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

Books

BookKindEditionVersionLast update
  Adeptus Custodes
  Adeptus CustodesCodex101.2October 2024
  Grotmas Calendar: Adeptus Custodes - Solar Spearhead
  Grotmas Calendar: Adeptus Custodes - Solar SpearheadExpansion10December 2024
  Imperial Armour: Adeptus Custodes
  Imperial Armour: Adeptus CustodesDatasheet10October 2024
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.13October 2024
  Balance Dataslate
  Balance DataslateRulebook10June 2024September 2024

FAQ

Codex: Adeptus Custodes

Q:If an enemy model is within 12" of any part of a unit that is led by a CHARACTER with the Radiant Mantle Enhancement when that enemy model selects targets for its attacks, do those attacks suffer from the -1 Hit roll penalty?
A:
Yes.
Q:If I am using the Auric Champions Detachment and an ADEPTUS CUSTODES CHARACTER model that is leading a unit from my army is destroyed (e.g. by an attack with the [PRECISION] ability), does the Assemblage of Might Detachment rule still apply to the remaining models in that unit until the start of my next Command phase?
A:
No.
Q:If I am using the Auric Champions Detachment, when selecting an enemy unit for the Assemblage of Might Detachment rule, can I select a unit that is embarked within a TRANSPORT?
A:
No.

Introduction

On the following pages you will find several ADEPTUS CUSTODES Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Adeptus Custodes - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they’ll be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step).
If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Martial Ka’tah

Specialised disciplines mastered by Custodians over decades if not centuries, each ka’tah equips its practitioner to overmaster any foe in a particular discipline or philosophy. Martial katahs allow the warriors of the Adeptus Custodes to deploy stances, movements, war philosophies and lethal skills that enhance their already terrifying martial prowess and focus it against particular threats.

Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:

Dacatarai Stance

Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Rendax Stance

Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low.

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Talons Of The Emperor

Detachment Rule

Revered Companions

The Custodians and the Silent Sisters often fought as one during the earliest days of the Imperium. Ten thousand years on, they have lost none of the unity of doctrine and purpose that makes them such a deadly combination.

ANATHEMA PSYKANA units from your army gain the following the ability:

Null Aegis (Aura): While an ADEPTUS CUSTODES unit is within 6" of this unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.

All other ADEPTUS CUSTODES units from your army gain the following ability:

Deadly Unity (Aura): While an ANATHEMA PSYKANA unit is within 6" of this unit, each time a model in that ANATHEMA PSYKANA unit makes an attack, add 1 to the Hit roll.

Enhancements

  • Aegis Projector 20 pts

This archeotech field projector triggers in response to autopremonitory danger input. It pulse-casts a temporary force field that can stave off even the most powerful attacks, before charging ready for another use.

ADEPTUS CUSTODES model only. Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0.

  • Champion of the Imperium 25 pts

This leader is amongst the finest martial champions in all the Emperor's realm, and their mere presence inspires their followers to remarkable efforts.

ADEPTUS CUSTODES model only. The range of the bearer’s Null Aegis or Deadly Unity ability is increased to 9".

  • Gift of Terran Artifice 15 pts

This warrior wields a close-quarters weapon crafted by the finest noble artisans of Terra, the workmanship of which is magnificent in its lethality.

ADEPTUS CUSTODES model only. Each time the bearer makes a melee attack, add 1 to the Wound roll.

  • Radiant Mantle 30 pts

The golden glory of the Emperor himself glows around this magnificent warrior like Sol's own fire. Enemies are blinded by its light, forced to recoil in pain and terror.

ADEPTUS CUSTODES model only. Each time an attack targets the bearer’s unit, if the attacking model is within 12", subtract 1 from the Hit roll.


Stratagems

HUNT AS ONE
1CP
Talons Of The Emperor – Strategic Ploy Stratagem
Custodians and Null Maidens cover one another seamlessly as they manoeuvre to corner their prey.
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
TALONS INTERLOCKED
1CP
Talons Of The Emperor – Battle Tactic Stratagem
With practiced ease, the Talons of the Emperor establish vicious crossfires to cut the foe apart.
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
EMPYRIC SEVERANCE
1CP
Talons Of The Emperor – Battle Tactic Stratagem
Null Maidens quash the manifestations of witches.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CUSTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
EMPEROR’S EXECUTIONERS
2CP
Talons Of The Emperor – Battle Tactic Stratagem
The Talons of the Emperor tear apart their prey.
WHEN: Start of the Fight phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
TALONED PINCER
1CP
Talons Of The Emperor – Battle Tactic Stratagem
Every move the enemy makes only sees them fall.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two ADEPTUS CUSTODES units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
SHIELD OF HONOUR
1CP
Talons Of The Emperor – Epic Deed Stratagem
It is second nature for Custodes to place themselves between their comrades and potential peril.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ANATHEMA PSYKANA INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly ADEPTUS CUSTODES INFANTRY unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).

Shield Host

Detachment Rule

Martial Mastery

The Custodians have perfected countless ways of making war, be it on a personal, tactical or strategic scale.

At the start of the battle round, you can select one of the bullet points below. If you do, until the start of the next battle round, that bullet point’s effects apply.
  • Each time an ADEPTUS CUSTODES model from your army with the Martial Ka’tah ability makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
  • Improve the Armour Penetration characteristic of melee weapons equipped by ADEPTUS CUSTODES models from your army with the Martial Ka’tah ability by 1.

Enhancements

  • Auric Mantle 15 pts

This auramite weave garment is draped about its wearers shoulders before they don their battle armour. It forms a final, incredibly resilient layer of protection for them should all their other defences fail.

SHIELD-CAPTAIN or BLADE CHAMPION model only. Add 2 to the bearer’s Wounds characteristic.

  • Castellan’s Mark 20 pts

This finely worked pauldron is awarded to whichever living Custodian currently holds the greatest tally of victories in the Blood Games. The one who bears the Castellan 's Mark is guaranteed to be a superlative strategic genius.

SHIELD-CAPTAIN model only. After both players have deployed their armies, you can select up to two ADEPTUS CUSTODES units from your army (excluding ANATHEMA PSYKANA units) and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

  • From the Hall of Armouries 25 pts

The racks of the Adeptus Custodes’ armouries yield up some of the most finely crafted close-quarters weaponry borne by any soldiers of the Imperium.

SHIELD-CAPTAIN model only. Add 1 to the Strength and Damage characteristics of the bearer’s melee weapons.

  • Panoptispex 5 pts

This incredibly advanced precursor to Imperial auspicators is able to see through solid objects and into esoteric spectra, meaning no malcontent against the Throne can ever hide from its bearer’s gaze.

SHIELD-CAPTAIN or BLADE CHAMPION model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES cover] ability.


Stratagems

ARCANE GENETIC ALCHEMY
1CP
Shield Host – Battle Tactic Stratagem
The Adeptus Custodes are individually engineered on a molecular level using secrets of genetic alchemy that render them virtual demigods in battle.
WHEN: Any phase, just after a mortal wound has been allocated to an ADEPTUS CUSTODES model from your army(excluding ANATHEMA PSYKANA models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
AVENGE THE FALLEN
1CP
Shield Host – Strategic Ploy Stratagem
The loss of a single Talon of the Emperor is commemorated by the tolling of the Bell of Lost Souls on Terra, and by their comrades’ bloody vengeance on the battlefield.
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
UNWAVERING SENTINELS
1CP
Shield Host – Strategic Ploy Stratagem
Once the Custodians have laid claim to a location, they defend it with incredible tenacity and skill.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CUSTODES INFANTRY unit from your army (excluding ANATHEMA PSYKANA units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
MULTIPOTENTIALITY
1CP
Shield Host – Strategic Ploy Stratagem
So widely skilled and studied are the Custodians that, whatever situation they find themselves in, they have the martial wisdom to prevail.
WHEN: Your Movement phase.

TARGET: One ADEPTUS CUSTODES unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
VIGILANCE ETERNAL
1CP
Shield Host – Strategic Ploy Stratagem
Simply because the Adeptus Custodes do not stand sentinel over a strategic location or asset, does not mean that it - or any who would threaten it - escapes their gaze.
WHEN: Your Movement phase.

TARGET: One ADEPTUS CUSTODES BATTLELINE unit from your army (excluding ANATHEMA PSYKANA units) within range of an objective marker you control.

EFFECT: That objective marker remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
ARCHEOTECH MUNITIONS
1CP
Shield Host – Wargear Stratagem
The Shield Hosts have access to stockpiles of ancient and incredibly rare weaponry and ammunition.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.

Null Maiden Vigil

Detachment Rule

Creeping Dread (Aura)

The instinctive fear caused by the Pariah gene spreads like a terrible pall before the cadres of the Silent Sisterhood.

In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is either a PSYKER unit or below its Starting Strength is within 12" of one or more ANATHEMA PSYKANA models from your army, that enemy unit must take a Battle-shock test. If that unit is Below Half-strength, it must subtract 1 from its Battle-shock test this phase instead.

Designer’s Note: This means that all enemy PSYKER units within range of this Aura ability and all enemy units within range of this Aura ability that have lost one or more models must take a Battle-shock test in your opponents Command phase, not just those that are Below Half-strength.

KEYWORDS

If you select this Detachment, PROSECUTORS units from your army have the BATTLELINE keyword.

Enhancements

  • Enhanced Voidsheen Cloak 10 pts

Now rare, enhanced voidsheen cloaks were worn by commanders of the Sisters of Silence during the Great Crusade. They are made from micro-vitrious mesh designed to diffract and absorb attacks, and include inbuilt refractor fields.

ANATHEMA PSYKANA model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made by a PSYKER or Battle-shocked model, change the Damage characteristic of that attack to 1 instead.

  • Huntress’ Eye 15 pts

This ancient bionic acts like a miniature animus speculum, focusing the bearers null abilities into a stare that can literally terrify foes to death.

ANATHEMA PSYKANA model only. In your Command phase, select one enemy unit within 12" of the bearer. That unit must take a Battle-shock test.

  • Oblivion Knight 25 pts

Oblivion Knights are among the most powerful and experienced of the Sisters of Silence. When one leads their sisters in the field, witches must truly beware.

ANATHEMA PSYKANA model only. While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If that attack targeted an enemy PSYKER unit, add 1 to the Wound roll as well.

  • Raptor Blade 5 pts

The Raptor Blade is an ancient relic of the Null Maidens, as razor sharp now as it was on the day of its forging and ever the bane of witches.

ANATHEMA PSYKANA model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearers melee weapons. While the bearer is within Engagement Range of one or more enemy PSYKER units that are Battle-shocked, add 2 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons instead.


Stratagems

DESPERATION’S PRICE
1CP
Null Maiden Vigil – Strategic Ploy Stratagem
To overcome the Null Maidens'auro, enemy psykers overstretch themselves with horrible consequences.
WHEN: Any phase, just after an enemy PSYKER unit has either finished using a Psychic ability that targets a unit, or finished making Psychic Attacks.

TARGET: One ANATHEMA PSYKANA unit from your army within 18" of that enemy PSYKER unit.

EFFECT: That enemy PSYKER unit must take a Leadership test If the test is passed, that PSYKER unit is Battle-shocked; if the test is failed that PSYKER unit suffers 3 mortal wounds and is Battle-shocked.
WITCH HUNTERS
1CP
Null Maiden Vigil – Battle Tactic Stratagem
Null Maidens train to slay psykers with swift martial efficiency, for they know their prey have many weapons beyond just their powers and must not be allowed time or opportunity to employ them.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ANATHEMA PSYKANA unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability, but models in your unit can only target PSYKER units with their attacks.
ANATHEMA BLADEMASTERY
1CP
Null Maiden Vigil – Battle Tactic Stratagem
The Vigilators train tirelessly in the art of the swift, beheading strike, with a particular emphasis on the swift elimination of enemy witches.
WHEN: Fight phase.

TARGET: One VIGILATORS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, you can re-roll the Hit roll If the target of that attack is Battle-shocked or a PSYKER, you can re-roll the Wound roll as well.
PSY-CHAFF VOLLEY
1CP
Null Maiden Vigil – Strategic Ploy Stratagem
Prosecutors can fire psy-chaff bolts whose esoteric emissions weaken those targets not slain outright.
WHEN: Your Shooting phase.

TARGET: One PROSECUTORS unit from your army that has just shot.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the start of your next turn, while your unit is on the battlefield, that enemy unit is prosecuted. While a unit is prosecuted, each time an ANATHEMA PSYKANA model makes an attack against that unit, improve the Armour Penetration characteristic of that attack by 1. While a PSYKER or Battle-shocked unit is prosecuted, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
PURGATION SWEEP
1CP
Null Maiden Vigil – Battle Tactic Stratagem
Witchseekers know their role in combat is to spread indiscriminate carnage through the foe’s ranks.
WHEN: Your Shooting phase.

TARGET: One WITCHSEEKERS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of Torrent weapons equipped by models in your unit. If such a weapon targets a PSYKER or Battle-shocked unit this phase, add 2 to its Attacks characteristic instead.
PSYCHIC ABOMINATIONS
1CP
Null Maiden Vigil – Strategic Ploy Stratagem
Enemies must overcome disorienting waves of revulsion in order to even focus upon Null Maidens.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ANATHEMA PSYKANA INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability, and Battle-shocked and PSYKER models can only select your unit as a target of a ranged attack if they are within 12".

Auric Champions

Detachment Rule

Assemblage of Might

When such exceptional warriors as these gather to quest in the Emperors name, even the most dreadful foes of Humanity are right to fear for their lives.

At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model in an ADEPTUS CUSTODES CHARACTER unit from your army makes an attack that targets that enemy unit, add 1 to the Wound roll.

Enhancements

  • Blade Imperator 25 pts

This warrior is the Emperors own wrath made manifest, the living weapon of the Master of Mankind.

ADEPTUS CUSTODES model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. Once per battle, after the bearer s unit ends a Charge move, all enemy units within 6" of the bearer must take a Battle-shock test.

  • Inspirational Exemplar 10 pts

Here is a singular being even the mighty Custodians can look up to and be inspired by

ADEPTUS CUSTODES model only. The bearer has a Leadership characteristic of 5+. Once per battle, at the start of any phase, you can select one friendly ADEPTUS CUSTODES unit that is Battle-shocked and within 12" of the bearer; that unit is no longer Battle-shocked.

  • Martial Philosopher 30 pts

Few in the history of the Imperium have been so skilled in reading - and directing- the ebb and flow of battle.

ADEPTUS CUSTODES model only. The bearer’s unit is eligible to shoot and/or declare a charge in a turn in which it Fell Back. Once per battle, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, if the bearer’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".

  • Veiled Blade 25 pts

Said to have been fashioned for dark deeds during the Horus Heresy, this blade is an icon of vengeance.

ADEPTUS CUSTODES model only. Add 2 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any Command phase, triple the bearer’s Objective Control characteristic until the end of the turn.


Stratagems

SLAYER OF CHAMPIONS
1CP
Auric Champions – Epic Deed Stratagem
Whatfoe can withstand a warrior who has so tested the defences of the Throneworld itself?
WHEN: Any phase.

TARGET: One ADEPTUS CUSTODES CHARACTER unit from your army that has just destroyed the unit you selected at the start of your Command phase as the target of your Assemblage of Might ability.

EFFECT: Select one enemy unit on the battlefield Until the start of your next Command phase, each time an ADEPTUS CUSTODES CHARACTER model from your army makes an attack that target that enemy unit, add 1 to the Wound roll In addition, if the destroyed unit was a CHARACTER unit, gain 1CP.
SUPERHUMAN RESERVES
2CP
Auric Champions – Epic Deed Stratagem
With practiced ease, the Talons of the Emperor establish vicious crossfires to cut the foe apart.
WHEN: Any phase, just after an ADEPTUS CUSTODES WARLORD model from your army has used an ability on its datasheet or from an Enhancement that says it can only be used Once per battle.

TARGET: That ADEPTUS CUSTODES WARLORD model.

EFFECT: Your model can use its Once per battle’ ability one additional time during this battle (but not in the same phase).

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
THE EMPEROR’S AUSPICE
1CP
Auric Champions – Epic Deed Stratagem
In an age plagued by monsters, when primordial horrors from the darkest void circle Humanity's dying light, still the Adeptus Custodes stand strong.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CUSTODES CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, CHARACTER models in your unit have the Feel No Pain 4+ ability.
EARNING OF A NAME
1CP
Auric Champions – Epic Deed Stratagem
To lay low the greatest and most terrible monsters and heretics is to earn new names for a Custodian's mighty tally.
WHEN: Fight phase.

TARGET: Up to two ADEPTUS CUSTODES CHARACTER units from your army that have not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a CHARACTER model in either of your units makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
VIGIL UNENDING
2CP
Auric Champions – Epic Deed Stratagem
The Custodes do not yield while their duty remains unfulfilled.
WHEN: Fight phase.

TARGET: One ADEPTUS CUSTODES CHARACTER model from your army that was just destroyed and has not fought this phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Do not remove your destroyed model from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play.
SHOULDER THE MANTLE
1CP
Auric Champions – Epic Deed Stratagem
The greatest Custodians know when it is both their duty and their right to command their comrades.
WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One ADEPTUS CUSTODES CHARACTER model from your army that is not leading a unit.

EFFECT: Select one friendly unit (excluding Battle-shocked and Attached units) within 2" horizontally and 5" vertically of your model that it could lead (as described in the Leader section of its datasheet). Your model attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.

Solar Spearhead

Within the deepest engine vaults of the Imperial Palace, the ancient and mighty vehicles of the Custodians reside. Auramite-clad combat walkers bristling with arcane weapons are roused from stasis, ready to be unleashed upon the galaxy’s battlefields. Venerable Land Raiders as old as the Imperium are awoken by complex rituals and prepared for war. When battle dawns, these dread engines of destruction stride or rumble towards the cowering foe, their guns emitting furious torrents of destruction. Those brave or foolish enough to stand before this armoured spearhead are crushed beneath the tread of auric battle tanks or smashed to a bloody pulp by wrathful interred champions.

Detachment Rule

Auric Armour

The venerable war engines of the Adeptus Custodes possess aggressive machine spirits.

  • While an ADEPTUS CUSTODES VEHICLE unit from your army is at Starting Strength, unless that unit is an AIRCRAFT or it is Battle-shocked, add 2 to the Objective Control characteristic of models in that unit.
  • While an ADEPTUS CUSTODES VEHICLE unit from your army is below Starting Strength, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
  • While an ADEPTUS CUSTODES VEHICLE unit from your army is Below Half-strength, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

MORITOI ANCIENTS

The Adeptus Custodes’ honoured fallen are ever eager for battle.

Add 2" to the Move characteristic of models in ADEPTUS CUSTODES WALKER units from your army and add 1 to Advance and Charge rolls made for such units.

KEYWORDS
In the Muster Armies step, you can select up to 2 ADEPTUS CUSTODES WALKER models from your army. The selected units gain the CHARACTER keyword.

Designer’s Note: This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.

Enhancements

  • Adamantine Talisman 25 pts

This amulet contains a reservoir of promethium harvested from the wreckage of one of the Adeptus Custodes’ most ancient Land Raiders. The fluid is said to possess the last lingering traces of that ancient vehicle’s bellicose machine spirit, inspiring greater might and ferocity within its bearer.

ADEPTUS CUSTODES model only. Improve the Attacks, Strength and Damage characteristics of melee weapons equipped by the bearer by 1.

  • Augury Uplink 25 pts

The war engines of the Adeptus Custodes possess an array of augury equipment that combines to build an intricate picture of the unfolding conflict, enabling the bearer to tap into this accumulated data stream, detect incoming threats and angle their armour to repel the worst of enemy attacks.

ADEPTUS CUSTODES model only. The bearer has the Feel No Pain 5+ ability.

  • Honoured Fallen (Aura) 15 pts

The eldest warriors of the Moritoi are revered champions with centuries of battle experience, and their presence on the battlefield is inspirational.

ADEPTUS CUSTODES VEHICLE model only. While a friendly ADEPTUS CUSTODES INFANTRY or ADEPTUS CUSTODES MOUNTED unit is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a Hit roll of 1.

  • Veteran of the Kataphraktoi 10 pts

This champion has served amongst the Kataphraktoi and is a master at coordinating swift armoured assaults.

ADEPTUS CUSTODES INFANTRY or ADEPTUS CUSTODES MOUNTED model only. In your Movement phase, select one ADEPTUS CUSTODES VEHICLE or ADEPTUS CUSTODES MOUNTED unit within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back.


Stratagems

FLAWLESS CONSTRUCTION
1CP
Solar Spearhead – Battle Tactic Stratagem
The vehicles of the Adeptus Custodes are the finest examples of their kind. Their expertly wrought armoured forms contain ancient and esoteric technology, including auto-repair subroutines and reactive field generators.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CUSTODES VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
EMPEROR’S VENGEANCE
1CP
Solar Spearhead – Battle Tactic Stratagem
Even as death’s cold embrace falls upon them, Custodians vent the last of their wrath upon the foe.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CUSTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the WALKER keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
WRATHFUL ADVANCE
1CP
Solar Spearhead – Battle Tactic Stratagem
The golden-armoured onslaught smashes through the enemy line, trapping the foe and preventing their escape.
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
UNSTOPPABLE
1CP
Solar Spearhead – Strategic Ploy Stratagem
Armoured in adamantine and possessed of furious machine spirits, the vehicles of the Adeptus Custodes are almost impossible to stop in their tracks.
WHEN: Start of your Movement phase.

TARGET: One ADEPTUS CUSTODES VEHICLE or ADEPTUS CUSTODES MOUNTED unit from your army.

EFFECT: Until the end of the phase, models in your unit can move horizontally through models and terrain features.
RELENTLESS PERSECUTION
1CP
Solar Spearhead – Strategic Ploy Stratagem
Custodians coax wrathful fury from their war engines’ machine spirits to hunt down and eliminate their foes at speed.
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES VEHICLE unit from your army Advances.

TARGET: That ADEPTUS CUSTODES VEHICLE unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the WALKER keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead.
PUNISHMENT INESCAPABLE
1CP
Solar Spearhead – Strategic Ploy Stratagem
The Ten Thousand are relentless in pursuing the Emperor’s foes and thorough in their annihilation. No armour, sorcery or hiding place can shield an enemy from their wrath.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ADEPTUS CUSTODES units.

This section contains the following rules:

MAGISTERIUM LEX ULTIMA
Your ADEPTUS CUSTODES Crusade force will set out on key Imperatives in the name of the Emperor, accomplishing amazing feats swiftly for unique rewards. But if they fail to complete these tasks, they will suffer consequences in the form of Dishonour.

BATTLE SCARS
Themed to the unique nature of ADEPTUS CUSTODES, these Battle Scars represent long-lasting effects units from your Crusade force may come to carry.

AGENDAS
ADEPTUS CUSTODES armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
ADEPTUS CUSTODES armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ADEPTUS CUSTODES units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, ADEPTUS CUSTODES CHARACTER models can claim one of the Crusade Relics found here.

ARTEFACTS OF THE VAULTS
As well as their Crusade Relics, ADEPTUS CUSTODES can borrow unique Artefacts of the Vaults to assist in completing the Magisterium Lex Ultima.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Magisterium Lex Ultima

As far back as records exist of the Adeptus Custodes, they have held the Magisterium Lex Ultima, making them answerable to only one - the Emperor. Such a mark of office holds them above all law and command save for the direct authority of the Master of Mankind, and affords them the incontestable jurisdiction to pursue Imperative Endeavours as they feel is appropriate.

If your Crusade force includes TRAJANN VALORIS or any other SHIELD-CAPTAIN units and you are not currently on an Endeavour, you can claim the Magisterium Lex Ultima before a battle. If you do, you must commence an Endeavour for your Crusade force. This entails a collection of objectives (known as Imperatives) that you must attempt to complete in sequence over a series of battles. Doing so will earn you Endeavour Rewards, but failure will bring about Dishonour.

When you commence an Endeavour, you must determine its three Imperatives from the Imperative tables. To do this, roll one D6 to decide which Imperative table to use, then another D6 to determine an Imperative from that Imperative table. You cannot determine the same Imperative for each Endeavour more than once (roll again until a new Imperative is determined). Once you have determined all three of your Imperatives, make a note of them, and the order in which they were generated, in your Order of Battle. Your Endeavour has now commenced and you must complete its Imperatives one at a time, starting with the first Imperative you determined - this is known as the active Imperative.

At the end of a battle, if you have completed the active Imperative, mark that Imperative as completed in your Order of Battle. The next Imperative you determined is now active for subsequent battles. Once you have completed all of your Endeavour’s Imperatives, you can claim an Endeavour Reward, and can then claim the Magisterium Lex Ultima once more.

You can abandon an Endeavour at the end of a battle. If you do, and you have completed two out of three Imperatives, you can randomly select an Endeavour Reward from the two you have completed, and the other Endeavour Reward is lost.

In addition, if you have not completed all of your Endeavour’s Imperatives within nine battles of beginning that Endeavour, then it is abandoned.

When an Endeavour is abandoned, you must select a Dishonour, and can then start a new Endeavour before the next battle.

Endeavour Imperatives


IMPERATIVE (D6 1-3)
D6

EMPEROR'S DOMAIN

Some crucial heartland territories must be kept free of foes at any cost.

Complete two battles where, at the end of the battle, you have more friendly units wholly within your deployment zone than enemy units (excluding AIRCRAFT).
WRATH OF THE EMPEROR

You must embody the Emperor's fury in your wholesale destruction of the foe.

Complete two battles in which you have destroyed four or more units by the start of the third battle round.
MAKE AN EXAMPLE

So absolute must your victory be that it sends a message to any who threaten Terra.

Win a battle by more than 10 Victory points.
VITAL TARGETS

Priority threats to the Throne must be eliminated.

Complete two battles in which you destroy the three units from your opponent’s army with the highest points values (if one or more units are tied in this way, then the destruction of any of them counts towards this Imperative).
SHADOWED DIRECTIVE

Sometimes the Custodians must work secretly and to hidden agendas.

Complete two battles in which you earned XP from an Adeptus Custodes Agenda.
ABSOLUTE MASTERY

You must display excellence in every theatre of strategy and tactics.

Complete two battles in which you earned XP from non-ADEPTUS CUSTODES Agendas (such as those found in the main Crusade rules).

IMPERATIVE (D6 4-6)
D6

SHADOW OF THE THRONE

Those territories claimed by the Emperor must be irrefutably uncontested.

At the end of the battle, both of the following are satisfied:
  • You control three or more objective markers.
  • You control at least double the number of objective markers that your opponent does.
MARTIAL SUPREMACY

The blood-price of defying Terra must be rendered insupportable.

At the end of a battle, at least twice as many enemy units were destroyed in that battle than units from your Crusade army.
ALPHA THREAT CONFIRMED

Augury suggests this fiend is a direct threat to the Throne and must be destroyed!

At the end of the battle, the enemy WARLORD is destroyed.
ANNIHILATION

Shatter this danger before it can develop.

At the end of a battle, every enemy unit is destroyed, or is Below Half-strength.
EMPEROR'S WILL BE DONE

Sweep the enemy aside and reclaim that which is the Emperor's.

Complete two battles where, atthe end of the battle, you have more friendly units wholly within your opponent’s deployment zone than enemy units (excluding AIRCRAFT).
INSPIRATIONAL EXAMPLE

Fight as the Emperor's true champions.

At the end of the battle, two or more enemy units were destroyed by melee attacks made by an ADEPTUS CUSTODES CHARACTER model from your Crusade army.

Endeavour Rewards

If your Crusade force is on an Endeavour, once you have completed all of your Endeavour’s Imperatives you can claim an Endeavour Reward. If you have completed all three Imperatives, you may choose which reward you would like to claim from those three. If you abandon your Imperatives after only completing two, you can randomly claim one reward of the two completed Imperatives.

Some Endeavour Rewards are labelled ‘Instant’ - apply the effects of such Endeavour Rewards immediately. Other Endeavour Rewards are labelled ‘Persistent’ - make a note of such Endeavour Rewards in your Order of Battle. Before each battle, when mustering your Crusade army, you can select one of your Persistent Endeavour Rewards to be active for that battle. If you do, add 1 to your Crusade army’s total Crusade points for that battle.

IMPERATIVE (D6 1-3)ENDEAVOUR REWARD
EMPEROR'S DOMAINInstant - Gain 3RP.
WRATH OF THE EMPERORInstant - You can select two additional units to be Marked for Greatness after the battle in which you completed your final Imperative.
MAKE AN EXAMPLEInstant - Every unit from your Crusade force gains 1XP.
VITAL TARGETSInstant - Gain 1RP. The unit from your Crusade army that earned the most XP from an Agenda in the battle in which you completed your final Imperative gains 5XP.
SHADOWED DIRECTIVEInstant - Every unit in your Crusade force gains 1XP. If that unit earned XP from an Agenda in the battle in which you completed your final Imperative, it gains 2XP.
ABSOLUTE MASTERYInstant - Your WARLORD from the battle in which you completed your final Imperative gains 5XP.

IMPERATIVE (D6 4-6)ENDEAVOUR REWARD
SHADOW OF THE THRONEPersistent - Once per battle, you can target a friendly unit with an Adeptus Custodes Stratagem for 0CP
MARTIAL SUPREMACYPersistent - Once per battle, you can target a friendly unit with the Fire Overwatch Stratagem or the Heroic Intervention Stratagem for 0CP.
ALPHA THREAT CONFIRMEDInstant - If the enemy WARLORD was destroyed in the battle in which you completed your final Imperative, the friendly unit that destroyed it gains a Battle Honour. If no friendly unit achieved this, claim the Endeavour reward from Wrath of the Emperor Imperative instead.
ANNIHILATIONPersistent - Once per battle, you can target a friendly unit with the Counter-offensive Stratagem or the Epic Challenge Stratagem for 0CP.
EMPEROR'S WILL BE DONEPersistent - Once per battle, you can target a friendly unit with the Command Re-roll Stratagem or the Rapid Ingress Stratagem for OCP.
INSPIRATIONAL EXAMPLEInstant - The ADEPTUS CUSTODES CHARACTER that completed this Imperative gains a Battle Honour.

Dishonour

Each time your Crusade force abandons an Endeavour, you must determine a Dishonour from the table (see Dishonour table). You can either select the Dishonour that you feel is most appropriate or randomly determine one by rolling one D6 and applying the corresponding result.

DISHONOURD6
COMMAND IN QUESTION

Failing to uphold the trust of their comrades and their Emperor is a black mark indeed for a Shield-Captain.

Select one SHIELD-CAPTAIN unit from your Crusade force. That unit gains the Disgraced Battle Scar and the Mark of Shame Battle Scar from the main Crusade rules. If your Crusade force does not contain any SHIELD-CAPTAIN units, re-roll this result.
DAMAGE LIMITATION

Progress must for now be set aside in favour of repairing the damage already done by recent failures.

Halve the XP (rounding down) that units in your Crusade force earn for a number of battles equivalent to the number of your Endeavour’s Imperatives that were not completed (the previous battle counts as the first of such battles).
PETITION THE TOWER OF HEGEMON

It is no easy thing for the Adeptus Custodes to admit they are unequal to a task, but in this instance reinforcements have been requested and the Custodians must make do until they arrive.

Reduce your Requisition points to 0. You cannot gain Requisition points for a number of battles equivalent to the number of Imperatives of your Endeavour that were not completed (the previous battles counts as the first of such battles).

Battle Scars

When an ADEPTUS CUSTODES unit gams a Battle Scar, you can use the table presented here to determine which Battle Scar that unit has gained.
BATTLE SCARSD6
IMMEDIATE THREATS

Knowing the myriad threats facing the Golden Throne, some sodalities of Custodians have been known to develop a shortened focus on the foes directly within their blades’ reach.

  • In your Charge phase, each time this unit declares a charge, you can only select the closest enemy unit as the target of that charge.
  • Each time a model in this unit makes a melee attack, you can re-roll a Wound roll of 1.
LIONS, NOT WOLVES

Sometimes, the Custodians tendency to fight as individuals becomes so pronounced that it can detract from their wider strategic vision.

  • This unit loses its Martial Ka'tah ability.
  • Each time a model in this unit makes a melee attack, you can re-roll a Hit roll of 1 and you can re-roll a Wound roll of 1.
SENSE OF INSUFFICIENCY

It has been known for Custodians, faced by the rarely seen spectre of failure, to throw themselves into studying the ka’tahs to the exclusion of all else, determined not to befound wanting again.

INFANTRY unit only
  • Change the Objective Control characteristic of models in this unit to 0. It cannot be increased by any means.
  • Each time this unit is selected to fight, both Ka'tah Stances are active for this unit, instead of only one.

Agendas

If your Crusade army includes any ADEPTUS CUSTODES units, you can select Agendas from those presented here.

PURSUIT OF EXCELLENCE

The Custodians know that no matter how honed their skills or focused their thoughts, the defence of the Golden Throne always demands more and better.

At the end of the battle, the ADEPTUS CUSTODES unit from your Crusade army with the lowest XP (if two or more are tied, select one of them) gains 1XP for each of the following that are satisfied:
  • That unit is not destroyed.
  • That unit is within range of an objective marker outside your deployment zone that you control.
  • That unit destroyed one or more enemy units during the battle.
  • That unit destroyed three or more enemy units during the battle.
JUDGEMENT DELIVERED

A devastating victory is a great deterrent to potential foes, sending ripples of dismay through those who might otherwise have thought to threaten the Throneworld.

At the end of the battle, if there are no models from your opponent’s Crusade army remaining on the battlefield, each ADEPTUS CUSTODES unit from your Crusade army that is on the battlefield gains 2XP.
GREAT TITHE

The work of harvesting powerful psykers to feed the Golden Throne is never-ending. The same is true of the quest to purge the galaxy of those witches deemed powerful enough to present a threat to the Emperor or his realm.

Each time an enemy PSYKER unit is destroyed, if that enemy unit was destroyed by an ANATHEMA PSYKANA unit from your Crusade army, that ANATHEMA PSYKANA unit gains 2XP. Otherwise, the ANATHEMA PSYKANA unit from your Crusade army that was closest to that enemy unit when it was destroyed gains 1XP.
UNTO THE DARK CELLS

More than one dread entity or forbidden artefact has slipped away from the cells beneath the Emperor's Palace since the emergence of the Great Rift. Seizing and recovering these is a rewarding priority for many Custodians.

At the end of the battle, if you control more objective markers in No Man’s Land than your opponent, you can select up to three ADEPTUS CUSTODES units within range of objective markers in No Man’s Land that you control. Each selected unit gains 2XP.

Requisitions

If your Crusade army includes any ADEPTUS CUSTODES units, you can spend Requisition points (RPs) on any of the following Requisitions.

ARTEFACTS OF THE VAULTS1RP

There are ancient devices and weapons within the vaults of the Emperor's Palace that only the Custodians are entrusted with their use.

Purchase this Requisition before a battle. Select one ADEPTUS CUSTODES CHARACTER model from your Crusade army (excluding EPIC HERO models), then select one of the following for that model:
  • You can only select this option if your Crusade force is on an Endeavour. Select one Artefact of the Vaults. That model gains that Artefact of the Vaults until your Crusade force completes its active Imperative or abandons its Endeavour. Your Crusade force can only have one Artefact of the Vaults at any time.
  • Remove one Enhancement from that model and replace it with another that it is eligible to have.
EARNING OF A NAME1RP

The Custodians earn new names for their tallies in honour of especially mighty deeds.

Purchase this Requisition after a battle in which the enemy WARLORD was destroyed by an ADEPTUS CUSTODES CHARACTER model (excluding ANATHEMA PSYKANA and EPIC HERO models) from your Crusade army. Generate an additional Honour-Name for that CHARACTER model (this has no rules purpose) then gain the following ability:

Earned Name: Each time this model’s unit is selected to fight, both Ka’tah Stances are active for that unit, instead of only one.
SUPERHUMAN FOCUS1RP

The Adeptus Custodes are masters at seizing control of rapidly developing situations and applying their talents to alter the strategic parameters in their favour.

Purchase this Requisition after you have rolled to determine your Imperatives. Select one of those Imperatives, then select a different Imperative to replace it (this must be unique to the other Imperatives you have rolled and you can only use this Requisition once per Endeavour).
PROVEN METTLE1RP

Amongst the meritocratic structures of the Adeptus Custodes, warriors may prove themselves worthy of command in many ways.

Purchase this Requisition when an ADEPTUS CUSTODES INFANTRY or MOUNTED unit from your Crusade force (excluding CHARACTER and ANATHEMA PSYKANA units) reaches 30XP or more. Add one ADEPTUS CUSTODES CHARACTER unit to your Order of Battle (excluding EPIC HERO units). You cannot purchase this Requisition if doing so would cause your total Points Limit to exceed your Crusade force’s Supply Limit. That ADEPTUS CUSTODES CHARACTER starts with 30XP and gains the appropriate number of Battle Honours for its rank. Then, change the XP of the ADEPTUS CUSTODES unit that reached 30XP or more to 6XP, remove any Battle Honours it has until it has no more than one, and update its Crusade card accordingly.

Battle Traits

When a ADEPTUS CUSTODES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

ADEPTUS CUSTODES INFANTRY UNITS
D6

Excluding ANATHEMA PSYKANA units
CELERITOUS SENTRIES

Even while standing statue-still upon their endless watch, these Custodians are ready to spring instantly into violent action.

Once per battle, you can target this unit with the Counter-offensive Stratagem for 0CP.
NOT A SHELL WASTED

These warriors place every shot to fell the maximum number of victims with the most murderous efficiency.

Each time a model within this unit makes a ranged attack that targets a unit that contains 10 or more models, that attack has the [SUSTAINED HITS 1] ability.
COMPANION’S WATCH

Having stood guard over the very throne room of the Emperor himself, these Custodians are no strangers to staging the most resolute defence.

While this unit is within range of an objective marker, it has the Feel No Pain 6+ ability.
FLAWLESS BLADEWORK

Even by the exceptional standards of the Adeptus Custodes, these warriors skills in close-quarters combat are breathtaking.

Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
WILL OF AURAMITE

There is no circumstance this side of the grove that can truly shake the composure of the Custodians.

You can target this unit with Stratagems even while it is Battle-shocked.
GENALCHEMIC WARDING

The genetic alchemy that saturates these warriors' physiologies has been tempered by many perils to resist more strongly than ever the corrupting touch of the warp.

Each time a Psychic Attack targets this unit, subtract 1 from the Hit roll.

ADEPTUS CUSTODES MOUNTED UNITS
D6

ON GILDED WINGS

These warriors become veritable streaks of golden light as they sweep down upon their foes.

This unit has the Stealth ability. Each time this unit Remains Stationary, it loses this ability until the start of your next Movement phase.
TIP OF THE TALON

Fighting at the forefront of the battle, these Custodians hit their victims with perfectly timed volleys the instant before they tear into their ranks.

Each time a model in this unit makes a ranged attack that targets an enemy unit within 6", add 1 to the Strength characteristic of that attack.
HERALDS OF THE HOST

These Custodians push their mounts to the limit, the better to capitalise upon the element of surprise.

Each time this unit Advances, add 2" to its Move characteristic (this is cumulative with the Turbo-boost ability).

ANATHEMA PSYKANA INFANTRY UNITS
D6

HUNTERS' STRIKE

The Sisters of Silence know that witches are best struck down before they have a chance for trickery.

Each time this unit is selected to fight, if this unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in this unit.
RELENTLESS PURSUIT

Once on the trail of their quarry, these Null Maidens run them down with merciless determination.

You can re-roll Advance and Charge rolls made for this unit.
RAPID PROSECUTION

These Sisters of Silence are ruthless and dogged in their pursuit of the enemy.

This unit is eligible to either shoot or declare a charge (but not both) in a turn in which it Advanced.

Crusade Relics


Artificer Relics

Aurulent Warding

Auramite can be etched with protective wards. Few have the skills or knowledge to amend the Custodes’ armour in such a way, and the process takes many months to complete.

Once per turn, you can re-roll one saving throw made for the bearer.
EMPEROR’S LIGHT

Said to have been crafted from a crystallised shard of the Emperors glorious light, this misericordia has been borne into battle by three separate Captain-Generals. It is reputed to flood the heart of its victim with searing radiance.

ADEPTUS CUSTODES INFANTRY model only. The bearer is equipped with the following melee weapon in addition to its other weapons:
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Emperor’s Light [DEVASTATING WOUNDS, EXTRA ATTACKS]
Emperor’s Light [DEVASTATING WOUNDS, EXTRA ATTACKS]
Melee
3
2+
5
-2
1

Antiquity Relics

VERACITY, THE SWORD OF OBLIVION

This blade is the pattern upon which all executioner greatblades were built. Its substance is capable of cutting any material without the need of a power field or disruption generator.

KNIGHT-CENTURA model equipped with an executioner greatblade only. The bearer’s melee weapons gain the [LANCE] and [SUSTAINED HITS 1] abilities.

Legendary Relics

LUCENT AUREOLE

This gleaming halo is an ancient artefact fitted with a powerful conversion field that offers heightened protection to the wearer.

The bearer has a 3+ invulnerable save.
APOLLONIAN SPEAR

The Apollonian Spear was wielded by Constantin Valdor, the first Captain-General of the Custodes. After his disappearance, the spear was placed in the vaults of Terra. Only rarely now, in the most terrible of circumstances, is it brought from there and wielded by the mightiest of the Custodians.

SHIELD-CAPTAIN model only. Once per battle, at the start of the Fight phase, the bearer can use this ability. If it does, add 3 to the Strength and Attacks characteristics of the bearer’s melee weapons until the end of that phase.

Artefacts of the Vaults

Artefacts of the Vaults are rare Crusade Relics from ages past, kept in stasis deep within the vaults of the Imperial Palace. They cannot be selected as normal. Instead, if your Crusade force is on an Endeavour, they can be temporarily used by ADEPTUS CUSTODES CHARACTERS to turn the tide of key battles by using the Artefacts of the Vaults Requisition.

Each time a model gains an Artefact of the Vaults, make a note on its Crusade card and increase its Crusade points total by 1. Artefacts of the Vaults can be removed before or after a battle, and are also removed when your Crusade force completes its active Imperative or abandons its Endeavour. Each time a model loses an Artefact of the Vaults, reduce its Crusade points total by 1.

Artefacts of The Vaults

ARAE-SHRIKE

A counter-intelligence device that twists and distorts electromagnetic signals, arae-shrikes are considered blasphemous in principle and arcane function by the Adeptus Mechanicus.

Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit.
MORTIS GYRE

The Mortis Gyre is an orb of energy that, when activated, seeks out its victim and rapidly embeds itself into their consciousness. The victim is shown a horrifying vision of their impending doom and a killing blow is delivered to send them to that fate.

Once per battle, when the bearer is selected to fight, it can activate the Mortis Gyre. If it does, until that fight is resolved, melee attacks made by this model that target an INFANTRY unit have the [DEVASTATING WOUNDS] ability.
TWILIGHT PALLIUM

What appears to be a cloak of office can be activated to envelop the bearer in the very fabric of its surrounding reality, allowing them to traverse atomically with a thought and re-emerge with a blink.

Once per battle, at the end of any of your phases, the bearer can use the Twilight Pallium. If it does, remove the bearer’s unit from the battlefield and set it up again anywhere on the battlefield more than 3" horizontally away from all enemy units. The bearer’s unit is not eligible to charge in a turn in which it was set up in this manner unless it is more than 9" horizontally away from all enemy units.
ANATHEMATIC DIADEM

A circlet of spiritual darkness believed to hail from the earliest eras of Mankind, this sinister artefact focuses null energies in a vortex around its wearer.

The bearer gains the following ability:

Anathematic Diadem (Aura): When an enemy model within 12" of this model makes an attack with a Psychic weapon, subtract 1 from the Wound roll.
PARELDOR'S CADUCATRIX

This immeasurably ancient auto-medicae device stems from an age of learnings now long lost. It meshes seamlessly with any suit of battle armour and exudes filament probes through the bearer’s body, there to dispense remarkable panaceaic elixirs should it detect severe physical or mental trauma.

Once per battle, in your Command phase, the bearer can regain up to D6 lost wounds.
AURIFEROUS ORB

The Auriferous Orb appears to be a sphere of solid gold, but its simple beauty belies its dangers. When it detonates, it unleashes beams of such pure, radiating light that it kills those enemies of the Emperor it does not blind.

The bearer is equipped with the following ranged weapon in addition to its other weapons:

Blinding Light: Each time a unit is hit by this weapon, it is blinded until the start of your next turn. While a unit is blinded, each time a model in that units makes an attack, subtract 1 from the Hit roll.
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Auriferous Orb [ANTI-INFANTRY 4+, BLAST, BLINDING LIGHT, DEVASTATING WOUNDS]
Auriferous Orb [ANTI-INFANTRY 4+, BLAST, BLINDING LIGHT, DEVASTATING WOUNDS]
8"
D3
2+
1
0
1
EPOCH AUSPICE

The Epoch Auspice resembles an unremarkable book - with its battered cover and worn pages - but this appearance hides the strange technologies bound within that allow the bearer to create a temporal bubble around themselves and nearby allies.

Once per battle, at the start of the battle round, the bearer can deploy the Epoch Auspice. If it does, until the end of the battle round, each time an attack targets the bearer’s unit, subtract 1 from the Wound roll.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Trusted Sentinel

Your victories have earned the approbation of your peers within the Ten Thousand. They have also seen you awarded with several new names to add to your tally, and opened new opportunities for you to advance within the esoteric subsocieties of your order All of this is as it should be, for with every plaudit or advancement your ability to serve the Emperor and defend the Golden Throne increases. Yet there are myriad threats still to be met. There are countless challenges for you to rise to, and your duties remain endless. Continue your watch with honour...



Champion of The Throne

The tale of your names winds across the inner surfaces of your armour, an indisputable record of your valiant and merciless deeds. Many amongst the ranks of the Adeptus Custodes know of you. Your reputation as an exemplary warrior, battlefield commander and living implement of the Emperor's vengeance grows with every victory.

  • You have completed nine Imperatives and earned three Endeavour Rewards.
  • You have won six or more battles.
  • You have used the Artefacts of the Vaults Requisition at least once, and won one or more battles while a model from your Crusade army has an Artefact of the Vaults.


Auric Exemplar

Your name has become a byword for terror amongst the enemies of the Emperor, while across the Throne world you are celebrated in statue, tapestry and song.

  • You have completed 15 Imperatives and earned five Endeavour Rewards.
  • You have won ten or more battles.
  • You have used the Artefacts of the Vaults Requisition at least three times, and won three or more battles while a model from your Crusade army has an Artefact of the Vaults.
  • An ADEPTUS CUSTODES CHARACTER model has reached the Legendary rank.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Voyagers in Darkness

Some shield companies of the Adeptus Custodes set sail into the darkness between the stars, either guided by visions of the Emperor’s will or believing that they can do the most to defend Terra by seeking out and destroying distant threats.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of each of the following units:
You can include up to one of each of the following units:
* The total number of all of these units cannot be more than the total number of ALLARUS CUSTODIANS, CUSTODIAN GUARD and CUSTODIAN WARDEN units.

Rules Adaptations

  • ADEPTUS CUSTODES units cannot perform the Secure Site Tactical Manoeuvre.
  • The ALLARUS CUSTODIANS unit loses the From Golden Light ability.
  • The BLADE CHAMPION model loses the Martial Inspiration ability.
  • The SHIELD-CAPTAIN model loses the Master of the Stances ability.

Army Rule

Focused Ka’tah

In the claustrophobic battlegrounds of voidship interiors, even the lone champions of the Adeptus Custodes find benefit in focussing their efforts upon certain, particularly beneficial fighting styles.

Units from your army with the Martial Ka’tah ability retain that ability and gain this one.

However, you no longer select a Ka’tah Stance each time a unit with the Martial Ka’tah ability is selected to fight. Instead, at the start of the Fight phase, you can select one Ka’tah Stance. Until the end of the phase, the selected Stance is active for your army and units from your army with the Martial Ka’tah ability gain the relevant ability. Each Ka’tah Stance can only be selected once per battle.

Detachment Rule

Overwhelming Magnificence

To confront the towering, auramite-clad warriors of the Adeptus Custodes across an open battlefield is terrifying enough. To meet them in the cramped confines of a voidship is so overwhelming as to render many foes witless.

While an enemy unit is within Engagement Range of one or more ADEPTUS CUSTODES units from your army, subtract 1 from the Objective Control characteristic of models in that enemy unit.

Enhancements

Voidstrider

At home in voidborne warfare, this superhuman warrior is able to move with marked purpose and speed.

Add 2" to the bearer’s Move characteristic.

Mantle of the Emissary

This ancient cloak symbolises its wearer’s dedication to a vision-sent mission from the Emperor, and fills them with overwhelming purpose and determination.

The bearer has an Objective Control characteristic of 5.

Stratagems

INESCAPABLE VENGEANCE
1CP
Voyagers in Darkness – Strategic Ploy Stratagem
The incredible sensory acuity of the Custodians' wargear coupled with their superhuman senses means no foe can hide from them.
WHEN: Your Movement phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can ignore Walls and other models for the purposes of determining which enemy units are visible to its own.
BREACHING BEHEMOTHS
1CP
Voyagers in Darkness – Strategic Ploy Stratagem
When unleashed aboard an enemy voidship, Custodians simply smash a path through any who stand against them by their sheer armoured might.
WHEN: Your Movement phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. In addition, any Desperate Escape tests taken for models in your unit are automatically passed.
ARTIFICER ROUNDS
1CP
Voyagers in Darkness – Battle Tactic Stratagem
These hand-crafted bolt shells are made to fragment with particular ferocity, making them ideal for boarding actions.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding ballistus grenade launchers) have the [SUSTAINED HITS 1] ability while targeting units within 6".
AURIC STORM
1CP
Voyagers in Darkness – Strategic Ploy Stratagem
Even the boldest foes falter before the sudden and unstoppable onslaught of the Allarus Terminators.
WHEN: Your Charge phase, just after an ALLARUS CUSTODIANS unit from your army ends a Charge move.

TARGET: That ALLARUS CUSTODIANS unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result.

Black Ship Guardians

Whether fighting furiously to prevent enemies from boarding one of the sinister Black Ships and freeing its psyker inmates, or sweeping into an enemy vessel or installation to seize and imprison powerful witches, the Sisters of Silence are a force to be reckoned with in void warfare.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
If you include only one other CHARACTER unit, you can include up to one of the following units:
You can include up to three of each of the following units:
You can include up to one of the following unit:

Rules Adaptations

  • The SHIELD-CAPTAIN model loses the Master of the Stances ability.

Army Rule

Focused Ka’tah

In the claustrophobic battlegrounds of voidship interiors, even the lone champions of the Adeptus Custodes find benefit in focussing their efforts upon certain, particularly beneficial fighting styles.

Units from your army with the Martial Ka’tah ability retain that ability and gain this one.

However, you no longer select a Ka’tah Stance each time a unit with the Martial Ka’tah ability is selected to fight. Instead, at the start of the Fight phase, you can select one Ka’tah Stance. Until the end of the phase, the selected Stance is active for your army and units from your army with the Martial Ka’tah ability gain the relevant ability. Each Ka’tah Stance can only be selected once per battle.

Detachment Rule

Priority Quarry

With merciless efficiency, the Sisters of Silence mark their priority prey amidst the maelstrom of shiphoard combat, then focus on their elimination above all else.

At the start of the first battle round, you can select up to two enemy units to be your army’s quarry, one of which must be your opponents WARLORD. Each time an ANATHEMA PSYKANA unit from your army makes an attack that targets one of your army’s quarries, re-roll a Hit roll of 1. Each time an ANATHEMA PSYKANA unit from your army declares a charge, it can include one or more of your army’s quarries as targets of that charge, even if they are not visible to it.

Enhancements

The Vratine Aquila (Aura)

This ancient device is said to have been crafted for use during a vital conclave during the waning days of the Great Crusade, wreathing its bearer in energy veils.

ANATHEMA PSYKANA model only. While a friendly ANATHEMA PSYKANA unit is within 3" of the bearer, models in that unit have a 4+ invulnerable save.

Sinister Presence (Aura)

So deeply unsettling is the null aura surrounding this warrior that it causes unreasoning paranoia to spread amongst her foes, shattering their focus.

ANATHEMA PSYKANA model only. While an enemy unit is within 6" of the bearer (when measuring this distance, Walls and closed Hatchways are ignored), that unit cannot Seize objective markers and, in your opponent’s Command phase, that unit must take a Battle-shock lest. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.

Stratagems

BLADES OF THE VIGILATORS
1CP
Black Ship Guardians – Battle Tactic Stratagem
Though intended for lopping the heads from witches, the Vigilators' long blades also allow for skilful parrying of incoming attacks.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One VIGILATORS, ALEYA or KNIGHT-CENTURA equipped with an executioner greatblade unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
FOCUSED FEAR
1CP
Black Ship Guardians – Battle Tactic Stratagem
Fighting in the confines of a voidship heightens the fearful aura of the Sisters of Silence, fouling their foes'aim and weakening their sword arms.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ANATHEMA PSYKANA unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CORNERED PREY
1CP
Black Ship Guardians – Strategic Ploy Stratagem
Once they have their quarry trapped within a section of the voidship, the Silent Sisters relentlessly run them to ground.
WHEN: Your Movement phase, just after an ANATHEMA PSYKANA unit from your army Falls Back.

TARGET: That ANATHEMA PSYKANA unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
PUNISHMENT OF THE PROSECUTORS
1CP
Black Ship Guardians – Battle Tactic Stratagem
The Prosecutors cut down without mercy all who dare stand between the Silent Sisters and their prey.
WHEN: Your Shooting phase.

TARGET: One PROSECUTORS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes a ranged attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1.

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 %000015069performing actions%.
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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
  • Radiant Mantle
    30 pts
Talons Of The Emperor Detachment

The golden glory of the Emperor himself glows around this magnificent warrior like Sol's own fire. Enemies are blinded by its light, forced to recoil in pain and terror.

model only. Each time an attack targets the bearer’s unit, if the attacking model is within 12", subtract 1 from the Hit roll.

Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Assemblage of Might
Auric Champions Detachment

When such exceptional warriors as these gather to quest in the Emperors name, even the most dreadful foes of Humanity are right to fear for their lives.

At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model in an CHARACTER unit from your army makes an attack that targets that enemy unit, add 1 to the Wound roll.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.

The TRANSPORT keyword is used in the following Adeptus Custodes datasheets:

Dedicated Transports
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

The ANATHEMA PSYKANA keyword is used in the following Adeptus Custodes datasheets:

Dedicated Transports
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Revered Companions
Talons Of The Emperor Detachment

The Custodians and the Silent Sisters often fought as one during the earliest days of the Imperium. Ten thousand years on, they have lost none of the unity of doctrine and purpose that makes them such a deadly combination.

ANATHEMA PSYKANA units from your army gain the following the ability:

Null Aegis (Aura): While an unit is within 6" of this unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.

All other units from your army gain the following ability:

Deadly Unity (Aura): While an ANATHEMA PSYKANA unit is within 6" of this unit, each time a model in that ANATHEMA PSYKANA unit makes an attack, add 1 to the Hit roll.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.

The ANATHEMA PSYKANA and INFANTRY keywords are used in the following Adeptus Custodes datasheets:

Martial Ka’tah

Specialised disciplines mastered by Custodians over decades if not centuries, each ka’tah equips its practitioner to overmaster any foe in a particular discipline or philosophy. Martial katahs allow the warriors of the Adeptus Custodes to deploy stances, movements, war philosophies and lethal skills that enhance their already terrifying martial prowess and focus it against particular threats.

Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:

Dacatarai Stance

Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Rendax Stance

Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low.

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

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

Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).

The AIRCRAFT keyword is used in the following Adeptus Custodes datasheets:

The MOUNTED keyword is used in the following Adeptus Custodes datasheets:

Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).

The EPIC HERO keyword is used in the following Adeptus Custodes datasheets:

ARTEFACTS OF THE VAULTS1RP

There are ancient devices and weapons within the vaults of the Emperor's Palace that only the Custodians are entrusted with their use.

Purchase this Requisition before a battle. Select one CHARACTER model from your Crusade army (excluding EPIC HERO models), then select one of the following for that model:
  • You can only select this option if your Crusade force is on an Endeavour. Select one Artefact of the Vaults. That model gains that Artefact of the Vaults until your Crusade force completes its active Imperative or abandons its Endeavour. Your Crusade force can only have one Artefact of the Vaults at any time.
  • Remove one Enhancement from that model and replace it with another that it is eligible to have.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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 (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

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.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
TURN THE TIDE2CP
Plague Purge Assault Stratagem

A key asset has been deployed. Applied in the right manner, it could turn the tide of the battle.

Use this Stratagem during deployment, when you deploy a unit from your army. That unit gains the Objective Secured ability until the end of the battle.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).

The INFANTRY and SHIELD-CAPTAIN keywords are used in the following Adeptus Custodes datasheets:

Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.

The ANATHEMA PSYKANA and CHARACTER keywords are used in the following Adeptus Custodes datasheets:

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