Librarian

(Entry)
Type: unit
EntryId: 95a8-fe00-e8e2-bc3b
Hidden: false
Costs: 150 Points
Options (6)
May make any weapon Master-crafted:
Psychic Mastery:
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:

Wargear
Psychic Hood:

Declare that you will 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 Grey Knight 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.

Terminator Armour:

Models in Terminator Armour have a 2+ armour save and a 5+ invulnerable save.

Terminator armoured models have the Relentless special rule, may not perform a Sweeping advance and can be teleported onto the battlefield.

They may start the game in reserve and arrive using deep strike rules, even if its not part of the mission being played.

Terminators count as two models for the purposes of transport capacity and cannot embark in Rhinos or Razorbacks.

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.

Psyk-out Grenade:

When a unit equipped with Psyk-out Grenades launches an assault, any Daemons or Psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase.

Unit WSBSSTWIALdSv
Librarian

5

4

4

4

2

4

2

10

2+

Weapons RangeStr.APTypeNotes
Storm Bolter

24"

4

5

Assault 2

Abilities
The Aegis:

If an enemy Psyker attempts to target a model with the Aegis special rule (or a unit that contains a model with the Aegis special rule) he suffers a -1 Penalty to his Leadership for the purposes of his Psychic test. A psychic power that does not specifically target a unit with the Aegis special rule does not suffer this penalty, even if the unit with the Aegis special rule is affected by the psychic power.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Preffered Enemy (Daemons):

Units with this ability can always re-roll their rolls to hit in close combat against Daemons. This ability does not work when attacking vehicles without a Weapon Skill characteristic.

Psychic Power
Hammerhand:

This power is used during the Assault phase in either player's turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, all models in the unit (including independent characters) have +1 Strength until the end of the Assault phase. Note that this Strength bonus is applied before any other modifiers, such as for Nemesis Daemon hammers and so forth.

Used By (1)
Grey Knights(Catalogue)