, a walker has a facing, which influences where it can fire and its Armour Value when fired at.


Walkers can move and fire all of their weapons, just like a stationary vehicle.


Alternatively, they can choose to run like infantry, and this prevents them from firing and assaulting that turn, as normal (though they can still trigger their smoke launchers, if they have any). Obviously they cannot run if they are stunned or immobilised.


When firing a walker’s weapons, pivot the walker on the spot so that its guns are aimed at the target (assume that all weapons mounted on a walker can swivel 45º, like hull-mounted weapons) and then measure the range from the weapon itself and line of sight from the mounting point of the weapon and along its barrel, as normal for vehicles. This pivoting in the Shooting phase does not count as moving and represents the vastly superior agility of walkers in comparison with other vehicles. Keep in mind however that the walker will probably remain facing in this direction until its next Movement phase, so its facing will determine where its rear armour is going to be when the enemy returns fire! 


Walkers that are locked in combat cannot be shot at.


Walkers assault like infantry models, meaning that they make assault moves and can be locked in combat with enemy units. Walkers can make an assault even if they fired heavy or rapid fire weapons. However, like normal infantry, they can still only assault the unit they fired at.


In close combat, walkers fight like infantry models. However, any hits scored against them must roll for armour penetration and damage as for a vehicle. Models hitting a walker in close combat always roll for penetration against its front armour. 


Grenades and melta bombs can be used against a walker. A model will only manage to score a hit with a grenade against a walker on the roll of 6. However, if a walker is already stunned or immobilised at the start of the Assault phase, the attackers roll to hit based on the normal comparison of WS. Remember that models using grenades against vehicles only make one attack.


Immobilised and/or stunned walkers fight in close combat with one less attack than usual (to a minimum of 1), but otherwise attack normally, no matter how many immobilised and stunned results they suffered.


Shaken damage results do not affect the way a walker fights in close combat.


Each roll made on the Vehicle Damage table against a walker counts as a single wound for the purposes of working out who won the combat.


Defeated walkers do not take Morale checks and are not affected by the No Retreat! rule. 


Walkers make sweeping advances, pile-in moves and consolidations unless they are stunned or immobilised.


If a walker is rammed by a tank, it can choose to either brace itself for the impact, in which case the collision is resolved as normal for a vehicle, or it can attempt a ‘Death or Glory!’ attack in the same way as infantry (it cannot do this, however, if it is rammed in its rear arc). 


If it chooses ‘Death or Glory!’ and its attack fails to stop the ramming tank, the walker will not be ready for the impact and is hit on its rear armour in the collision.

Profiles:

Walker Vehicle WSBSSTRFSRIA
Furioso Dreadnought

6

4

6

13

12

10

4

2(3)

Abilities
The Red Thirst:

After forces have deployed, but before scout moves are taken and the first turn begins, roll a D6 for each unit in your army with this special rule (including units you have left in reserve). On a score of 1, the entire unit is treated as having the Furious Charge and Fearless special rules instead of the And they Shall Know No Fear special rule for the duration of the game.

Melee Weapons
Dreadnought Close Combat Weapon:

A Dreadnought close combat weapon is a power weapon and doubles the walker’s Strength in close combat (up to a maximum of 10).

If the walker suffers a weapon destroyed result and the player chooses the close combat weapon, the walker loses the bonuses conferred by the Dreadnought close combat weapon (and any other weapon built into the same arm). 

If a walker is armed with two or more close combat weapons, it gains one bonus attack for each additional weapon over the first. If one of its additional weapons is destroyed, one bonus attack is lost.

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.

Weapons RangeStr.APTypeNotes
Storm Bolter

24"

4

5

Assault 2

Wargear
Smoke Launchers:

Once per game, after completing its move, a vehicle with smoke launchers can trigger them (it doesn’t matter how far it moved). Place some cotton wool or other suitable marker on or around the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used its smoke launchers, but will count as obscured in the next enemy Shooting phase, receiving a 4+ cover save. 

After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if its crew are shaken or stunned.

It is worth pointing out that some armies might use different versions of smoke launchers, which have slightly different rules. As normal, the rules in the Codex take precedence.

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.