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Adeptus CustodesValerian and Aleya
10

Valerian and Aleya

NAME M WS BS S T W A Ld Sv
Valerian 6" 2+ 2+ 5 5 6 5 9 2+
Aleya 7" 2+ 3+ 3 3 5 4 9 3+
This unit contains 1 Valerian and 1 Aleya, Valerian is equipped with: Gnosis; misericordia. Aleya is equipped with: Somnus Blade; psyk-out grenades. You can only include one of this unit in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Gnosis (shooting)
24"
Rapid Fire 1
4
-1
2
-
Gnosis (melee)
Melee
Melee
+2
-3
D3
-
Misericordia
Melee
Melee
User
-2
1
When the bearer fights, it makes 1 additional attack with this weapon unless it is has a storm shield.
Somnus Blade
Melee
Melee
+1
-3
D3
-
Psyk-out grenade
6"
Grenade D3
2
0
1
When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
ABILITIES
Talons of the Emperor: During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.
ABILITIES (Valerian)
Aegis of the Emperor

Inspirational Fighter: You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model.

Golden Laurels: Once per battle, when resolving an attack made with Gnosis by this model, you can re-roll either the hit roll, the wound roll or the damage roll.
ABILITIES (Aleya)
Witch Hunter: When resolving an attack made with a melee weapon by this model against a PSYKER unit, you can re-roll the wound roll.

Psychic Abomination: This model cannot be targeted or affected by psychic powers. In addition, when a Psychic or Deny the Witch test is taken for an enemy model, subtract 1 from the total for each unit from your army with this ability that is within 18" of that enemy model (to a maximum of-4).
FACTION KEYWORDS
IMPERIUM
KEYWORDS (Valerian)
ADEPTUS CUSTODES, CHARACTER, INFANTRY, SHIELD-CAPTAIN, VALERIAN
KEYWORDS (Aleya)
ASTRA TELEPATHICA, SISTERS OF SILENCE, CHARACTER, INFANTRY, ALEYA

This datasheet has HQ Battlefield Role. Full list of Adeptus Custodes units sharing same Battlefield Role follows:

Price for whole unit including wargear
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.
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.
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.
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.
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.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.
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.
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.
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 SHIELD-CAPTAIN keyword is used in following Adeptus Custodes datasheets:

HQ
© Vyacheslav Maltsev 2013-2020