Terminator Librarian

(Entry)
Type: unit
EntryId: 158d-279f-67ca-94b1
Hidden: false
Costs: 125 Points
Options (3)
Rules (2)
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.
Combat Tactics
A non-fearless Space Marine unit with this special rule can choose to automatically fail any Morale check it is called upon to take

Profiles:

Unit WSBSSTWIALdSv
Terminator Librarian

5

4

4

4

2

4

2

10

2+ (5+ Invulnerable)

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
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.

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.

Abilities
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!

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).

Used By (1)
Space Marines(Catalogue)