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Wise foes flee at the mere sight of the Adeptus Custodes’ approach. During the glorious days of the Great Crusade these heroes fought at the side of the Emperor himself. After his fall they became his protectors and agents both, defending the Golden Throne and enforcing its inviolate will.

Books

BookKindEditionVersionLast update
  Kill Team: ElitesExpansion81.0August 2019
  Kill Team Annual 2019Expansion81.0December 2019

Adeptus Custodes Kill Teams

If every model in your kill team has the ADEPTUS CUSTODES Faction keyword, models in your kill team gain The Emperor’s Chosen ability below, and you can use Adeptus Custodes Tactics.

Adeptus Custodes Kill Team

An Adeptus Custodes kill team can be Battle-forged if it consists of at least two models (rather than three models), as long as it adheres to the other conditions set out in the Kill Team Core Manual (as modified by the mission, where relevant).

The Emperor’s Chosen

This model’s invulnerable save is improved by 1 (to a maximum of 3+).

Tactics

EVER VIGILANT
Adeptus Custodes Tactic
Use this Tactic at the end of the Movement phase when an opponent sets up a model within 12" of a model from your kill team that is not shaken. Your model can immediately shoot at the enemy model as if it were the Shooting phase, but you must subtract 1 from the resulting hit rolls.
2 COMMAND POINTS
INSPIRE FEAR
Adeptus Custodes Tactic
Use this Tactic at the beginning of the Morale phase. Choose a model from your kill team that is not shaken. Opponents must add 1 to Nerve tests taken for enemy models within 3" of that model in this phase.
1 COMMAND POINT
FROM GOLDEN LIGHT
Adeptus Custodes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
UNFLINCHING
Adeptus Custodes Tactic
Use this Tactic when an opponent chooses a model from your kill team that is not shaken as a target of a charge. When that model fires Overwatch in this phase, they successfully hit on a roll of 5 or 6.
1 COMMAND POINT
SPARK OF DIVINITY
Adeptus Custodes Tactic
Use this Tactic when an enemy PSYKER manifests a psychic power within 12" of a model from your kill team that is not shaken. You can take a Deny the Witch test for that model as if it were a PSYKER.
1 COMMAND POINT
CONCUSSION GRENADES
Adeptus Custodes Tactic
Use this Tactic when you choose an ALLARUS CUSTODIAN from your kill team to shoot with a balistus grenade launcher in the Shooting phase. Until the end of the battle round, that weapon has an AP characteristic of 0, but models that suffer any hits from that weapon cannot attack in the Shooting phase, and your opponent must subtract 1 from hit rolls made for those models in the Fight phase.
1 COMMAND POINT
PIERCING STRIKE
Adeptus Custodes Tactic
Use this Tactic when you choose a model from your kill team to fight in the Fight phase. Until the end of the phase, add 1 to wound rolls for attacks made by that model using a guardian spear.
1 COMMAND POINT
INESCAPABLE VENGEANCE
Adeptus Custodes Tactic
Use this Tactic when you choose an ALLARUS CUSTODIAN from your kill team to shoot in the Shooting phase. Until the end of that phase, you can re-roll wound rolls for attacks made by that model that target an enemy COMMANDER.
1 COMMAND POINT
SWIFT IN THOUGHT AND ACTION
Adeptus Custodes Tactic
Use this Tactic after a COMMANDER from your kill team makes a normal move. That model is Readied.
1 COMMAND POINT
AQUILA COMMANDER
Adeptus Custodes Tactic
Use this Tactic at the end of a battle round if a COMMANDER from your kill team (other than a shaken model) is on the battlefield, and a roll is to be made to determine if the battle continues or ends.

Before the roll is made, choose one: add 1 to the result or subtract 1 from the result.
3 COMMAND POINTS
EVEN IN DEATH
Adeptus Custodes Tactic
Use this Tactic when a COMMANDER from your kill team is taken out of action. Do not remove that model from the battlefield. Your opponent should finish resolving any attacks that target other models. Then, the Commander can immediately shoot as if it were the Shooting phase, or fight as if it were the Fight phase. Then, remove the Commander from the battlefield.
2 COMMAND POINTS
FROM GOLDEN LIGHT
Adeptus Custodes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve, and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
AVENGE THE FALLEN
Adeptus Custodes Tactic
Use this Tactic when you choose a model from your kill team to fight in the Fight phase. Until the end of the phase, increase the Attacks characteristic of that model by D3 if at least one model from your kill team is out of action.
1 COMMAND POINT
SPARK OF DIVINITY
Adeptus Custodes Tactic
Use this Tactic when an enemy PSYKER manifests a psychic power within 12" of a model from your kill team that is not shaken. You can take a Deny the Witch test for that model as if it were a PSYKER.
1 COMMAND POINT
SENTINEL STORM
Adeptus Custodes Tactic
Use this Tactic at the start of the Shooting phase. Choose a model from your kill team armed with a sentinel blade that is within 1" of an enemy model. Until the end of that phase, change that weapon’s profile to Pistol 4.
2 COMMAND POINTS
TANGLEFOOT GRENADE
Adeptus Custodes Tactic
Use this Tactic at the start of the Movement phase. Choose an enemy model within 12" of a model (other than a shaken model) from your kill team, and roll a D6. Until the end of the phase, that model’s controlling player must reduce that model’s Move characteristic and charge rolls by the result. Units with the FLY keyword are not affected.
1 COMMAND POINT
EMPEROR’S JUSTICE
Adeptus Custodes Tactic
Use this Tactic when you choose a model from your kill team to fight in the Fight phase. Until the end of that phase, you can re-roll wound rolls for attacks made by that model that target an enemy HERETIC ASTARTES model.
1 COMMAND POINT

Aura Tactics

INSPIRATIONAL FIGHTER
Adeptus Custodes Tactic
Shield-Captain Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a SHIELD-CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

Datasheets


Allarus Custodian

NAME M WS BS S T W A Ld Sv Max
Allarus Custodian 6" 2+ 2+ 5 5 4 4 9 2+ -
This model is armed with a castellan axe and a balistus grenade launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Balistus grenade launcher
12"
Assault D3
4
-3
1
-
0
Castellan axe
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+3
-2
D3
-
0
Guardian spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+1
-3
D3
-
0
Misericordia
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon unless it is also equipped with a storm shield.
WARGEAR OPTIONS
 • This model may replace its castellan axe with a guardian spear.
 • This model may take a misericordia.
ABILITIES
Aegis of the Emperor: This model has a 5+ invulnerable save. In addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.

Superior Transhuman Physiology: Ignore the penalty to this model’s hit rolls from flesh wounds.

Slayer of Tyrants: When this model piles in and consolidates, they can move up to 3" towards the nearest enemy Leader or COMMANDER even if it is not the nearest enemy model, so long as they finish this move within 1" of an enemy model.
SPECIALISTS
Leader, Combat, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORDS
ADEPTUS CUSTODES
KEYWORDS
IMPERIUM, INFANTRY, TERMINATOR, ALLARUS CUSTODIAN


Custodian Guard

NAME M WS BS S T W A Ld Sv Max
Custodian Guard 6" 2+ 2+ 5 5 3 3 8 2+ -
This model is armed with a guardian spear.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Guardian spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+1
-3
D3
-
0
Sentinel blade
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Pistol 2
4
0
1
-
 - Melee
Melee
Melee
User
-3
D3
-
0
Misericordia
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon unless it is also equipped with a storm shield.
WARGEAR OPTIONS
 • This model may replace its guardian spear with a sentinel blade and storm shield.
 • This model may take a misericordia.
ABILITIES
Aegis of the Emperor: This model has a 5+ invulnerable save. In addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.

Superior Transhuman Physiology: Ignore the penalty to this model’s hit rolls from flesh wounds.

Storm Shield:
0
If this model is armed with a storm shield, it has a 3+ invulnerable save instead of a 5+ invulnerable save.
SPECIALISTS
Leader, Combat, Scout, Sniper, Veteran, Zealot
FACTION KEYWORDS
ADEPTUS CUSTODES
KEYWORDS
IMPERIUM, INFANTRY, CUSTODIAN GUARD


Commanders


Shield-Captain

NAME M WS BS S T W A Ld Sv Max
Shield-Captain 6" 2+ 2+ 5 5 6 5 9 2+ 1
This model is armed with a guardian spear.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Castellan axe
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+3
-2
D3
-
0
Guardian spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+1
-3
D3
-
0
Sentinel blade
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Pistol 2
4
0
1
-
 - Melee
Melee
Melee
User
-3
D3
-
2
Misericordia
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon unless it is also equipped with a storm shield.
WARGEAR OPTIONS
 • This model may replace its guardian spear with a sentinel blade or castellan axe.
 • This model may take a misericordia.
 • If this model is armed with a sentinel blade, it may take a storm shield.
ABILITIES
Aegis of the Emperor: This model has a 5+ invulnerable save. In addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.

Superior Transhuman Physiology: Ignore the penalty to this model’s hit rolls from flesh wounds.

Storm Shield:
15
If this model is armed with a storm shield, it has a 3+ invulnerable save instead of a 5+ invulnerable save.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
Inspirational Fighter
FACTION KEYWORDS
ADEPTUS CUSTODES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, SHIELD-CAPTAIN

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Balistus grenade launcher
12"
Assault D3
4
-3
1
-
0
Castellan axe
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+3
-2
D3
-
0
Guardian spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+1
-3
D3
-
0
Sentinel blade
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Pistol 2
4
0
1
-
 - Melee
Melee
Melee
User
-3
D3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0..2
Misericordia
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon unless it is also equipped with a storm shield.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0..15
Storm Shield
If this model is armed with a storm shield, it has a 3+ invulnerable save instead of a 5+ invulnerable save.

The ADEPTUS CUSTODES keyword is used in following Adeptus Custodes datasheets:

Datasheet
Commander
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The TERMINATOR keyword is used in following Adeptus Custodes datasheets:

Datasheet
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.

The ALLARUS CUSTODIAN keyword is used in following Adeptus Custodes datasheets:

Datasheet
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.

The COMMANDER keyword is used in following Adeptus Custodes datasheets:

Commander
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.

The SHIELD-CAPTAIN keyword is used in following Adeptus Custodes datasheets:

Commander
Does not include wargear
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Castellan axe used in following datasheets:

Datasheet
Commander
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Guardian spear used in following datasheets:

Datasheet
Commander

Misericordia used in following datasheets:

Datasheet
Commander
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Consolidate
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.

The ADEPTUS CUSTODES keyword is used in following Adeptus Custodes datasheets:

Datasheet
Commander

The IMPERIUM keyword is used in following Adeptus Custodes datasheets:

Datasheet
Commander

The INFANTRY keyword is used in following Adeptus Custodes datasheets:

Datasheet
Commander

Sentinel blade used in following datasheets:

Datasheet
Commander
LevelPoints per model*
1118
2138
3158
4183
* Does not include wargear
INSPIRATIONAL FIGHTER
Adeptus Custodes Tactic
Shield-Captain Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a SHIELD-CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

Balistus grenade launcher used in following datasheets:

Datasheet

Storm Shield used in following datasheets:

Datasheet
Commander
© Vyacheslav Maltsev 2013-2020