VOXROSTER
CodexFactionsGrey KnightsBrotherhood Librarian

Brotherhood Librarian

M5"
T5
SV2+
W5
LD6+
OC1

Composition & Wargear

Brotherhood Librarian
Equipped Nemesis force weapon

Ranged Weapons

WeaponRangeABSSAPD
Combi-weapon 24"14+ 401
Storm bolter 24"23+ 401
Vortex of Doom 18"D6+33+ 8-22

Melee Weapons

WeaponRangeAWSSAPD
Nemesis force weapon Melee42+ 6-12

Abilities

Haloed in Soulfire (Psychic) Datasheet

While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Leader Datasheet

This model can be attached to the following units: - Brotherhood Terminator Squad - Paladin Squad

Sanctic Hood Datasheet

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Gate of Infinity Core

If your Army Faction is Grey Knights, at the end of your opponent’s Fight phase, you can select a number of units from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), providing every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:

Incursion - Up to 2 units Strike Force - Up to 3 units Onslaught - Up to 4 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.

Feel No Pain Core

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost. 

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.