Forces of the Emperor – Hetaeron Guard Squad
 ]

This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
ELITES

An inner circle within the Legio Custodes, the Hetaeron Guard serve as the Emperor’s closest protectors, aides and confidantes, leaving his side rarely but for the direst of circumstances. Selected individually for their service by the Master of Mankind, they represent some of the most potent fighters in the Imperium, almost like demi-gods of the battlefield. During the earlier years of the Great Crusade in which the Emperor himself personally directed the reclamation of lost worlds, the Hetaeron were a regular feature upon the worlds deserving of his attention. Yet as his actions were turned elsewhere, his inner guard would follow too, becoming almost a myth in their absence.

  • Hetaeron Guard Squad 225 pts
M WS BS S T W I A Ld Sv Base
Hetaeron Guard (base: 40mm)
Hetaeron Guard 8 5 5 5 5 3 5 4 10 2+ 40mm
Unit Composition
  • 3 Hetaeron Guard
Wargear
  • Meridian Swords
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Hetaeron Guard Squad of no more than six models may take a Coronus Gravcarrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Hetaeron Guard
    +70 points each
  • Any model in the unit may exchange its Meridian swords with one of the following options:
  • - Guardian spear
    Free
  • - Pyrithite spear
    +15 points each
  • - Adrasite spear
    +10 points each
  • - Sentinel warblade
    Free
  • - Guardian axe
    Free
  • - Solarite power gauntlet
    +30 points each
  • - Solarite power talon
    +10 points each
  • - Two Solarite power talons
    +15 points per model
  • - Paragon blade
    +25 points each
  • One Hetaeron Guard in the unit may exchange his Meridian swords for one of the following options:
  • - Magisterium vexilla & Master-crafted power weapon
    +15 points
  • - Magisterium vexilla & Sentinel warblade
    +20 points
  • Any model in the unit that does not have a Magisterium vexilla may take a:
  • - Praesidium shield
    +10 points each
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.
Melta bomb

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

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.
Army List
Datasheets collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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)

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.
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.
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 blade

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

Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.

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+)

Misericord

Range
Str
AP
Misericord
-
4
-
Melee, Instant Death
Auric Warplate

Forged in the secret armouries of the Legio Custodes, somewhere within the labyrinthine halls of the Imperial Archives, these suits of powered armour are supreme marvels of science and technology. Far superior to the standardised power armour used by the Legiones Astartes, this warplate is proof against small arms and incorporates a series of field generators that can repel even heavy ordnance. Moreover, the custom-fitted plating and artfully worked servo harness allow the Custodes to fully exploit their gene-forged physique on the battlefield.

Auric warplate confers a 2+ Armour Save and a 6+ Invulnerable Save.
Chosen Warriors

Trusted lieutenants or paragons of martial virtue, these warriors let no challenge go unanswered in the heat of battle.

A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character 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.
Magisterium Vexilla

The icons and standards borne by the Legio Custodes represent the inviolable and nigh-omnipotent authority of the Emperor; a seal of ultimate sanction and the might of Mankind, and known as the Magisterium. Their mere presence on the battlefield is enough to fill those loyal with resolute zeal and wrack those who face his wrath with fear and dread. Moreover, these banners and icons are also technological artefacts containing vox relay systems and subsonic inducers, augmenting their battlefield role far beyond the merely symbolic.

A unit that includes at least one model with a Magisterium vexilla may re-roll all failed Leadership tests and may add +1 to the score used to decide if any friendly unit with any models within 12" of any Magisterium vexilla wins a combat in the Assault phase – a friendly unit may only benefit from a single Magisterium vexilla’s bonus in any given combat, regardless of how many are within range.
© Vyacheslav Maltsev 2013-2024