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 2
  Imperium 2Index81.3April 2018
  Adeptus Custodes
  Adeptus CustodesCodex8Indomitus 1.1July 2020
  Forge World: Adeptus Custodes Rules Preview
  Forge World: Adeptus Custodes Rules PreviewDataslate8February 2018
  Forge World: Adeptus Custodes Datasheets
  Forge World: Adeptus Custodes DatasheetsDataslate8August 2019
  Black Library Celebration 2020: Valerian and Aleya
  Black Library Celebration 2020: Valerian and AleyaDataslate8February 2020
  Psychic Awakening: War of the Spider
  Psychic Awakening: War of the SpiderExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

Codex: Adeptus Custodes

 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.
 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 Engagement Range of an enemy unit declare a charge as a result of the Stooping Dive Stratagem?
A:
No.

Expansion: Psychic Awakening: War of the Spider

 Q: When The Emperor’s Auspice Stratagem is used, does the effect also prevent re-rolls that are not part of the Making Attacks sequence, such as the number of attacks made for a weapon that makes a random number of attacks?
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 ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in Adeptus Custodes Detachments gain the Sworn Guardians and The Emperor’s Chosen abilities.

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+).

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.

Shield Hosts

Multiple shield companies gather into larger forces known as shield hosts in times of dire need. Sometimes boasting hundreds of Custodians, shield hosts possess tremendous martial might. The greatest of them have long and established histories, unified heraldry and duties uniquely theirs to discharge.

If your army is Battle-forged and includes any ADEPTUS CUSTODES Detachments, you can select which shield host each of those Detachments belongs to from the shield hosts listed below. If you do, all ADEPTUS CUSTODES units from that Detachment (excluding Captain-General Trajann Valoris) gain the relevant <SHIELD HOST> Faction keyword.

For example, if your army includes an ADEPTUS CUSTODES Detachment containing a Shield-Captain, Captain-General Trajann Valoris and three units of Custodian Guard, and you decide that Detachment is from the Shadowkeepers, those units (excluding Captain-General Trajann Valoris) would gain the SHADOWKEEPERS Faction keyword.

An ADEPTUS CUSTODES Detachment that belongs to one of the shield hosts has access to the following rules:

RELICS OF TERRA
If your army is led by an ADEPTUS CUSTODES <SHIELD HOST> Warlord, you can give the relevant <SHIELD HOST> Relic of Terra to an ADEPTUS CUSTODES <SHIELD HOST> CHARACTER model from your army, instead of one from Codex: Adeptus Custodes. Note that named characters cannot be given a Relic of Terra.

Note that some Relics are weapons or items of wargear that replace one of the model’s existing weapons or items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the weapon or wargear that is being replaced. Write down any Relics your models have on your army roster.

WARLORD TRAITS
If an ADEPTUS CUSTODES <SHIELD HOST> model is your Warlord, they can have the relevant <SHIELD HOST> Warlord Trait instead of a Warlord Trait from Codex: Adeptus Custodes or another publication.

STRATAGEMS
If your army is Battle-forged and includes any ADEPTUS CUSTODES <SHIELD HOST> Detachments, the relevant <SHIELD HOST> Stratagem can be used in addition to those presented in this publication and in Codex: Adeptus Custodes.


Aquilan Shield

Certain servants of the Emperor bear great responsibilities deemed directly relevant to the safety of Terra. Such esteemed figures are afforded the protection of the Aquilan Shield, at least until their usefulness is thought to be at its end. Bodyguards and protectors without equal, these warriors devote every iota of their strength and will to the defence of their assigned charge, be that an Indomitus Crusade Fleetmaster or a lowly Astra Militarum Guardsman turned visionary prophet.

WARLORD TRAIT: REVERED COMPANION
Years of interposing himself between his charges and the blades of their foes has left this warlord adept at turning and deflecting attacks.
When resolving an attack made against this Warlord, halve any damage inflicted (rounding up).

RELIC OF TERRA: PRAESIDIUS
Fashioned by the great Terran armourer Annah Tsvochakin in the latter years of M32, the stunningly worked storm shield named Praesidius is a singular artefact. Not only is its auramite surface finely worked and layered at a molecular level for greater durability, but nestled within its graven bulk are a series of microshield generators. Employing a never again replicated modification of displacer technology, the shield generates small localised displacement bubbles at the point of impact, literally beaming bolts, bullets and the tips of blades harmlessly away from Praesidius’ bearer.
Model with a storm shield only. When resolving an attack against a model with this Relic, subtract 1 from the wound roll.

1CP

SHIELD OF HONOUR

Aquilan Shield Stratagem

It is second nature to the warriors of the Aquilan Shield to place themselves between their charges and potential peril.

Use this Stratagem in any phase when an IMPERIUM CHARACTER unit (excluding VEHICLE units) from your army is chosen as the target of an opponent model’s attacks. Select one friendly AQUILAN SHIELD INFANTRY or AQUILAN SHIELD DREADNOUGHT unit within 3" of that IMPERIUM CHARACTER unit. Until the end of that phase, when resolving an attack made by a model in that enemy unit, measure range to that IMPERIUM CHARACTER unit, but resolve attacks made by models in that enemy model's unit against the unit you selected. If the unit you selected is destroyed, any remaining attacks are lost.

Dread Host

Fear is a familiar weapon to the Imperium, used to deter enemies and keep seething populations in line. There is no terror as pure and absolute as that invoked when the Emperor’s own fury is unleashed to punish his foes. Such is the Dread Host, a weapon forged to strike at dawning threats and spread terror through absolute annihilation.

WARLORD TRAIT: ALL-SEEING ANNIHILATOR
The Dread Host employ a near-prescient intelligence network to foresee their enemies’ plans and weaknesses. This warlord employs that amassed knowledge to best direct his comrades’ attacks.
When resolving an attack made with a melee weapon by a model in a friendly DREAD HOST unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.

RELIC OF TERRA: ADMONIMORTIS
This towering castellan axe was wrought for one purpose – to make a bloody example of those who dare to set themselves against the inviolate might of Terra.
Model with a castellan axe only. This Relic of Terra replaces a castellan axe and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Admonimortis (shooting)
Admonimortis (shooting)
24"
Rapid Fire 1
4
-1
2
Admonimortis (melee)
Admonimortis (melee)
Melee
Melee
+3
-3
3
1/2CP

GOLDEN LIGHT OF THE MOIRAIDES

Dread Host Stratagem

The Dread Host go to battle aboard the trio of terrifying pre-heresy warships known as the Moiraides. These potent vessels teleport their passengers straight into battle, their systems so precise that the Adeptus Custodes can begin their charge aboard their warship and complete it by surging at a full run from an explosion of golden light in the enemy’s midst.

Use this Stratagem at the start of your Charge phase. Select one DREAD HOST unit from your army that teleported into battle this turn for 1CP, or up to three such units for 2CP. Until the end of that phase, when a charge roll is made for those units, roll one additional D6 and discard one of the dice.

Emissaries Imperatus

In the days of the Great Crusade, the Emperor often entrusted crucial messages or artefacts to be borne by his Custodians. It is a duty they still fulfil now, speaking, acting and making war with the absolute authority of the Master of Mankind himself.

WARLORD TRAIT: VOICE OF THE EMPEROR
Where many amongst the Adeptus Custodes hold themselves remote and aloof from the lesser mortals around them, this warlord’s booming oratory and inspirational rhetoric are meant for the ears and hearts of all loyal Imperial servants.
Whilst they are within 9" of this Warlord, friendly IMPERIUM units can use this Warlord’s Leadership characteristic. Add 3" to the range of this Warlord’s aura abilities (this has already been added to this trait’s aura ability).

RELIC OF TERRA: VEXILLA DOMINATUS
The Vexilla Dominatus blazes with an arcane light that illuminates the battlefield like the rays of Sol itself. Bathed in such blessed radiance, the Emperor’s servants stand tall indeed.
Model with a Vexilla Defensor only. Replace a model with this Relic’s Custodes Vexilla and Vexilla Defensor ability with the following:

Vexilla Dominatus: Whilst they are within 6" of a model with this Relic, you can re-roll failed Morale tests for friendly IMPERIUM INFANTRY and IMPERIUM BIKER units. Whilst their unit is within 6" of a model with this Relic, friendly EMISSARIES IMPERATUS models count as 3 models for the purposes of determining who controls an objective marker.
1CP

THE EMPEROR’S HAND

Emissaries Imperatus Stratagem

Most Custodians who join the Emissaries Imperatus do so because they profess to see visions of the Emperor guiding them in their dreams. Some even find that this guidance flows through into their waking hours. They claim to feel the Emperor’s own hands upon their weapons and voice in their minds, exposing the weaknesses of their foes.

Use this Stratagem in any phase when an EMISSARIES IMPERATUS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, ignore any negative hit roll, wound roll and Armour Penetration characteristic modifiers and any benefit to the saving throw as a result of cover for that attack.

Shadowkeepers

The Shadowkeepers watch over the Dark Cells beneath the Imperial Palace and keep trammelled the dread entities and technologies sealed within. Should such potent and terrible manifestations appear abroad in the Imperium, it falls to the Shadowkeepers to capture and imprison them.

WARLORD TRAIT: LOCKWARDEN
The master of the Shadowkeepers is the Lockwarden, an especially stern guardian. He must be implacable in defence and unrelenting on the attack, a master gaoler feared by all his charges.
When resolving an attack made by a CHARACTER model against this Warlord, subtract 1 from the hit roll. When resolving an attack made by this Warlord against an enemy CHARACTER unit, subtract 1 from the saving throw (including invulnerable saves).

RELIC OF TERRA: STASIS OUBLIETTE
This unassuming, rune-inscribed piece of arcane technology entraps its victim in a shimmering stasis prison for capture and return to Terra.
At the start of the Fight phase, select one enemy CHARACTER unit within 3" of a model with this Relic. Until the end of that phase, halve the Attacks characteristic of models in that unit (rounding up) and when resolving an attack made by a friendly SHADOWKEEPERS model against that CHARACTER unit, re-roll a wound roll of 1.

1CP

GRIM RESPONSIBILITY

Shadowkeepers Stratagem

The Shadowkeepers’ role requires superhuman resolve and a fortitude of will so unbreakable that it is like unto a monolithic fortress. When set to their task, the Shadowkeepers shrug off the worst that their foes can throw at them, ignoring the sorest wounds through sheer force of determination. For their already outmatched enemies, it is a terrifying spectacle.

Use this Stratagem in any phase when a SHADOWKEEPERS unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the Strength characteristic of that attack.

Solar Watch

The Solar Watch move fast and strike hard, launching their Talon Sorties to eliminate those threats in or around the Sol System itself. Their wrath is swift and terrible, delivered with a martial precision that few could match.

WARLORD TRAIT: SALLY FORTH
This warlord excels in directing fast and deadly offensives designed to close rapidly with the enemy, then overwhelm them with a devastating concentration of force.
At the start of your Movement phase, add 1" to the Move characteristic of all friendly SOLAR WATCH units within 6" of this Warlord until the end of that phase. Whilst their unit is within 6" of this Warlord, models in friendly SOLAR WATCH units that have Advanced can shoot with Rapid Fire weapons in the following Shooting phase, but must subtract 1 from hit rolls for those attacks.

RELIC OF TERRA: THE SWIFTSILVER TALON
Perfectly balanced, wrought from lightweight zephyrgeldt alloys, this remarkable spear is also imbued with a ferociously predatory and quick-thinking machine spirit.
Model with a Guardian Spear only. A model with this Relic can shoot and charge in a turn in which it Advanced or Fell Back. This Relic of Terra replaces a Guardian Spear and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Swiftsilver Talon (shooting)
Swiftsilver Talon (shooting)
24"
Assault 4
4
-1
2
Swiftsilver Talon (melee)
Swiftsilver Talon (melee)
Melee
Melee
+1
-3
D3
0CP

THE EAGLE’S STRIKE

Solar Watch Stratagem

When the Solar Watch attack they prioritise the speedy elimination of their foes’ command assets, swooping like a great eagle and tearing the throat from the enemy army with talons and beak. The foe are left reeling and confused, their command structure collapsing even as the Solar Watch ready themselves to strike the killing blow.

Use this Stratagem in any phase when an enemy CHARACTER unit is destroyed as a result of an attack made by a SOLAR WATCH model from your army. The next time your opponent wishes to use a Stratagem, they must spend one extra CP to use that Stratagem. This Stratagem can be used once per battle round.

Lords of the Shield Hosts


Those who command the Shield Hosts in battle are inhumanly skilled warriors and commanders who have earned the eternal respect of their comrades through exemplary deeds beyond counting.

If your army is Battle-forged and includes any ADEPTUS CUSTODES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagem to the right and can spend Command Points to activate it. If you do so and you have an army roster, you must note on it which selection you have made for your Shield-Captain.

CAPTAIN-COMMANDER TRAITS
  • Slayer of the Unclean: When resolving an attack made by this model, on an unmodified wound roll of 6, double the Damage characteristic of the weapon for that attack (e.g. D3 becomes 2D3).
  • Swift as the Eagle: Add 1 to Advance and charge rolls made for this model. Add 1" to the Move characteristic of this model.
  • Strategic Mastermind: Whilst this model is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this ability.
  • Bane of Abominations: When resolving an attack made by this model against an enemy MONSTER unit or VEHICLE unit, you can re-roll the wound roll.
  • Indomitable Constitution: Add 2 to the Wounds characteristic of this model.
  • Master of Melee: Whilst this model is within 1" of any enemy units that contain six or more models, increase its Attacks characteristic by 2.
  • Unstoppable Destroyer: When this model piles in, it can move up to D3+3" and can end the move closer to any enemy model within that distance of this model. When this model consolidates, it can move up to D3+3" and does not have to end the move closer to the nearest enemy model.
  • Defiant to the Last: For each wound this model has lost, increase its Attacks characteristic by 1 (to a maximum of 3 additional attacks).
  • Inspirational Exemplar: Add 3" to the range of this model’s aura abilities.

1CP

CAPTAIN-COMMANDER

Adeptus Custodes Stratagem

Though an honorific more than an official rank, those named Captain-Commander richly deserve the accolade for their martial and strategic mastery.

Use this Stratagem before the battle. Select one SHIELD-CAPTAIN model from your army that is not a named character. Select one Captain-Commander Trait from the list to the left for that model. You can only use this Stratagem once per battle.

Stratagems by Phase

Before battle

OPEN THE VAULTS

CAPTAIN-COMMANDER

ETERNAL PENITENT

TEN THOUSAND HEROES

During deployment

FROM GOLDEN LIGHT THEY COME

VICTOR OF THE BLOOD GAMES

Battle Round

At the start of your turn

EYES OF THE EMPEROR

Movement phase

UNLEASH THE LIONS

WISDOM OF THE ANCIENTS

PLANT THE VEXILLA

VEXILLA TELEPORT HOMER

SHIELD OF HONOUR (Aquilan Shield)

Enemy Movement phase

TANGLEFOOT GRENADE

WISDOM OF THE ANCIENTS

EVER VIGILANT

SHIELD OF HONOUR (Aquilan Shield)

Psychic phase

WISDOM OF THE ANCIENTS

SHIELD OF HONOUR (Aquilan Shield)

Enemy Psychic phase

WISDOM OF THE ANCIENTS

FORTRESS OF WILLPOWER

SPARK OF DIVINITY

SHIELD OF HONOUR (Aquilan Shield)

Shooting phase

WISDOM OF THE ANCIENTS

BURST MISSILE NET

CONCUSSION GRENADES

INESCAPABLE VENGEANCE

NETWORKED MACHINE SPIRITS

ARCHEOTECH MUNITIONS

BLOOD GAMES VETERANS

SUPERIOR FIRE PATTERNS

SHIELD OF HONOUR (Aquilan Shield)

THE EMPEROR’S HAND (Emissaries Imperatus)

Enemy Shooting phase

WISDOM OF THE ANCIENTS

SENTINEL STORM

SHIELD OF HONOUR (Aquilan Shield)

Being targeted

ANCIENT ARTIFICE

ARCANE GENETIC ALCHEMY

AURAMITE AND ADAMANTIUM

THE EMPEROR’S AUSPICE

GRIM RESPONSIBILITY (Shadowkeepers)

Charge phase

WISDOM OF THE ANCIENTS

GOLDEN LIGHT OF THE MOIRAIDES (Dread Host)

SHIELD OF HONOUR (Aquilan Shield)

Enemy Charge phase

TANGLEFOOT GRENADE

UNFLINCHING

WISDOM OF THE ANCIENTS

STOOPING DIVE

FRATERNITY OF HEROES

SHIELD OF HONOUR (Aquilan Shield)

Fight phase

WISDOM OF THE ANCIENTS

AVENGE THE FALLEN

CASTELLAN STRIKE

PIERCING STRIKE

SLAYERS OF NIGHTMARES

BRINGERS OF THE EMPEROR’S JUSTICE

SHIELD OF HONOUR (Aquilan Shield)

THE EMPEROR’S HAND (Emissaries Imperatus)

Enemy Fight phase

INDOMITABLE GUARDIANS

WISDOM OF THE ANCIENTS

SHIELD OF HONOUR (Aquilan Shield)

Morale phase

AVATARS OF THE EMPEROR

INSPIRE FEAR

WISDOM OF THE ANCIENTS

SHIELD OF HONOUR (Aquilan Shield)

Enemy Morale phase

WISDOM OF THE ANCIENTS

SHIELD OF HONOUR (Aquilan Shield)

Taking casualties

EVEN IN DEATH…

SHOULDER THE MANTLE

INDOMITABLE ENGINES

VENGEANCE OF THE MACHINE SPIRIT

Enemy taking casualties

THE EAGLE’S STRIKE (Solar Watch)


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 Engagement Range 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. Until the end of the phase, each time you select a target for a weapon a model in that unit is making an attack with, you can ignore the Look Out, Sir rule.
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.

Stratagems (War of the Spider)

If your army is Battle-forged and includes any ADEPTUS CUSTODES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below and can spend Command Points to activate them. These reflect the unique strategies used by the Adeptus Custodes. If a Stratagem is used before the battle to upgrade a unit (e.g. Ten Thousand Heroes) and you have an army roster, you must note on it which Stratagems are used to upgrade which units.


1CP

TEN THOUSAND HEROES

Adeptus Custodes Stratagem

Every Custodian Guard is a storied hero; many amongst the ranks of their shield companies possess the most advanced mastery of war.

Use this Stratagem before the battle, after nominating your Warlord. Select one ADEPTUS CUSTODES CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle. If a model is given a Warlord Trait using this Stratagem, that model does not gain a second one if they are selected for the Shoulder the Mantle Stratagem during the battle.
1CP

ANCIENT ARTIFICE

Adeptus Custodes Stratagem

The secrets of manufacturing Contemptor Dreadnought sarcophagi are long lost, but no less potent for it.

Use this Stratagem when an ADEPTUS CUSTODES DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
2CP

ARCANE GENETIC ALCHEMY

Adeptus Custodes Stratagem

The Adeptus Custodes are individually engineered on a molecular level using secrets of genetic alchemy that render them virtual demigods in battle.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army that is not a VEHICLE is chosen as a target for an attack. Until the end of that phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack has.
1CP

ETERNAL PENITENT

Adeptus Custodes Stratagem

Custodians tainted by dishonour seek penance through voluntary entombment in a Dreadnought’s sarcophagus.

Use this Stratagem before the battle. Select one ADEPTUS CUSTODES DREADNOUGHT unit from your army. Increase that unit’s Attacks characteristic by 1. You can re-roll charge rolls made for that unit. Each ADEPTUS CUSTODES DREADNOUGHT unit from your army can only be selected for this Stratagem once.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Adeptus Custodes Stratagem

Not easily are the war engines of the Adeptus Custodes slain, and even then they do not pass quietly.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES VEHICLE model (excluding DREADNOUGHT models) from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
2CP

SLAYERS OF NIGHTMARES

Adeptus Custodes Stratagem

In an age plagued by monstrous foes, when primordial horrors from the darkest void circle Humanity’s dying light, still the Adeptus Custodes stand strong!

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a unit with a higher Toughness characteristic than its own, you can add 1 to the wound roll.
1CP

FORTRESS OF WILLPOWER

Adeptus Custodes Stratagem

Unclean tendrils of witchcraft slither in futile frustration across the indomitable souls of the Adeptus Custodes, never finding a single crack to give them purchase.

Use this Stratagem in your opponent’s Psychic phase, when an ADEPTUS CUSTODES unit from your army is selected as the target of a Psychic power that was successfully manifested this turn. Roll one D6, adding 1 to the result if that unit is a CUSTODIAN WARDENS unit; on a 4+ that psychic power has no effect.
1CP

INDOMITABLE ENGINES

Adeptus Custodes Stratagem

So indomitable are the war engines of the Adeptus Custodes that they can shrug off even the most devastating hits without any obvious harm.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES VEHICLE model from your army would lose a wound as a result of a mortal wound. Roll one D6; on a 5+ that wound is not lost. In addition, until the end of that phase, when this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
1CP

SUPERIOR FIRE PATTERNS

Adeptus Custodes Stratagem

Combining advanced targeting cogitators and their own sublimely honed reactions, the Custodians lay down a hail of fire worthy of an army many times their number.

Use this Stratagem in your Shooting phase, when an ADEPTUS CUSTODES INFANTRY unit from your army that did not Advance in your previous Movement phase is chosen to shoot with. Until the end of that phase, models in that unit make double the number of attacks with Rapid Fire and Pistol weapons.
2CP

THE EMPEROR’S AUSPICE

Adeptus Custodes Stratagem

When the eye of the Emperor is upon his champions, no foul trickery of the foe can prevail.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, your opponent cannot re-roll any dice for that attack.
1/2CP

BLOOD GAMES VETERANS

Adeptus Custodes Stratagem

What better way to defend one’s master against assassins than to be one’s self a masterful assassin?

Use this Stratagem in your Shooting phase. Select one ADEPTUS CUSTODES unit from your army that contains five or less models for 1CP or six or more models for 2CP. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

ARCHEOTECH MUNITIONS

Adeptus Custodes Stratagem

The Adeptus Custodes have access to stockpiles of ancient and incredibly rare weaponry and ammunition.

Use this Stratagem in your Shooting phase, when an ADEPTUS CUSTODES unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon with a Damage characteristic of D6 by a model in that unit, roll one additional D6 and discard one of the dice.
1CP

AURAMITE AND ADAMANTIUM

Adeptus Custodes Stratagem

Allarus Custodians have been known to stride unharmed from the blasts of anti-Titan weapons.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES TERMINATOR unit from your army is selected as the target of an attack. Until the end of that phase, when resolving an attack against that unit, an Armour Penetration characteristic of -1 or -2 is resolved as 0 for that attack.
1CP

FRATERNITY OF HEROES

Adeptus Custodes Stratagem

Any Custodian would place himself in peril to protect his brothers without a moment’s hesitation.

Use this Stratagem at the end of your opponent’s Charge phase. Select one ADEPTUS CUSTODES unit from your army more than 1" away from any enemy models. That unit can immediately perform a Heroic Intervention as if it were a CHARACTER, but must finish that move within 1" of one or more enemy units.

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 

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).

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
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)
Fulminaris Aggressor (shooting)
8"
Assault D6
4
-1
1
Fulminaris Aggressor (melee)
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)
Gatekeeper (shooting)
24"
Rapid Fire 3
4
-1
2
Gatekeeper (melee)
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
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)
Veiled Blade (shooting)
12"
Pistol 2
4
0
1
Veiled Blade (melee)
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)
0
Achillus dreadspear (shooting)
24"
Heavy 2
8
-2
D3
-
0
Adrasite spear (shooting)
0
Adrasite spear (shooting)
18"
Assault 1
5
-3
3
-
0
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.
0
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
 - Bolt volley
36"
Assault 3
5
-1
1
-
 - Disintegration beam
 - Disintegration beam
15"
Assault 1
5
-3
3
-
5
Adrathic devastator
5
Adrathic devastator
18"
Heavy 2
6
-3
3
-
0
Arachnus heavy blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
0
Arachnus heavy blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
 - Beam
48"
Heavy 1
9
-4
D3+3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
 - Burst
 - Burst
36"
Heavy 4
7
-2
1
-
0
Arachnus magna-blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
0
Arachnus magna-blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
 - Beam
72"
Heavy D3
14
-4
D3+6
-
 - Burst
 - Burst
48"
Heavy 3
9
-3
D3
-
40
Arachnus storm cannon
When you choose this weapon to shoot with, select one of the profiles below.
40
Arachnus storm cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
 - Beam
36"
Heavy 2
8
-4
3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
 - Burst
 - Burst
24"
Heavy 6
7
-2
1
-
0
Balistus grenade launcher
0
Balistus grenade launcher
12"
Assault D3
4
-3
1
Blast
Blast
10
Castellan axe (shooting)
10
Castellan axe (shooting)
24"
Rapid Fire 1
4
-1
2
-
0
Combi-bolter
0
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
0
Galatus warblade (shooting)
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Gnosis (shooting)
Gnosis (shooting)
24"
Rapid Fire 1
4
-1
2
-
5
Guardian spear (shooting)
5
Guardian spear (shooting)
24"
Rapid Fire 1
4
-1
2
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
A model can only fire each of its hunter-killer missiles once per battle.
0
Hurricane bolter
0
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
25
Iliastus accelerator culverin
25
Iliastus accelerator culverin
48"
Heavy 4
7
-3
2
-
10
Infernus firepike
10
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
Infernus incinerator
10
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
23
Kheres pattern assault cannon
23
Kheres pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Kinetic destroyer
0
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.
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
0
Lastrum bolt cannon
0
Lastrum bolt cannon
36"
Heavy 3
6
-2
1
-
0
Lastrum storm bolter
0
Lastrum storm bolter
24"
Rapid Fire 2
5
-1
1
-
25
Multi-melta
25
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.
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
30
Plasma ejector
8"
Heavy D6
7
-3
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Psyk-out grenade
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Blast. 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.
Blast. 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.
0
Pyrithite spear (shooting)
0
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.
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.
0
Salvo launcher
When attacking with this weapon, choose one of the profiles below.
0
Salvo launcher
When attacking with this weapon, choose one of the profiles below.
 - Melta missile
 - Melta missile
24"
Heavy 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
 - Flakkburst missile
 - Flakkburst missile
24"
Heavy D3
7
-1
D3
Blast. 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.
Blast. 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)
7
Sentinel blade (shooting)
12"
Pistol 2
4
0
1
-
10
Spiculus bolt launcher
10
Spiculus bolt launcher
24"
Heavy 5
5
-1
1
-
0
Spiculus heavy bolt launcher
0
Spiculus heavy bolt launcher
48"
Heavy 3
7
-1
2
-
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
15
Twin Adrathic destructor
15
Twin Adrathic destructor
18"
Assault 2
5
-3
3
-
0
Twin Arachnus blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
0
Twin Arachnus blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
 - 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.
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
 - Burst
 - Burst
24"
Heavy 6
5
-2
1
-
0
Twin Arachnus heavy blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
0
Twin Arachnus heavy blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
 - Beam
48"
Heavy 2
9
-4
D3+3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
 - Burst
 - Burst
36"
Heavy 8
7
-2
1
-
0
Twin heavy bolter
0
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
0
Twin Iliastus accelerator cannon
0
Twin Iliastus accelerator cannon
60"
Heavy 8
7
-3
2
-
60
Twin las-pulsar
60
Twin las-pulsar
36"
Heavy 2D3
9
-3
D3
-
30
Twin las-pulser
30
Twin las-pulser
24"
Heavy 4
8
-2
D3
-
0
Twin lascannon
0
Twin lascannon
48"
Heavy 2
9
-3
D6
-
0
Twin Lastrum bolt cannon
0
Twin Lastrum bolt cannon
36"
Heavy 6
6
-2
1
-
15
Twin plasma projector
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.
When resolving an attack made with this weapon, do not make a hit roll, it automatically scores a hit.
0
Venatari lance (shooting)
0
Venatari lance (shooting)
12"
Assault 2
6
-2
2
-
Watcher’s Axe (shooting)
Watcher’s Axe (shooting)
24"
Rapid Fire 1
5
-1
2
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Achillus dreadspear (melee)
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.
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
0
Adrasite spear (melee)
0
Adrasite spear (melee)
Melee
Melee
+1
-3
D3
-
10
Castellan axe (melee)
10
Castellan axe (melee)
Melee
Melee
+3
-2
D3
-
Dreadnought combat weapon (FW single/pair)
Dreadnought combat weapon (FW single/pair)
Melee
Melee
x2
-3
3
-
0
Galatus warblade (melee)
0
Galatus warblade (melee)
Melee
Melee
User
-3
3
When the bearer fights, it makes D3 additional attacks with this weapon.
When the bearer fights, it makes D3 additional attacks with this weapon.
Gnosis (melee)
Gnosis (melee)
Melee
Melee
+2
-3
D3
-
5
Guardian spear (melee)
5
Guardian spear (melee)
Melee
Melee
+1
-3
D3
-
0
Interceptor lance
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.
You can re-roll failed wound rolls for this weapon on a turn in which its bearer made a successful charge.
3
Misericordia
3
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.
When the bearer fights, it makes 1 additional attack with this weapon unless it is has a storm shield.
5
Power knife
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.
A model equipped with a sentinel blade and power knife can make 1 additional attack each time it fights.
0
Pyrithite spear (melee)
0
Pyrithite spear (melee)
Melee
Melee
+1
-3
D3
-
7
Sentinel blade (melee)
7
Sentinel blade (melee)
Melee
Melee
User
-3
D3
-
5
Solerite power gauntlet
5
Solerite power gauntlet
Melee
Melee
x2
-4
D3
-
0
Solerite power talon
0
Solerite power talon
Melee
Melee
+1
-2
1
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, you can re-roll the wound roll.
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, you can re-roll the wound roll.
Somnus Blade
Somnus Blade
Melee
Melee
+1
-3
D3
-
5
Tarsus buckler
5
Tarsus buckler
Melee
Melee
+1
-2
1
-
Telemon caestus
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.
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile.
0
Venatari lance (melee)
0
Venatari lance (melee)
Melee
Melee
+1
-3
D3
-
Watcher’s Axe (melee)
Watcher’s Axe (melee)
Melee
Melee
x2
-3
D3
-

Other Wargear

OTHER WARGEAR
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.
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.
Storm Shield
A model equipped with a storm shield has a 3+ invulnerable save.
Storm Shield
A model equipped with a storm shield has a 3+ invulnerable save.
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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

The Vexilus Praetor keyword is used in following Adeptus Custodes datasheets:

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

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.

The Adeptus Custodes and Biker keywords are used in following Adeptus Custodes datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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.
2CP

THE EMPEROR’S AUSPICE

Adeptus Custodes Stratagem

When the eye of the Emperor is upon his champions, no foul trickery of the foe can prevail.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, your opponent cannot re-roll any dice for that attack.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The Shield-Captain keyword is used in following Adeptus Custodes datasheets:

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

CAPTAIN-COMMANDER

Adeptus Custodes Stratagem

Though an honorific more than an official rank, those named Captain-Commander richly deserve the accolade for their martial and strategic mastery.

Use this Stratagem before the battle. Select one SHIELD-CAPTAIN model from your army that is not a named character. Select one Captain-Commander Trait from the list to the left for that model. You can only use this Stratagem once per battle.
1CP

ETERNAL PENITENT

Adeptus Custodes Stratagem

Custodians tainted by dishonour seek penance through voluntary entombment in a Dreadnought’s sarcophagus.

Use this Stratagem before the battle. Select one ADEPTUS CUSTODES DREADNOUGHT unit from your army. Increase that unit’s Attacks characteristic by 1. You can re-roll charge rolls made for that unit. Each ADEPTUS CUSTODES DREADNOUGHT unit from your army can only be selected for this Stratagem once.
1CP

TEN THOUSAND HEROES

Adeptus Custodes Stratagem

Every Custodian Guard is a storied hero; many amongst the ranks of their shield companies possess the most advanced mastery of war.

Use this Stratagem before the battle, after nominating your Warlord. Select one ADEPTUS CUSTODES CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle. If a model is given a Warlord Trait using this Stratagem, that model does not gain a second one if they are selected for the Shoulder the Mantle Stratagem during the battle.

The Biker keyword is used in following Adeptus Custodes datasheets:

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.
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.
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

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

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

SHIELD OF HONOUR

Aquilan Shield Stratagem

It is second nature to the warriors of the Aquilan Shield to place themselves between their charges and potential peril.

Use this Stratagem in any phase when an IMPERIUM CHARACTER unit (excluding VEHICLE units) from your army is chosen as the target of an opponent model’s attacks. Select one friendly AQUILAN SHIELD INFANTRY or AQUILAN SHIELD DREADNOUGHT unit within 3" of that IMPERIUM CHARACTER unit. Until the end of that phase, when resolving an attack made by a model in that enemy unit, measure range to that IMPERIUM CHARACTER unit, but resolve attacks made by models in that enemy model's unit against the unit you selected. If the unit you selected is destroyed, any remaining attacks are lost.
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.

The Custodian Wardens keyword is used in following Adeptus Custodes datasheets:

1CP

FORTRESS OF WILLPOWER

Adeptus Custodes Stratagem

Unclean tendrils of witchcraft slither in futile frustration across the indomitable souls of the Adeptus Custodes, never finding a single crack to give them purchase.

Use this Stratagem in your opponent’s Psychic phase, when an ADEPTUS CUSTODES unit from your army is selected as the target of a Psychic power that was successfully manifested this turn. Roll one D6, adding 1 to the result if that unit is a CUSTODIAN WARDENS unit; on a 4+ that psychic power has no effect.
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

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

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.
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. Until the end of the phase, each time you select a target for a weapon a model in that unit is making an attack with, you can ignore the Look Out, Sir rule.
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

ARCHEOTECH MUNITIONS

Adeptus Custodes Stratagem

The Adeptus Custodes have access to stockpiles of ancient and incredibly rare weaponry and ammunition.

Use this Stratagem in your Shooting phase, when an ADEPTUS CUSTODES unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon with a Damage characteristic of D6 by a model in that unit, roll one additional D6 and discard one of the dice.
1/2CP

BLOOD GAMES VETERANS

Adeptus Custodes Stratagem

What better way to defend one’s master against assassins than to be one’s self a masterful assassin?

Use this Stratagem in your Shooting phase. Select one ADEPTUS CUSTODES unit from your army that contains five or less models for 1CP or six or more models for 2CP. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

SUPERIOR FIRE PATTERNS

Adeptus Custodes Stratagem

Combining advanced targeting cogitators and their own sublimely honed reactions, the Custodians lay down a hail of fire worthy of an army many times their number.

Use this Stratagem in your Shooting phase, when an ADEPTUS CUSTODES INFANTRY unit from your army that did not Advance in your previous Movement phase is chosen to shoot with. Until the end of that phase, models in that unit make double the number of attacks with Rapid Fire and Pistol weapons.
1CP

THE EMPEROR’S HAND

Emissaries Imperatus Stratagem

Most Custodians who join the Emissaries Imperatus do so because they profess to see visions of the Emperor guiding them in their dreams. Some even find that this guidance flows through into their waking hours. They claim to feel the Emperor’s own hands upon their weapons and voice in their minds, exposing the weaknesses of their foes.

Use this Stratagem in any phase when an EMISSARIES IMPERATUS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, ignore any negative hit roll, wound roll and Armour Penetration characteristic modifiers and any benefit to the saving throw as a result of cover for that attack.
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

ANCIENT ARTIFICE

Adeptus Custodes Stratagem

The secrets of manufacturing Contemptor Dreadnought sarcophagi are long lost, but no less potent for it.

Use this Stratagem when an ADEPTUS CUSTODES DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
2CP

ARCANE GENETIC ALCHEMY

Adeptus Custodes Stratagem

The Adeptus Custodes are individually engineered on a molecular level using secrets of genetic alchemy that render them virtual demigods in battle.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army that is not a VEHICLE is chosen as a target for an attack. Until the end of that phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack has.
1CP

AURAMITE AND ADAMANTIUM

Adeptus Custodes Stratagem

Allarus Custodians have been known to stride unharmed from the blasts of anti-Titan weapons.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES TERMINATOR unit from your army is selected as the target of an attack. Until the end of that phase, when resolving an attack against that unit, an Armour Penetration characteristic of -1 or -2 is resolved as 0 for that attack.
1CP

GRIM RESPONSIBILITY

Shadowkeepers Stratagem

The Shadowkeepers’ role requires superhuman resolve and a fortitude of will so unbreakable that it is like unto a monolithic fortress. When set to their task, the Shadowkeepers shrug off the worst that their foes can throw at them, ignoring the sorest wounds through sheer force of determination. For their already outmatched enemies, it is a terrifying spectacle.

Use this Stratagem in any phase when a SHADOWKEEPERS unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the Strength characteristic of that attack.
1/2CP

GOLDEN LIGHT OF THE MOIRAIDES

Dread Host Stratagem

The Dread Host go to battle aboard the trio of terrifying pre-heresy warships known as the Moiraides. These potent vessels teleport their passengers straight into battle, their systems so precise that the Adeptus Custodes can begin their charge aboard their warship and complete it by surging at a full run from an explosion of golden light in the enemy’s midst.

Use this Stratagem at the start of your Charge phase. Select one DREAD HOST unit from your army that teleported into battle this turn for 1CP, or up to three such units for 2CP. Until the end of that phase, when a charge roll is made for those units, roll one additional D6 and discard one of the dice.
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.
1CP

FRATERNITY OF HEROES

Adeptus Custodes Stratagem

Any Custodian would place himself in peril to protect his brothers without a moment’s hesitation.

Use this Stratagem at the end of your opponent’s Charge phase. Select one ADEPTUS CUSTODES unit from your army more than 1" away from any enemy models. That unit can immediately perform a Heroic Intervention as if it were a CHARACTER, but must finish that move within 1" of one or more enemy units.
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

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

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

SLAYERS OF NIGHTMARES

Adeptus Custodes Stratagem

In an age plagued by monstrous foes, when primordial horrors from the darkest void circle Humanity’s dying light, still the Adeptus Custodes stand strong!

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a unit with a higher Toughness characteristic than its own, you can add 1 to the wound roll.
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.
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 Engagement Range of an enemy unit and within 3" of an objective marker and fight with it next.
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

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

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

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

INDOMITABLE ENGINES

Adeptus Custodes Stratagem

So indomitable are the war engines of the Adeptus Custodes that they can shrug off even the most devastating hits without any obvious harm.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES VEHICLE model from your army would lose a wound as a result of a mortal wound. Roll one D6; on a 5+ that wound is not lost. In addition, until the end of that phase, when this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Adeptus Custodes Stratagem

Not easily are the war engines of the Adeptus Custodes slain, and even then they do not pass quietly.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES VEHICLE model (excluding DREADNOUGHT models) from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
0CP

THE EAGLE’S STRIKE

Solar Watch Stratagem

When the Solar Watch attack they prioritise the speedy elimination of their foes’ command assets, swooping like a great eagle and tearing the throat from the enemy army with talons and beak. The foe are left reeling and confused, their command structure collapsing even as the Solar Watch ready themselves to strike the killing blow.

Use this Stratagem in any phase when an enemy CHARACTER unit is destroyed as a result of an attack made by a SOLAR WATCH model from your army. The next time your opponent wishes to use a Stratagem, they must spend one extra CP to use that Stratagem. This Stratagem can be used once per battle round.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

Achillus dreadspear (shooting) used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.

Adrasite spear (shooting) used in following datasheets:

Adrastus bolt caliver used in following datasheets:

Adrathic devastator used in following datasheets:

Arachnus heavy blaze cannon used in following datasheets:

Arachnus magna-blaze cannon used in following datasheets:

Arachnus storm cannon used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Combi-bolter used in following datasheets:

Galatus warblade (shooting) used in following datasheets:

Gnosis (shooting) used in following datasheets:

INFANTRY/other model

Heavy flamer used in following datasheets:

Hunter-killer missile used in following datasheets:

Hurricane bolter used in following datasheets:

Fast Attack

Iliastus accelerator culverin used in following datasheets:

Infernus firepike used in following datasheets:

Infernus incinerator used in following datasheets:

Kheres pattern assault cannon used in following datasheets:

Kinetic destroyer used in following datasheets:

Lastrum bolt cannon used in following datasheets:

Lastrum storm bolter used in following datasheets:

Multi-melta used in following datasheets:

Plasma ejector used in following datasheets:

Psyk-out grenade used in following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Pyrithite spear (shooting) used in following datasheets:

Salvo launcher used in following datasheets:

Fast Attack

Sentinel blade (shooting) used in following datasheets:

Spiculus bolt launcher used in following datasheets:

Spiculus heavy bolt launcher used in following datasheets:

Storm bolter used in following datasheets:

Twin Adrathic destructor used in following datasheets:

Twin Arachnus blaze cannon used in following datasheets:

Dedicated Transport

Twin Arachnus heavy blaze cannon used in following datasheets:

Heavy Support

Twin heavy bolter used in following datasheets:

Twin Iliastus accelerator cannon used in following datasheets:

Heavy Support

Twin las-pulsar used in following datasheets:

Twin las-pulser used in following datasheets:

Twin lascannon used in following datasheets:

Twin Lastrum bolt cannon used in following datasheets:

Dedicated Transport
Heavy Support

Twin plasma projector used in following datasheets:

Venatari lance (shooting) used in following datasheets:

Watcher’s Axe (shooting) used in following datasheets:

Achillus dreadspear (melee) used in following datasheets:

Adrasite spear (melee) used in following datasheets:

single/pair

Dreadnought combat weapon (FW single/pair) used in following datasheets:

Galatus warblade (melee) used in following datasheets:

Gnosis (melee) used in following datasheets:

Interceptor lance used in following datasheets:

Power knife used in following datasheets:

Pyrithite spear (melee) used in following datasheets:

Sentinel blade (melee) used in following datasheets:

Solerite power gauntlet used in following datasheets:

Solerite power talon used in following datasheets:

Somnus Blade used in following datasheets:

Tarsus buckler used in following datasheets:

Telemon caestus used in following datasheets:

Venatari lance (melee) used in following datasheets:

Watcher’s Axe (melee) used in following datasheets:

Galatus Shield used in following datasheets:

CHARACTER/other model

Storm Shield used in following datasheets:

© Vyacheslav Maltsev 2013-2020