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To Wield the Warp
USING SPACE MARINE LIBRARIANS

Librarians make a forceful comeback in the new Codex: Space Marines. Their psychic arsenal has now expanded from one to six awesome powers, which if used well can easily turn the tide of any battle. Truely these mighty heroes of the Adeptus Astartes are now an indispensible choice for any discerning Space Marine Commander.

Chief Librarian Tigurius

Once upon a time in Second Edition, psykers dominated the battlefields of the Warhammer 40,000 universe. Psychic powers like Destructor, Da Krunch, and Machine Curse could be used during the "Psychic phase" to rout whole armies and flatten vehicles like aluminium cans. Of course, back then, rules for psychic powers were very complex (just look at the old Dark Millennium supplement), and they took considerable time to sort out during each game.

Hence, Third Edition curbed the power of Librarians and all other psykers in an effort to put the power of 40K back in the hands of those who first held it: infantry. However, members of the Games Development Team later realised that they had let the pendulum swing too far in the other direction and had limited the psykers excessively. Now, in the revised 40K rulebook, psykers are back as a part of a complete and balanced game. Codex: Space Marines takes the next step by fleshing out the details for the Imperium's favourite psykers, the Librarians.

If you think you can survive direct contact with the Warp, then read on about the new and dangerous world of the Space Marine Librarian.

Next: Choose Wisely.

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