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Name
Grp
WS
BS
Wo
Ld
Save Cost
Created with Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.
Name
Grp
WS
BS
Wo
Ld
Save Cost
Option Footnotes
Fear of the Darkness
Shield of Sanguinius
The Sanguine Sword
Psychic Powers
This power is a psychic shooting attack that hits automatically an enemy unit within 24". That unit must
immediately take a Morale test with a -2 penalty to their Leadership. All normal modifiers and/or
exceptions apply (e.g., units that never fall back are immune to this power).
This power is used at the start of the enemy Shooting phase. The Librarian and any unit within 6" receive a
5+ cover save until the end of the phase.
This power is used at the start of either player's Assault phase. The Librarian's close combat attacks are
made at S10.
Created with Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.
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 this power moves as if he
was riding a jet bike.
Special Rules
And They Shall Know No Automatically pass tests to regroup, can test if under 50%, conditions apply (C:BA, pg 23).
Fear
Assault Vehicle
Models disembarking from any access point can launch an assault on any turn they do so. A unit that Deep
Strikes within a Land Raider cannot assault in the turn it arrives.
Combat Squads
A ten-man unit has the option of breaking down into two five-man squads.
Deep Strike
Unit may arrive by Deep Strike (BRB, pg. 95).
Descent of Angels
A Blood Angels unit with this special rule can re-roll failed reserve rolls if arriving by Deep Strike. Also,
it scatters D6" less.
Fearless
Automatically pass all morale tests, conditions apply (p75 WH40K 5E)
Feel No Pain
If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E)
Fleet
May assault in the same turn as running, conditions apply (p75 WH40K 5E)
Furious Charge
Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)
Honour of the Chapter
This model, and all members of a squad he has joined are Fearless.
Independent Character
(See WH40k, pg. 50.)
Liturgies of Blood
On a turn in which this model assaults, he and all models in a squad he is joined can re-roll failed rolls to
hit. Models in a Death Company can also re-roll failed rolls To Wound.
Power of the Machine
The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be
Spirit
fired at a different target unit to an other weapons, subject to the normal rules for shooting. Therefore, a
vehicle that has moved at combat speed may fire two weapons, and a vehicle that has either moved at
cruising speed, or has suffered a 'Crew Stunned' or 'Crew Shaken' result can fire a single weapon.
Psyker
Can use three Psychic Powers per turn.
The Red Thirst
After forces have been deployed, but before any Scout moves are taken and the first turn begins, roll a D6
for each unit in your army that has this special rule (includig units left in reserve). On a score of 1, one or
more members of the squad have succumbed to the Red Thirst and the entire squad 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.
Transfixing Gaze
At the start of the Assault phase, after assault moves have been made, but before blows have been struck
Mephiston can attempt to enthrall a single enemy independent character in base contact. once selected, the
target immediately takes a Ld test with a -4 modifier. 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.
Unit Type
Unit Type: Infantry
Unit Type: Infantry (p.54 WH40k)
Unit Type: Jump Infantry Unit Type: Jump Infantry (p.52 WH40k)
1) Move up to 12" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
2) Assault 6" affected by Diff Terr.
3) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
Unit Type: Vehicle
Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)
(Tank)
Unit Type: Vehicle
Unit Type: Vehicle (Tank, Fast) (WH40k, pp. 68-69)
(Tank, Fast)
Wargear
Artificer Armour
Confers a 2+ Armour save.
Blood Chalice
All firendly units within 6" are subject to the Furious Charge and Feel No Pain special rules.
Extra Armor
Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew
Shaken result instead.
Frag Assault Launchers
See C:SM, pg. 82.
Frag Grenades
Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K
5E).
Hunter Killer Missile
Unlimited range, S8; AP3; Heavy 1; One use only; See Wargear, pg. 35.
Jump Pack
Jump Infantry; May be held in reserve and arrive via Deep Strike.
Krak Grenades
One attack with 6+D6 AP (exceptions apply p72 WH40K)
Multi-Melta
24" Range; S8; AP1; Heavy 1; Melta.
Power Armour
Confers a 3+ Armour Save.
Psychic Hood
Allows Librarian to nullify Psychic attacks by opponent.
Rosarius
Confers a 4+ Invulnerable save. See C:WH, pg. 22 OR Wargear, pg. 56.
Created with Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.
Smoke Launchers
Terminator Armour
2x Hurricane Bolters
Bolt Pistol
Chainsword
Close Combat Weapon
Crozius Arcanum
Force Sword
Force Weapon
Lascannon and TL
Plasmagun
Lightning Claws (pair)
Meltagun
Plasma Pistol
Power Fist
Thunder Hammer &
Storm Shield
Twin Linked Assault
Cannon
Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle
may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in
the next enemy Shooting Phase, receiving a 4+ cover save (see C:BA, pg. 61).
Confers a 2+ Armour save and a 5+ Invulnerable save.
Weapons
Three weapons, each Range: 24"; S4; AP5; Rapid Fire, Twin Linked.
12" Range; S4; AP5; Pistol
If used with another close combat weapon, +1 attack in close combat.
If used with another close combat weapon, +1 attack in close combat.
Ignores armour saves in close combat (p42 WH40K 5E)
Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if
you pass, it dies. Use against one model per combat round. (p50 WH40K 5E)
Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if
you pass, it dies. Use against one model per combat round. (p50 WH40K 5E)
Lascannon: 48" Range; S9; AP2; Heavy 1.
TL Plasmagun: 24" Range; S7; AP2; Rapid Fire, Gets Hot!, Twin-linked.
Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat.
12" Range; S8; AP1; Assault 1; Melta.
12" Range; S7; AP2; Pistol; Gets Hot!
Ignores armour saves, increases strength in close combat.
Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not
attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered Crew
Shaken as well as whatever else happens. 3+ Invulnerable Save.
24" Range; S6; AP4; Heavy 4 Rending Linked
Roster Statistics
% Elite: 34.7
% Fast: 0.0
% Heavy: 0.0
% HQ: 19.0
Model Count: 44
% Troops: 46.4
% Wargear: 0.0
Files version: 1.19
Faith Points: 0
Created with Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.