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The shining golden warriors known as the Adeptus Custodes are the elite bodyguard of the Emperor himself. Their word is law and their might in battle unsurpassed, even amongst the ranks of the Space Marines. Striding resplendent and fearless through the fog of war, they bring hope to the embattled civilisations of Mankind and swift death to their enemies.

This section contains all of the datasheets that you will need in order to fight battles with your Adeptus Custodes miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have.

Books

BookKindEditionVersionLast update
► Imperium 2Index81.3April 2018
  Adeptus CustodesCodex81.1April 2019
  Chapter Approved 2018 EditionExpansion81.1May 2019
  Forge World: Adeptus Custodes Rules PreviewDataslate8February 2018
  Forge World: Adeptus Custodes Datasheets [beta]Dataslate8January 2019

Codex: Adeptus Custodes

 Q: Can Captain-General Trajann Valoris use his Moment Shackle ability to regain Command Points when a Stratagem is used during deployment?
 A
Yes, provided Captain-General Trajann Valoris is on the battlefield when you use the Stratagem.
 Q: The choice of a vexilla for a Vexilus Praetor is made ‘when you add this model to your army’. Does a model count as being added to my army when I choose it as part of my army, or when I deploy it to the battlefield?
 A
When you choose it as part of your army.
 Q: How does the Ever Vigilant Stratagem interact with CHARACTERS with a Wounds characteristic of less than 10? Can Ever Vigilant allow a unit to target such a CHARACTER who arrives as reinforcements even if they are not the closest enemy unit?
 A
No, unless they shoot weapons that can target CHARACTERS even if they are not the closest enemy unit.
 Q: How many units can be set up near a VEXILUS PRAETOR when using the Vexilla Teleport Homer Stratagem?
 A
One unit each time the Stratagem is used.
 Q: Does the Plant the Vexilla Stratagem also extend the range of the effects of the Vexilla Imperius, Vexilla Defensor and Vexilla Magnifica?
 A
Yes.
 Q: Does the Wrath Angelis affect its bearer?
 A
Yes.
 Q: Do the modifiers for the Wrath Angelis stack (i.e. would you subtract 3 for an ADEPTUS CUSTODES CHARACTER)?
 A
No.
 Q: Can an ADEPTUS CUSTODES BIKER unit from your army that is within 1" of an enemy unit declare a charge as a result of the Stooping Dive Stratagem?
 A
No.

Abilities

The following ability is common to several ADEPTUS CUSTODES units.

Aegis of the Emperor

The cellular alchemy that creates the warriors of the Adeptus Custodes leaves them forever touched by a spark of the Emperor’s own greatness. Beyond their martial might and incorruptible nobility, this energy manifests itself as an almost supernatural warding, as though the Custodians were protected by the hand of the Emperor. Bullets and bolts are turned aside at the last moment, blades fail to strike home, and even the psychic powers of the foe can suddenly and inexplicably flicker away to nothing in the face of the Ten Thousand.

Models with this ability have a 5+ invulnerable save. When a model with this ability would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 6 that wound is not lost.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include ADEPTUS CUSTODES Detachments – that is, any Detachment which only includes ADEPTUS CUSTODES units.


Abilities

If your army is Battle-forged, all INFANTRY and BIKER units in ADEPTUS CUSTODES Detachments gain the Sworn Guardians and the Emperor’s Chosen abilities.

Sworn Guardians

The Ten Thousand are the ultimate executors of the Emperor’s will. They fight with absolute certainty and an unshakeable conviction in the rightness and necessity of their every action. They possess a truly manifest destiny, and they are as unstoppable in seizing that which is theirs – and by extension the Emperor’s – as they are in defending it.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

The Emperor’s Chosen

The foremost guardians of the Emperor are eternally blessed, bearing the Master of Mankind’s unearthly protection at all times.

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

Stratagems

If your army is Battle-forged and includes any ADEPTUS CUSTODES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown on the following pages, meaning you can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Adeptus Custodes on the battlefield.

1CP/3CP

FROM GOLDEN LIGHT THEY COME

Adeptus Custodes Stratagem

Through use of ancient Godstrike-pattern teleportariums, the Custodians can deploy straight into the heart of battle.

Use this Stratagem during deployment. Instead of placing them on the battlefield, you can set up one ADEPTUS CUSTODES INFANTRY, BIKER or DREADNOUGHT unit from your army in a Godstrike-pattern teleportarium array for 1 CP, or two such units for 3 CPs. At the end of any of your Movement phases these units can teleport into battle – set them up anywhere on the battlefield that is more than 9" away from any enemy models. This Stratagem can only be used once per battle.
1CP

UNFLINCHING

Adeptus Custodes Stratagem

With glacial calm and superhuman reactions, the Custodians meet the enemy charge with a hail of deadly firepower.

Use this Stratagem in your opponent’s Charge phase. Choose an ADEPTUS CUSTODES unit from your army. When models in this unit fire Overwatch in this phase, they require a roll of 5+ (rather than 6) to successfully hit.
2CP

UNLEASH THE LIONS

Adeptus Custodes Stratagem

Many are the tales of heroic bands of Allarus Custodians engaging entire armies in fierce battle.

Use this Stratagem at the start of your Movement phase. Select a unit of Allarus Custodians from your army on the battlefield. That unit is immediately split into separate units, each containing a single model.
1CP

TANGLEFOOT GRENADE

Adeptus Custodes Stratagem

These rare grenades cause localised distortions in gravity, space and time that send the enemy stumbling in disarray.

Use this Stratagem at the beginning of your opponent’s Movement or Charge phase. Choose an enemy unit within 12" of an ADEPTUS CUSTODES INFANTRY unit from your army and roll a D6. Your opponent must reduce that unit’s Movement characteristic or charge distance by the result until the end of the phase. Units with the FLY keyword are not affected.
2CP

EVER VIGILANT

Adeptus Custodes Stratagem

They are the Emperor’s own vigilance. They see all.

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of an ADEPTUS CUSTODES INFANTRY unit from your army. That unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
3CP

VEXILLA TELEPORT HOMER

Adeptus Custodes Stratagem

Custodes vexillas incorporate sophisticated teleport homers, allowing daring strikes into the heart of the enemy army.

Use this Stratagem at the end of your Movement phase. When you set up a teleporting ADEPTUS CUSTODES unit at the end of the phase, you can set it up wholly within 6" of a friendly VEXILUS PRAETOR (other than one that was set up in this turn) and more than 3" from enemy models. Any models that cannot be set up this way are destroyed.
1CP/3CP

OPEN THE VAULTS

Adeptus Custodes Stratagem

In dire need, the warriors of the Adeptus Custodes bear into battle weapons not used since the siege of the Imperial Palace.

Use this Stratagem before the battle. Your army can have one extra Relic of Terra for 1 CP, or two extra Relics of Terra for 3 CPs. All of the Relics of Terra that you include must be different and be given to different ADEPTUS CUSTODES CHARACTERS. You can only use this Stratagem once per battle.
1CP

AVATARS OF THE EMPEROR

Adeptus Custodes Stratagem

The sight of the Emperor’s vengeance embodied and unleashed on the foe is enough to steel the resolve of the most beleaguered armies.

Use this Stratagem at the beginning of the Morale phase. Choose an ADEPTUS CUSTODES unit from your army (other than a VEHICLE). You can use that unit’s Leadership characteristic when taking Morale tests for friendly IMPERIUM units within 6" of that unit in this phase.
1CP

SHOULDER THE MANTLE

Adeptus Custodes Stratagem

Should the leader of an Adeptus Custodes army fall, a worthy comrade always stands ready to take his place.

Use this Stratagem when your Warlord is slain. Choose a SHIELD-CAPTAIN on the battlefield from your army. They become your Warlord – choose or generate a Warlord Traits for them immediately. For the purposes of the mission, your Warlord is not considered to have been slain while this model is on the battlefield.
1CP

NETWORKED MACHINE SPIRITS

Adeptus Custodes Stratagem

The machine spirits of the Adeptus Custodes’ Land Raiders can be networked to provide almost supernatural accuracy.

Use this Stratagem in your Shooting phase. Choose a Venerable Land Raider from your army and at least one other friendly Venerable Land Raider within 6" of that model. None of the chosen models suffer any penalties to their hit rolls until the end of the phase.
1CP

INDOMITABLE GUARDIANS

Adeptus Custodes Stratagem

Once they have their objective, the warriors of the Adeptus Custodes will not be moved.

Use this Stratagem in your opponent’s Fight phase after an enemy unit that charged has fought. Choose one ADEPTUS CUSTODES unit from your army that is within 1" of an enemy unit and within 3" of an objective marker and fight with it next.
1CP

INSPIRE FEAR

Adeptus Custodes Stratagem

To see the lions of the Emperor in all of their battle fury is to see one’s death, inevitable and swift approaching.

Use this Stratagem at the beginning of the Morale phase. Choose one of your ADEPTUS CUSTODES units (other than a VEHICLE). Your opponent must add 1 to Morale tests taken for enemy units within 3" of that unit in this phase.
2CP

SENTINEL STORM

Adeptus Custodes Stratagem

The Custodians fire their bolt casters point-blank into their foes even as they swing their sentinel blades, a lethal technique that only such skilled warriors could employ.

Use this Stratagem at the end of your opponent’s Shooting phase. Choose one of your ADEPTUS CUSTODES units that is within 1" of an enemy unit. The unit you chose can shoot with its sentinel blades as if it were your Shooting phase.
1CP

BURST MISSILE NET

Adeptus Custodes Stratagem

Vertus Praetors are experts at lacing the skies with inescapable webs of flakk detonations.

Use this Stratagem in your Shooting phase, when choosing a unit of Vertus Praetors from your army to make their ranged attacks. If they all fire flakkburst missiles at the same target with the FLY keyword, you can re-roll failed wound rolls for these attacks.
1CP

SPARK OF DIVINITY

Adeptus Custodes Stratagem

The spark of divinity within every Custodian can sometimes unravel the sorcerous manifestations of the enemy.

Use this Stratagem when an enemy PSYKER manifests a psychic power within 12" of an ADEPTUS CUSTODES INFANTRY or BIKER unit from your army. You can take a Deny the Witch test for that unit as if it were a PSYKER.
1CP

PLANT THE VEXILLA

Adeptus Custodes Stratagem

When a Vexilus Praetor plants their vexilla in the ground, they can project the power of the ancient standard even further.

Use this Stratagem at the end of your Movement phase. Choose a VEXILUS PRAETOR from your army that did not move in that phase. You can increase the range of the Custodes Vexilla ability for that model by 6" until your next Movement phase. The VEXILUS PRAETOR that you chose cannot charge this turn.
1CP

PIERCING STRIKE

Adeptus Custodes Stratagem

Placing their spear blows perfectly, the Custodians pierce armour joints and vital systems to slay enemy war engines.

Use this Stratagem when you select an ADEPTUS CUSTODES unit from your army to attack in the Fight phase. Add 1 to wound rolls made for that unit’s guardian spears until the end of the phase.
2CP

INESCAPABLE VENGEANCE

Adeptus Custodes Stratagem

The Allarus Custodians are single-minded when they have their target in their sight.

Use this Stratagem when you select a unit of Allarus Custodians from your army to make their attacks in the Shooting phase. They can target enemy CHARACTERS with their attacks, even if they are not the closest enemy model.
1CP

WISDOM OF THE ANCIENTS

Adeptus Custodes Stratagem

The Dreadnoughts of the Adeptus Custodes have seen millennia of war, and can guide their comrades with their wisdom.

Use this Stratagem at the start of any phase. Select an ADEPTUS CUSTODES DREADNOUGHT from your army. Until the end of the phase, you can re-roll hit rolls of 1 for friendly ADEPTUS CUSTODES units within 6" of it.
1CP

CASTELLAN STRIKE

Adeptus Custodes Stratagem

The arcing strike of a castellan axe can be all but inescapable, and can hack open weak spots for other blades to exploit.

Use this Stratagem when you select one of your ADEPTUS CUSTODES units to attack in the Fight phase. As long as more than one model in the unit is attacking with a castellan axe, and they all target the same unit, improve the AP of that unit’s castellan axes to -3 until the end of the phase.
1CP

CONCUSSION GRENADES

Adeptus Custodes Stratagem

With the press of a rune, the balistus grenade launcher can switch to firing archeotech rounds designed to incapacitate.

Use this Stratagem in your Shooting phase, when choosing a unit of Allarus Custodians from your army to attack. Until the end of the phase, their balistus grenade launchers have an AP characteristic of 0, and INFANTRY units that are hit by these attacks are stunned until the end of the turn – they cannot fire Overwatch and your opponent must subtract 1 from hit rolls made for the unit.
1CP

EYES OF THE EMPEROR

Adeptus Custodes Stratagem

The Adeptus Custodes strike suddenly, guided by intelligence offered by the Eyes of the Emperor.

Use this Stratagem when you generate a Tactical Objective. You can discard that Tactical Objective immediately and generate a new Tactical Objective.
2CP

VICTOR OF THE BLOOD GAMES

Adeptus Custodes Stratagem

What foe can withstand a warrior who has overcome the defences of Holy Terra itself?

Use this Stratagem when you set up an ADEPTUS CUSTODES CHARACTER from your army during deployment. You can re-roll one hit roll, one wound roll or one save roll for this model in each turn.
2CP

EVEN IN DEATH…

Adeptus Custodes Stratagem

Even to their last breath, the heroic warriors of the Adeptus Custodes continue to fight on against those who would oppose the Master of Mankind.

Use this Stratagem when an ADEPTUS CUSTODES CHARACTER from your army is slain. Before removing the model from the battlefield, it can immediately either shoot as if it were the Shooting phase, or fight as if it were the Fight phase.
1CP

AVENGE THE FALLEN

Adeptus Custodes Stratagem

The loss of a Custodian is commemorated by the tolling of the Bell of Lost Souls on Terra, and by their comrades’ bloody vengeance on the battlefield.

Use this Stratagem when you select an ADEPTUS CUSTODES unit from your army to attack in the Fight phase. Until the end of the phase, increase the Attacks characteristic of each model in the unit by 1 for each model from that unit that was slain this turn.
1CP

BRINGERS OF THE EMPEROR’S JUSTICE

Adeptus Custodes Stratagem

The Adeptus Custodes have never forgiven the Traitor Legions for their part in Horus’ rebellion. Whenever the chance arises, they exact vengeance with lethal efficiency.

Use this Stratagem when an ADEPTUS CUSTODES unit from your army is chosen to attack in the Fight phase. Each time you make a hit roll of 6+ for a model in that unit during this phase, it can, if it was targeting a HERETIC ASTARTES unit, immediately make an extra attack against the same unit using the same weapon. If it was targeting a BLACK LEGION unit, it instead makes an extra attack on a hit roll of 4+. These extra attacks cannot themselves generate any further attacks.
3CP

STOOPING DIVE

Adeptus Custodes Stratagem

Guided by their predictive auguries and centuries of combat experience, the Vertus Praetors excel at swooping down to intercept threats the moment they manifest themselves.

Use this Stratagem at the end of your opponent’s Charge phase. Choose an ADEPTUS CUSTODES BIKER unit from your army that is within 12" of an enemy unit. You can declare a charge with that unit as if it were your Charge phase. If the unit’s charge is successful, that unit fights before all other units in the subsequent Fight phase – even before charging units. If your opponent has any units with similar abilities, take it in turns to resolve them, beginning with your opponent.

Warlord Traits

Those Custodians that lead their brethren into battle are amongst the most accomplished warriors in the entire Imperium. Their mastery of strategy, tactics and every aspect of combat are second to none.

If the Warlord of your army is an ADEPTUS CUSTODES CHARACTER, you can pick their Warlord Trait from the Adeptus Custodes Warlord Traits table, or roll a D6 and consult the table to generate their Warlord Trait.

D6WARLORD TRAIT
1

CHAMPION OF THE IMPERIUM

This Warlord is amongst the finest champions in the entire Imperium, and their presence inspires all nearby to acts of heroism.

Friendly ADEPTUS CUSTODES INFANTRY, BIKER and DREADNOUGHT units that are within 12" of your Warlord at the start of your opponent’s Charge phase can make Heroic Interventions this phase in the same manner as CHARACTERS.

2

PEERLESS WARRIOR

With every masterful strike and artful parry, this Warlord proves himself the master of one-to-one combat against even the most terrible foes.

Each time you make a hit roll of 6+ for your Warlord in the Fight phase, they can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

3

SUPERIOR CREATION

The cellular alchemy that went into the creation of this heroic warrior rendered him breathtakingly resilient.

Each time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound.

4

IMPREGNABLE MIND

No blandishment or invasion by the enemy can overcome the fortress of this Warlord’s mind, and his strength of will can crush that of lesser beings.

Your Warlord can attempt to Deny the Witch once in each of your opponent’s Psychic phases as if they were a PSYKER. When they do so, add 1 to the result of the Deny the Witch test.

5

RADIANT MANTLE

The holy light of the Emperor himself glows around this magnificent warrior in a sublime halo. Enemies are blinded by its glory, forced to recoil in pain and terror.

Your opponent must subtract 1 from hit rolls that target your Warlord.

6

EMPEROR’S COMPANION

As a member of the Adeptus Custodes’ inner circle, this Warlord is amongst the deadliest of his order.

You can re-roll the dice for the damage inflicted by your Warlord’s attacks.


Named Characters and Warlord Traits

The Captain-General of the Adeptus Custodes is renowned for his methodology as much as for his deeds on the battlefield. If he is your Warlord, he must be given the associated Warlord Trait shown below.
NAMED CHARACTERWARLORD TRAIT
Captain-General Trajann ValorisChampion of the Imperium 

Tactical Objectives

D66Result
11Deliver Victory 
12Eliminate Threats 
13War Zone Secure 
14Keep Them At Spear’s Length 
15Crush Their Resistance 
16The Emperor’s Vengeance 

The Adeptus Custodes engage in battles that would leave lesser armies in ruin. They seize victory in the Emperor’s name when no one else can, and prove their absolute supremacy over their enemies with every perfectly placed shot, every killing bladestroke, and every crushing conquest they achieve.

If your army is led by an ADEPTUS CUSTODES Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Adeptus Custodes player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Adeptus Custodes Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
DELIVER VICTORY
Adeptus Custodes

Victory for the Adeptus Custodes inevitably has far-reaching ramifications for the entire Imperium.

Score 1 victory point at the end of your turn if you score at least 1 victory point from another Tactical Objective in your turn.

12
ELIMINATE THREATS
Adeptus Custodes

The Ten Thousand only deploy when a threat is so great that it could directly bring harm to the throneworld itself. When such dangers are eliminated, it is cause for great celebration.

Score 1 victory point at the end of your turn if at least one enemy unit was destroyed in your turn. If three or more enemy units were destroyed in your turn, score D3 victory points instead.

13
WAR ZONE SECURE
Adeptus Custodes

Some dangers to the Golden Throne are so great that entire war zones must be mercilessly controlled in order to find and neutralise them.

Score 1 victory point at the end of your turn if you hold at least three objective markers.

14
KEEP THEM AT SPEAR’S LENGTH
Adeptus Custodes

The Adeptus Custodes trust no one beyond their own ranks, for all others are fallible. They keep allies and enemies alike at a distance of two spear lengths.

Score 1 victory point at the end of your turn if there are no other units within 3" of ADEPTUS CUSTODES units from your army (with the exception of other friendly ADEPTUS CUSTODES units). You cannot score this objective in your first turn.

15
CRUSH THEIR RESISTANCE
Adeptus Custodes

No matter the odds they face, the Adeptus Custodes can seize victory from even the most desperate strategic situation.

When you generate this Tactical Objective, your opponent chooses an objective marker. Score D3 victory points at the end of the turn if you control this objective marker.

16
THE EMPEROR’S VENGEANCE
Adeptus Custodes

The Adeptus Custodes advance swiftly and crush their enemies with uncompromising ferocity.

Score D3 victory points if you control an objective marker that was controlled by your opponent at the start of the turn. If you control three or more objective markers that were controlled by your opponent at the start of the turn, score D3+3 victory points instead.


Relics of Terra

During the Great Crusade, the Custodians hoarded some of the most powerful and esoteric weapons technology ever encountered by the Imperium. Though much of it was expended during the Horus Heresy, some of these ancient artefacts still exist, locked away in vaults deep beneath the Imperial Palace, waiting to be borne to war when the need is greatest.

If your army is led by an Adeptus Custodes Warlord, you may give one of the following Relics of Terra to an ADEPTUS CUSTODES CHARACTER in your army. Named characters such as Captain-General Trajann Valoris cannot be given any of the following relics – they have their own unique wargear.

Note that some weapons replace one of the model’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Relics of Terra your characters have on your army roster.

AURIC AQUILAS

Incorporating forbidden secrets of ancient archeotech from the Dark Age of Technology, Auric Aquilas is a truly magnificent gravitic jetbike. Swift as thought and protected by a shimmering golden force field, it bears its rider swiftly and safely into battle.

BIKER model only. This model has a 3+ invulnerable save. In addition, you can re-roll failed charge rolls made for this model.

AURIC SHACKLES

These fetters were forged in the Dark Age of Technology, and adapt themselves to shut down the neural nets of any sentient beings, rendering even the thought of escape impossible. They are used to capture the Imperium’s most dangerous foes.

Your opponent must subtract 1 from the Attacks characteristic of enemy CHARACTERS whilst they are within 6" of the bearer (to a minimum of 1). In addition, in missions that use victory points, if the bearer slays the enemy Warlord in the Fight phase, you score an additional D3 victory points.

EAGLE’S EYE

This magnificent helm incorporates sensorium-gheists, trapped within micro-reliquaries and compelled to shriek their technomantic warnings to the wearer whenever danger threatens.

Improve this model’s invulnerable save by 1 (to a maximum of 3+).

EMPEROR’S LIGHT

Said to have been crafted from a crystallised shard of the Emperor’s glorious light, this masterwork misericordia has been borne into battle by three separate Captain-Generals. It is said to flood the heart of its victim with holy radiance, and is an object of dread to traitors and heretics alike.

Model with a misericordia only. The Emperor’s Light replaces the model’s misericordia and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Emperor’s Light
Melee
Melee
User
-2
1
Abilities: Each time the bearer fights, it can make 1 additional attack with this weapon unless it is also equipped with a storm shield. In addition, add 1 to any Morale tests taken by enemy units within 12" of the bearer.

FAITH ABSOLUTE

This ominous vexilla was created for the infamous Witching Wars. It is able to discharge a pulse of disruptive contra-empyric energies that can unmake an onrushing psychic manifestation in a heartbeat.

Model with a Vexilla Magnifica only. The Faith Absolute replaces that model’s vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, and the bearer can attempt to deny one psychic power in each enemy Psychic phase as if they were a PSYKER.

FULMINARIS AGGRESSOR

This vexilla was fashioned after the fall of Goge Vandire to honour the wrath of the Emperor in punishing traitors and tyrants. Its microthundercoil generatorum crackles with barely restrained power that arcs out to annihilate nearby foes.

Model with a Vexilla Defensor only. The Fulminaris Aggressor replaces that model’s vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, and the Fulminaris Aggressor has the following weapon profile:
WEAPON
RANGE
TYPE
S
AP
D
Fulminaris Aggressor (shooting)
8"
Assault D6
4
-1
1
Fulminaris Aggressor (melee)
Melee
Melee
+2
-1
1
Abilities: Attacks made with this weapon’s shooting profile automatically hit.

GATEKEEPER

This potent weapon thrums with barely contained power. Its machine spirits are capable of near-prescient predictive targeting, allowing the wielder to mow down the enemy before they can come within blade’s reach.

Model with a guardian spear only. The Gatekeeper replaces the model’s guardian spear and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gatekeeper (shooting)
24"
Rapid Fire 3
4
-1
2
Gatekeeper (melee)
Melee
Melee
+1
-3
D3
Abilities: Overwatch attacks made with this weapon successfully hit on rolls of 3+ rather than 6.

OBLITERATUM

This dread vambrace weapon incorporates several forbidden technologies whose possession would be death to any beyond the Adeptus Custodes. It fires concentrated antimatter, compressed within splinterglass canisters that shatter upon impact. Victims are annihilated on a molecular level by the night-black blasts caused by this weapon’s fire, vanishing in terrifying eruptions of nothingness.

Model with a balistus grenade launcher only. The Obliteratum replaces the model’s balistus grenade launcher and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Obliteratum
12"
Assault 1
10
-4
D3

RAIMENT OF SORROWS

Handwoven by the sisters of the Order of Lamentations and allowed to sit in state at the foot of the Golden Throne for a full century, this shroud-like raiment is a potent reminder of the Custodians’ one great defeat. Its presence fills them with a cold determination to never fail again.

Roll a D6 each time a friendly ADEPTUS CUSTODES INFANTRY or BIKER model is destroyed within 6" of the bearer, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase. You cannot use the Even in Death… Stratagem on a model that does so.

THE CASTELLAN’S MARK

This finely worked pauldron is awarded to whichever living Custodian currently holds the greatest tally of victories in the Blood Games. It is rare, of course, that even the resourceful warriors of the Adeptus Custodes succeed in these endeavours, and so to honour one who has done so more times than any other is only right. He who bears the Castellan’s Mark is guaranteed to be a superlative strategic genius, an expert in spotting and exploiting weaknesses with merciless efficiency.

If the bearer is on the battlefield, at the beginning of the game but before the first turn you can remove them and up to one friendly ADEPTUS CUSTODES unit within 6" of them from the battlefield and set them up again following the mission rules. You must set them up on the battlefield.

THE PRAETORIAN PLATE

This suit of Allarus Terminator armour – itself a handcrafted relic of great antiquity – has been adapted to incorporate a still more ancient empyric beacon and archeotech teleport-shunter that allows its wearer to leap directly through the warp to the aid of those he is sworn to defend.

TERMINATOR model only. When you set the bearer up, choose a friendly IMPERIUM CHARACTER. At the end of your opponent’s Charge phase, if there is an enemy model within 1" of that character, you can remove the bearer from the battlefield (if they are on the battlefield) and, even if they were not on the battlefield, set them up within 3" of that character and within 1" of an enemy model. The bearer is not considered to have charged.

THE VEILED BLADE

An ancient blade that burns with a bitterly cold and dark energy, the Veiled Blade is bestowed upon a Custodian who has vowed to recover that which should remain hidden from Humanity and return it to the Dark Cells.

Model with a sentinel blade only. The Veiled Blade replaces the model’s sentinel blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Veiled Blade (shooting)
12"
Pistol 2
4
0
1
Veiled Blade (melee)
Melee
Melee
User
-3
D3
Abilities: Each time the bearer fights whilst they are within 3" of an objective marker, they can make 2 additional attacks with this weapon.

WRATH ANGELIS

This ancient and expertly crafted vexilla was created for the battle against the Orks upon the world of Ullanor. During that conflict, pinpoint fire support was key to victory. Thus, this vexilla incorporates a multi-spectral targeting shrine that links to warships in orbit and guides in trans-atmospheric strikes with remarkable accuracy.

Model with a Vexilla Magnifica only. The Wrath Angelis replaces that model’s vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, and once per battle in your Movement phase, if the bearer does not move, you can roll a D6 for each unit (friend or foe) within 6". Subtract 1 from the result if the unit being rolled for is a CHARACTER, or 2 from the result if the unit being rolled for is ADEPTUS CUSTODES. On a 4+ the unit being rolled for suffers D3 mortal wounds.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Achillus dreadspear (shooting)
24"
Heavy D3
8
-2
D3
-
13
Adrasite spear (shooting)
18"
Assault 1
5
-3
3
For each hit roll of 1 made for attacks with this weapon, the bearer's unit suffers 1 mortal wound after shooting with this weapon.
15
Adrastus bolt caliver
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Bolt volley
36"
Assault 3
5
-1
1
-
 - Disintegration beam
12"
Assault 1
5
-3
D3
For each hit roll of 1 made for attacks made with this weapon, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
15
Adrathic devastator
18"
Heavy 2
6
-3
D3
For each hit roll of 1 made for attacks with this weapon, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
50
Arachnus heavy blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
36"
Heavy 1
9
-4
3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
 - Burst
24"
Heavy 6
7
-2
1
-
40
Arachnus storm cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
72"
Heavy 2
9
-4
3
When resolving an attack made with this weapon against a Vehicle unit, you can re-roll the wound roll.
 - Burst
48"
Heavy 6
7
-2
1
-
0
Balistus grenade launcher
12"
Assault D3
4
-3
1
-
14
Castellan axe (shooting)
24"
Rapid Fire 1
4
-1
2
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
0
Galatus warblade (shooting)
8"
Heavy 2D6
6
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
12
Guardian spear (shooting)
24"
Rapid Fire 1
4
-1
2
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
25
Iliastus accelerator culverin
36"
Heavy 4
7
-3
2
-
15
Infernus firepike
12"
Heavy D6
6
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
16
Infernus incinerator
8"
Heavy D6
6
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
25
Kheres pattern assault cannon
24"
Heavy 6
7
-1
1
-
10
Kinetic destroyer
18"
Pistol 2
6
-2
2
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
12
Lastrum bolt cannon
36"
Heavy 3
6
-2
1
-
5
Lastrum storm bolter
24"
Rapid Fire 2
5
-1
1
-
27
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
30
Plasma ejector
8"
Heavy D6
7
-3
1
This weapon automatically hits its target.
20
Pyrithite spear (shooting)
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
15
Salvo launcher
When attacking with this weapon, choose one of the profiles below.
 - Melta missile
24"
Heavy 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
 - Flakkburst missile
24"
Heavy D3
7
-1
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
7
Sentinel blade (shooting)
12"
Pistol 2
4
0
1
-
12
Spiculus bolt launcher
24"
Heavy 5
5
-1
1
-
14
Spiculus heavy bolt launcher
48"
Heavy 3
7
-1
2
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
20
Twin Adrathic destructor
18"
Assault 2
5
-3
3
For each hit roll of 1 made for attacks with this weapon, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
25
Twin Arachnus blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
36"
Heavy 2
7
-4
3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
 - Burst
24"
Heavy 6
5
-2
1
-
100
Twin Arachnus heavy blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
36"
Heavy 2
9
-4
3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
 - Burst
24"
Heavy 12
7
-2
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
90
Twin Iliastus accelerator cannon
60"
Heavy 8
8
-3
D3
-
60
Twin las-pulsar
36"
Heavy 2D3
9
-3
D3
-
40
Twin las-pulser
24"
Heavy 2D3
8
-2
D3
-
50
Twin lascannon
48"
Heavy 2
9
-3
D6
-
20
Twin Lastrum bolt cannon
36"
Heavy 6
6
-2
1
-
15
Twin plasma projector
8"
Heavy 2D3
6
-2
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
14
Venatari lance (shooting)
12"
Assault 2
6
-2
2
-
Watcher’s Axe (shooting)
24"
Rapid Fire 1
5
-1
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Achillus dreadspear (melee)
Melee
Melee
x2
-3
D6
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
13
Adrasite spear (melee)
Melee
Melee
+1
-3
D3
-
14
Castellan axe (melee)
Melee
Melee
+3
-2
D3
-
40
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
0
Galatus warblade (melee)
Melee
Melee
User
-3
3
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
12
Guardian spear (melee)
Melee
Melee
+1
-3
D3
-
0
Interceptor lance
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon in a turn in which the bearer made a charge move, you can re-roll the wound roll.
0
Interceptor lance
Melee
Melee
+1
-3
D3
You can re-roll failed wound rolls for this weapon on a turn in which its bearer made a successful charge.
4
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.
5
Power knife
Melee
Melee
User
-2
1
A model equipped with a sentinel blade and power knife can make 1 additional attack each time it fights.
20
Pyrithite spear (melee)
Melee
Melee
+1
-3
D3
-
7
Sentinel blade (melee)
Melee
Melee
User
-3
D3
-
13
Solerite power gauntlet
Melee
Melee
x2
-4
D3
-
9
Solerite power talon
Melee
Melee
+1
-2
1
When resolving an attack made with this weapon, you can re-roll the wound roll.
8
Tarsus buckler
Melee
Melee
+1
-2
1
-
Telemon caestus
Melee
Melee
x2
-3
4
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile.
14
Venatari lance (melee)
Melee
Melee
+1
-3
D3
-
Watcher’s Axe (melee)
Melee
Melee
x2
-3
D3
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Galatus Shield
This model has a 4+ invulnerable save. When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll.
10
Storm Shield
A model equipped with a storm shield has a 3+ invulnerable save.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The VEXILUS PRAETOR keyword is used in following Adeptus Custodes datasheets:

Elites

The ADEPTUS CUSTODES and BIKER keywords are used in following Adeptus Custodes datasheets:

HQ
Fast Attack
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The BIKER keyword is used in following Adeptus Custodes datasheets:

HQ
Fast Attack

The DREADNOUGHT keyword is used in following Adeptus Custodes datasheets:

Elites
Heavy Support
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

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

HQ
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.

The ADEPTUS CUSTODES and DREADNOUGHT keywords are used in following Adeptus Custodes datasheets:

Elites
Heavy Support
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

The TERMINATOR keyword is used in following Adeptus Custodes datasheets:

HQ
Elites
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
single/pair
© Vyacheslav Maltsev 2013-2019