No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
100 Librarian in Terminator Armour (base: 40mm) |
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1 | 100 Librarian in Terminator Armour |
5" | 3+ | 3+ | 4 | 4 | 5 | 3 | 9 | 2+ | 40mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Force axe | ||||||
Force axe | Melee | Melee | +2 | -2 | D3 | - |
Force stave | ||||||
Force stave | Melee | Melee | +3 | -1 | D3 | - |
Force sword | ||||||
Force sword | Melee | Melee | +1 | -3 | D3 | - |
+3 Storm bolter | ||||||
+3 Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
OTHER WARGEAR | ABILITIES | ||||||
+10/4 Storm shield | |||||||
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
+10/4 Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. |
• This model may take an item from the Terminator Combi-weapons list. • This model may replace its force stave with a force sword or a force axe. • This model can have a storm shield instead of being equipped with 1 storm bolter.
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ABILITIES | |
ABILITIES |
Angels of Death, Armour of Contempt Crux Terminatus: This model has a 5+ invulnerable save. Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test. Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models. |
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Librarius discipline. | |
Librarian in Terminator Armour (Legendary) can receive the following Chapter Command upgrade: Chief Librarian +25 (Power Rating: +1). | |
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, PSYKER, LIBRARIAN |
Daemonic possession gives each battle-brother of the Exorcists a personal revelation about the nature of daemonkind, and with this knowledge they banish their foe.
Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.
The most successful hunts are those where the prey doesn’t know they are being hunted.
Having spent years relying on their trusted brothers, when Emperor’s Spears fight together, little can stay their blows.
The battle cry of the Emperor’s Spears is the call that precedes their red work.
Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.
Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.
When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.
Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.
Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.
Legendary deeds in the midst of battle are an intoxicating mead. Those of the hero’s retinue are inspired to greater feats of daring and valour, proving themselves worthy of their champion.
Where the Rune Priest unleashes his might, blinding Fenrisian tempests are sure to follow.
The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.
The Blood Angels are numbered amongst the most psychically gifted of all the Space Marine Chapters.
Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.
In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.
The Chapter houses a series of cults, each a proud sub-sect with traditions and associations concerning the role of a battle-brother on the battlefield.
Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.
The noble lords of the Blood Angels are mighty warriors indeed, but even within this exalted brotherhood, some heroic individuals stand out amongst their peers.
The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.
Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.
In extremis, the Chapter Master of the Blood Angels will bestow one of their treasured relics to a worthy champion from one of their successor Chapters.
It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.
The Dark Angels’ commanders are expected to have prodigious tactical and martial skills. Even in this elite group, some individuals stand out.
The heroes of the Ultramarines do not rest on their laurels. Rather, they strive all the harder to excel, for they recognise that only through excellence can they and their warriors prevail.
It is not unheard of for the revered relics of the Ultramarines to be bestowed for a time upon a worthy successor Chapter as a mark of honour and respect.
The most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.
Pomp and ceremony are of little worth to Corax’s gene-sons, who instead favour tangible acts of faith and comradeship.
It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.
This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.
Should cogitation-choristry commend it, the Iron Council may bestow a relic of Medusa upon one of their successors for a time.
Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.
The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.
The greatest champions of Fenris have hunted near-mythical monsters, bested dark champions and waded through seas of blood - throughout all, howling with joy in the face of death.
There are few more meaningful tokens of brotherhood among the sons of Russ than the gifting of a war trophy - heavy with glory and steeped in tales of honour -from one warrior to another.
The respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.
The greatest heroes of Nocturne are embodiments of Vulkan’s tenets and living monuments to his nobility.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
A measured advance allows Space Marines to unleash a steady stream of fire.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.
The deadliest strike comes always from the least expected quarter. So taught Corax.
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.
To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
Individual shells are loaded when optimised volleys are required.
Amongst the rarest forms of special issue ammunition available to the Deathwatch, these bolts are handed out, a few each, to warriors sent on investigative missions, lest they encounter a foe their usual wargear cannot best.
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
1CP | ||
BOLTER DRILL Crimson Fists Stratagem The Crimson Fists maintain strict fire discipline at all times, standing shoulder to shoulder with their battle-brothers as they unleash devastatingly accurate volleys of bolter fire into the foe. Use this Stratagem just before a CRIMSON FISTS INFANTRY unit attacks in the Shooting phase. Until the end of the phase, each time you make a hit roll of 6+ for a model from that unit firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word 'bolt’ (e.g. boltgun, bolt rifle, heavy' bolter, boltstorm gauntlet). Duty’s Burden and Pedro Kantor’s Dorn’s Arrow are also bolt weapons. | ||
1CP | ||
CHIEF LIBRARIAN Blood Ravens Stratagem As masters of the psychic arts, the Chief Librarians of the Blood Ravens can direct the energies of the immaterium with incredible precision and power. Use this Stratagem before the battle. Select one BLOOD RAVENS LIBRARIAN model from your army. That model gains the CHIEF LIBRARIAN keyword and the following ability: ‘Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent’s Psychic phase.’ You can only use this Stratagem once per battle. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+10 Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
+10 Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+10 Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (supercharge) | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
+3 Storm bolter | ||||||
+3 Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
D6 | PSYCHIC POWER |
1 | VEIL OF TIME The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle. Blessing: Veil of Time has a warp charge value of 6. If manifested, select one friendly PSYKER.
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2 | MIGHT OF HEROES The psyker cages the immense power of the immaterium within the physical form of one of his brothers, making the blessed warrior the Emperor’s vengeance made manifest. Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly CORE or CHARACTER model within 12" of this PSYKER. Until the start of your next Psychic phase, add 1 to that models Strength, Toughness and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic in that unit when resolving any rules). |
3 | NULL ZONE The psyker unleashes the full might of his mind to cast down his opponents defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes. Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
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4 | PSYCHIC SCOURGE The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury. Witchfire: Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponents, the selected unit suffers D3 mortal wounds; if it is equal to your opponents total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens. |
5 | FURY OF THE ANCIENTS Calling upon the myths of his Chapters home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy. Witchfire: Fury of the Ancients has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part this PSYKER’s base and any part of the selected model’s base (or hull); the selected models unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound. |
6 | PSYCHIC FORTRESS Drawing on boundless reserves of inner strength, the psyker constructs a powerful field of shimmering psychic energy around himself as well as any nearby battle brothers, protecting them from harm. Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly unit is within 6" of this PSYKER, models in that unit have a 5+ invulnerable save. |
At head of each Chapter's Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.
This Librarian has reached a level of psychic mastery that allows him to delve deep into the warp, to depths that would cause lesser psykers to be consumed by its ravenous energies.
Add 1 to Psychic tests taken for this WARLORD.A neural shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter's Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.
Increase the range of the bearer's Psychic Hood ability to 24".This datasheet has HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
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Space Marines are amongst the finest warriors in the Imperium.
This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.The ASTRA MILITARUM and VEHICLE keywords are used in the following Astra Militarum datasheets:
The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The SANCTIC ASTARTES keyword is used in the following Grey Knights datasheets:
The datasheets using HERETIC ASTARTES keyword can be found in the following Factions:
Chaos: Chaos Space Marines, Death Guard, Thousand Sons.The HERETIC ASTARTES keyword is used in the following datasheets:
The ADEPTA SORORITAS keyword is used in the following Adepta Sororitas datasheets:
The CELESTIAN SACRESANTS keyword is used in the following Adepta Sororitas datasheets:
The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:
The IMPERIUM keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The CHARACTER keyword is used in the following Space Marines datasheets:
The ARTILLERY keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and CHARACTER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and CHARACTER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and BIKER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and INFANTRY keywords are used in the following Space Marines datasheets:
The and CHARACTER keywords are used in the following Space Marines datasheets:
The INFANTRY keyword is used in the following Space Marines datasheets:
The IRON HANDS and INFANTRY keywords are used in the following Space Marines datasheets:
ALL FLESH IS WEAKNESS
This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left.
When this WARLORD would lose a wound, roll one D6; on a 5+ that wound is not lost.
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The IRON HANDS and CHARACTER keywords are used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and INFANTRY keywords are used in the following Space Marines datasheets:
The IMPERIAL FISTS and CORE keywords are used in the following Space Marines datasheets:
The IMPERIAL FISTS and INFANTRY keywords are used in the following Space Marines datasheets:
The SALAMANDERS and CORE keywords are used in the following Space Marines datasheets:
The SALAMANDERS and CHARACTER keywords are used in the following Space Marines datasheets: