Forces of the Emperor – Custodian Tribune
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HQ

Below the absolute authority of the Captain-General lies the Custodian Tribunate: a senior cadre of perhaps ten in number, forming the Legio Custodes’ council of war and policy. This body has the incomparable privilege of providing their services as counsel to the Emperor himself, should he so desire it, and in the matters of the security of the Imperial Palace’s inner sanctums and the person of the Emperor, no higher authority exists.

The Custodian Tribunate are among the keenest minds after the Captain-General in the Ten Thousand. Once a Custodian joins the Tribunate they must serve for at least ten years, though their membership is rotated periodically to ensure a blend of established wisdom and fresh ideas come to the fore. To join the Tribunate, a Custodian must have earned at least ten names and won three great victories. During their time of service, no member of the Tribunate takes to the battlefield unless in the most extreme circumstances – their entire focus is supporting the Captain-General in strategic and diplomatic matters.

  • 0-1 Custodian Tribune 300 pts
M WS BS S T W I A Ld Sv Base
Tribune (base: 40mm)
Tribune 8 7 5 5 5 4 5 5 10 2+ 40mm
Unit Composition
  • 1 Tribune
Wargear
  • Guardian spear
  • Misericord
  • Auric battleplate
  • Frag grenades
  • Melta bomb
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Independent Character
  • Tribune of the Golden Legion
  • Eternal Warrior
  • Fearless
  • Bulky (3)
  • Relentless
  • Loyalist
Options
  • The Tribune may take any of the following:
  • - Archaeotech pistol
    +5 points
  • - Praesidium shield
    Free
  • - Teleport transponder array
    +125 points
  • The Tribune may replace his Guardian spear with one of the following options:
  • - Pyrithite spear
    +15 points
  • - Adrasite spear
    +10 points
  • - Sentinel warblade
    Free
  • - Guardian axe
    Free
  • - Meridian swords
    Free
  • - Solarite power gauntlet
    +30 points
  • - Solarite power talon
    +10 points
  • - Two Solarite power talons
    +15 points
  • - Paragon glaive
    +30 points
  • - Paragon blade
    +25 points

Tribune of the Golden Legion

The tribunes of the Legio Custodes are among the most powerful warriors in the Imperium, for not only are they skilled in the arts of battle beyond even the capabilities of the finest Space Marines, but they also stand high in the Emperor’s council. Only the most dangerous and vital of duties can call them away from the Emperor’s side to the battlefield, and when they do choose to sally forth it is at the head of a mighty host of the Legio Custodes.

A model with this special rule may only be included in the Primary Detachment of an army with a total value of at least 3,000 points. Furthermore, unless Constantin Valdor is also part of the same army, a model with this special rule must be chosen as the army’s Warlord.
Melee Type
Weapons with the Melee type can only be used in close combat.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Murderous Strike (X)

Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Instant Death

Some blows can slay an enemy outright, no matter how hardy they may be.

If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Armourbane (X)

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Arae-shrike

Ancient devices of the Dark Age of Technology which twist and distort electromagnetic signals, these counter-intelligence devices are considered blasphemous in principle and arcane function by the Mechanicum, and persist only in the hands of the Emperor’s retinue. By the use of malifica-djinn and hostile blight-code, they pervert the data-readouts of unshielded cogitators and telemetry plotters with lying reports and malign falsehood, and what they cannot deceive, they simply blind and deafen with a shrieking multi-frequency cacophony.

If there is a model with an arae-shrike on the battlefield when any enemy player declares a Deep Strike Assault or Flanking Assault, any roll to see if the Deep Strike Assault or Flanking Assault is ‘Disordered’ suffers a penalty of -1 (and is thus counted as Disordered on the roll of a ‘1’ or a ‘2’, unless other modifiers are also applied).
Nemesis Units
A ‘Nemesis’ unit is defined as any enemy unit that fulfils at least one of the following conditions:
Legio Custodes

The Custodes were the finest warriors known to the Imperium, faster and stronger than even the super-human warriors of the Legiones Astartes and outfitted from the secret arsenals of the Emperor himself. They were deployed to the field of battle only in the face of the most dire threats or to accompany the grandest heroes and pay witness to the most important of triumphs. They were the heroes of their age, renowned for their courage and feared more than any other by the foes of Mankind.

Models with this special rule gain the following benefits in various situations that involve ‘Nemesis’ units (see the Nemesis unit entry):
  • All models with this special rule gain +1 Attacks when locked in combat with a Nemesis Unit.
  • A unit composed entirely of models with this special rule gains an additional bonus of +1 to all Charge rolls made when all targets of the Charge are Nemesis Units.
  • When rolling to Hit while Engaged with a Nemesis unit, a model with this special rule will never need to roll better than 4+ to score a Hit – unless the Nemesis unit is composed entirely of models with the Primarch Unit Type, or the attacking model is in a Challenge with a model that has the Primarch Unit Type.
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Teleport Transponder Array

Some commanders of the Legio Custodes carry command devices for linked transponder arrays that allow them and their chosen retinue to teleport directly into combat. Such devices are rare and issued only to trusted commanders assigned to key battles.

A model with a teleport transponder array gains the Deep Strike special rule. In addition, the controlling player of a Detachment with the Legio Custodes Sub-faction that includes one or more models with a teleport transponder array may select up to three units for each model with a teleport transponder array that is part of that Detachment, the selected units must each include no more than five models, before being joined by any models with the Independent Character special rule, and all models in the selected units must have the Legio Custodes special rule and Infantry Unit Type. All models in the selected units gain the Deep Strike special rule and must be assigned to a Deep Strike Assault.
Army List
Datasheets collated

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Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
Reaping Blow (X)

Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.

If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).
Guardian spear

Range
Str
AP
Guardian spear
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Misericord

Range
Str
AP
Misericord
-
4
-
Melee, Instant Death

Auric Battleplate

Designed for the commanders of the Legio Custodes, these impressive armour suits are as much works of art as they are formidable bulwarks against the weapons of the enemy.

Auric battleplate confers a 2+ Armour Save and a 4+ Invulnerable Save.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Tribune of the Golden Legion

The tribunes of the Legio Custodes are among the most powerful warriors in the Imperium, for not only are they skilled in the arts of battle beyond even the capabilities of the finest Space Marines, but they also stand high in the Emperor’s council. Only the most dangerous and vital of duties can call them away from the Emperor’s side to the battlefield, and when they do choose to sally forth it is at the head of a mighty host of the Legio Custodes.

A model with this special rule may only be included in the Primary Detachment of an army with a total value of at least 3,000 points. Furthermore, unless Constantin Valdor is also part of the same army, a model with this special rule must be chosen as the army’s Warlord.
Eternal Warrior

Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors.

If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Fearless

Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.

Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Bulky (X)

This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.

Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Archaeotech pistol

Range
Str
AP
Archaeotech pistol
12"
6
4
Pistol 1, Rending (3+), Master-crafted

Praesidium Shield

Ornate precursors to the later storm shields, the Praesidium shields of the Legio Custodes are forged from all but indestructible layered ceramite and resilient alloys reinforced with inbuilt field generators.

A Praesidium shield confers a 5+ Invulnerable Save – this does not stack with existing Invulnerable Saves and if a model has more than one such save, the controlling player must select one to use against any Wounds inflicted on that model. In addition, a model with a Praesidium shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.
Pyrithite spear

Range
Str
AP
Pyrithite spear
 - (Shooting)
6"
8
1
Assault 1, Armourbane (Melta)
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Adrasite spear

Range
Str
AP
Adrasite spear
 - (Shooting)
12"
5
3
Assault 1, Instant Death, Armourbane (Ranged), Gets Hot
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Sentinel warblade

Range
Str
AP
Sentinel warblade
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
User
2
Melee

Guardian axe

Range
Str
AP
Guardian axe
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+3
2
Melee, Two-handed, Unwieldy

Rampage (X)

For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.

At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.

A model that has made a Disordered Charge that turn receives no benefit from Rampage.
Measured Strike

Striking with careful precision, some warriors place their emphasis on exacting skill over a flurry of wild strikes.

A model attacking with a weapon or profile that has this special rule may only make a single attack, regardless of the value of its Attacks Characteristic, any other special rules or whether it has Charged or is wielding more than one weapon.
Meridian Swords

Range
Str
AP
Meridian Swords
 - Raptor Spreads its Wings
-
User
2
Melee, Two-handed, Rampage (3)
 - Grasp the Rainbow Serpent
-
10
1
Melee, Two-handed, Measured Strike, Instant Death
 - Hands Cut the Clouds
-
+1
2
Melee, Two-handed, Murderous Strike (4+)

Solarite power gauntlet

Range
Str
AP
Solarite power gauntlet
-
10
1
Melee, Unwieldy

Solarite power talon

Range
Str
AP
Solarite power talon
-
5
2
Melee, Shred

Paragon glaive

Range
Str
AP
Paragon glaive
 - (Shooting)
18"
5
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1), Murderous Strike (5+)

Paragon blade

Range
Str
AP
Paragon blade
-
+1
2
Melee, Murderous Strike (6+), Specialist Weapon

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