Adeptus Custodes – Datasheets
 ]


Characters


Aleya
(⌀32mm)
M
6"
T
3
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Somnus [anti-psyker 5+, devastating wounds]
Somnus [anti-psyker 5+, devastating wounds]
Melee
4
2+
6
-3
3
ABILITIES
CORE: Feel No Pain 5+, Leader, Scouts 6"
Tactical Perception: While this model is leading a unit, models in that unit have the Fights First ability.
Tenacious Spirit: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength.
Daughter of the Abyss: This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.
UNIT COMPOSITION
  • 1 Aleya – EPIC HERO
This model is equipped with: Somnus.
1 model
75
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, ANATHEMA PSYKANA, ALEYA
FACTION KEYWORDS:


Blade Champion
(⌀40mm)
M
6"
T
6
Sv
2+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Vaultswords – Behemor [precision]
Vaultswords – Behemor [precision]
Melee
6
2+
7
-2
2
Vaultswords – Hurricanus [sustained hits 1]
Vaultswords – Hurricanus [sustained hits 1]
Melee
9
2+
5
-1
1
Vaultswords – Victus [devastating wounds]
Vaultswords – Victus [devastating wounds]
Melee
5
2+
6
-3
3
ABILITIES
CORE: Deep Strike, Leader
FACTION: Martial Ka’tah
Swift Onslaught: While this model is leading a unit, you can re-roll Charge rolls made for that unit
Martial Inspiration: Once per battle, in your Charge phase. this model’s unit it eligible to declare a charge in a turn which it Advanced.
UNIT COMPOSITION
  • 1 Blade Champion
This model is equipped with: vaultswords.
1 model
110
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, BLADE CHAMPION
FACTION KEYWORDS:


Knight-centura
(⌀32mm)
M
6"
T
3
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Master-crafted boltgun [rapid fire 1]
Master-crafted boltgun [rapid fire 1]
24"
1
2+
4
0
2
Witchseeker flamer [ignores cover, torrent]
Witchseeker flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
2+
3
0
1
Executioner greatblade [anti-psyker 5+, devastating wounds]
Executioner greatblade [anti-psyker 5+, devastating wounds]
Melee
3
2+
5
-2
2
WARGEAR OPTIONS
  • This model’s executioner greatblade can be replaced with one of the following:
    • 1 master-crafted boltgun and 1 close combat weapon
    • 1 Witchseeker flamer and 1 close combat weapon

ABILITIES
CORE: Leader, Scouts 6"
Seeker’s Instincts: While this model is leading a unit, add 2" to the Move characteristic of models in that unit and add 2 to Advance and Charge rolls made for that unit.
Daughter of the Abyss: This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.
Corner the Quarry: Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this model’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
UNIT COMPOSITION
  • 1 Knight-Centura
This model is equipped with: executioner greatblade.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, ANATHEMA PSYKANA, KNIGHT-CENTURA
FACTION KEYWORDS:


Shield-captain
(⌀40mm)
M
6"
T
6
Sv
2+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Castellan axe [assault]
Castellan axe [assault]
24"
2
2+
4
-1
2
Guardian spear [assault]
Guardian spear [assault]
24"
2
2+
4
-1
2
Pyrithite spear [melta 2]
Pyrithite spear [melta 2]
12"
1
2+
9
-4
D6
Sentinel blade [assault, pistol]
Sentinel blade [assault, pistol]
12"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Castellan axe
Castellan axe
Melee
6
2+
9
-1
3
Guardian spear
Guardian spear
Melee
7
2+
7
-2
2
Pyrithite spear
Pyrithite spear
Melee
7
2+
7
-2
2
Sentinel blade
Sentinel blade
Melee
7
2+
6
-2
1
WARGEAR OPTIONS
  • This model’s guardian spear can be replaced with one of the following:
    • 1 castellan axe
    • 1 sentinel blade
    • 1 sentinel blade and 1 praesidium shield
    • 1 pyrithite spear and 1 praesidium shield

ABILITIES
CORE: Deep Strike, Leader
FACTION: Martial Ka’tah
Master of the Stances: Once per battle, when this models unit is selected to fight, it can use this ability. if it does until that fight is resolved, both Ka’tah Stances are active for that unit, instead of only one.
Strategic Mastery: Once per battle round, you can select one model from your army with this ability. That model’s unit can be targeted with a Stratagem for 0CP, even if that Stratagem has already targeted another unit from your army this phase.
WARGEAR ABILITIES
Praesidium shield: Add 1 to the bearer’s Wounds characteristic.
UNIT COMPOSITION
  • 1 Shield-Captain
This model is equipped with: guardian spear.
1 model
140
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, SHIELD-CAPTAIN
FACTION KEYWORDS:


Shield-captain In Allarus Terminator Armour
(⌀40mm)
M
5"
T
7
Sv
2+
W
7
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Balistus grenade launcher [blast]
Balistus grenade launcher [blast]
18"
D6
2+
4
-1
1
Castellan axe [assault]
Castellan axe [assault]
24"
2
2+
4
-1
2
Guardian spear [assault]
Guardian spear [assault]
24"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Castellan axe
Castellan axe
Melee
6
2+
9
-1
3
Guardian spear
Guardian spear
Melee
7
2+
7
-2
2
WARGEAR OPTIONS
  • This model’s guardian spear can be replaced with 1 castellan axe.

ABILITIES
CORE: Deep Strike, Leader
FACTION: Martial Ka’tah
Auramite and Adamantine: Once per battle, at the start of any phase, this model can use this ability If it does, until the end of the phase, each time an attack is allocated to this model, change the Damage characteristic of that attack to 1
Strategic Mastery: Once per battle round, you can select one model from your army with this ability and target that model’s unit with a Stratagem for 0CP, even if that Stratagem has already been used on another unit from your army this phase.
UNIT COMPOSITION
  • 1 Shield-Captain in Allarus Terminator Armour
This model is equipped with: balistus grenade launcher; guardian spear.
1 model
140
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, IMPERIUM, SHIELD-CAPTAIN
FACTION KEYWORDS:


Shield-captain On Dawneagle Jetbike
(⌀75 x 42mm)
M
12"
T
6
Sv
2+
W
7
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vertus hurricane bolter [rapid fire 3, twin-linked]
Vertus hurricane bolter [rapid fire 3, twin-linked]
18"
3
2+
4
0
1
Salvo launcher
Salvo launcher
24"
1
2+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Interceptor lance [lance]
Interceptor lance [lance]
Melee
6
2+
7
-2
2
WARGEAR OPTIONS
  • This model’s salvo launcher can be replaced with 1 Vertus hurricane bolter.

ABILITIES
CORE: Leader
FACTION: Martial Ka’tah
Sweeping Advance: Once per battle, at the end of the Fight phase, if this model’s unit has fought this phase, if it is within Engagement Range of one or more enemy units, it can make a Fall Back move or, if it is not within Engagement Range of one or more enemy units, it can make a Normal move
Strategic Mastery: Once per battle round, you can select one model from your army with this ability and target that model’s unit with a Stratagem for 0CP, even if that Stratagem has already been used on another unit from your army this phase.
UNIT COMPOSITION
  • 1 Shield-Captain on Dawneagle Jetbike
This model is equipped with: salvo launcher; interceptor lance.
1 model
140
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, FLY, IMPERIUM, DAWNEAGLE JETBIKE, SHIELD-CAPTAIN
FACTION KEYWORDS:


Trajann Valoris
(⌀40mm)
M
6"
T
6
Sv
2+
W
7
Ld
5+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Eagle's Scream [assault]
Eagle's Scream [assault]
24"
2
2+
5
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Watcher’s Axe
Watcher’s Axe
Melee
6
2+
10
-2
3
ABILITIES
CORE: Deep Strike, Feel No Pain 5+, Leader
FACTION: Martial Ka’tah
Captain-General: While this model is leading a unit, each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic skill or Weapon skill characteristics and/or all modifiers to the Hit roll
Moment Shackle: Once per battle, at the start of the Fight phase, you can select one of the following to take effect until the end of the phase:
  • This model’s Watcher’s Axe melee weapon has an Attacks characteristic of 12.
  • This model has a 2+ invulnerable save.
UNIT COMPOSITION
  • 1 Trajann Valoris – EPIC HERO
This model is equipped with: Watcher’s Axe.
1 model
150
LEADER
This model can be attached to the following units:
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, TRAJANN VALORIS
FACTION KEYWORDS:


Valerian
(⌀40mm)
M
6"
T
6
Sv
2+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gnosis [assault]
Gnosis [assault]
24"
3
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gnosis
Gnosis
Melee
7
2+
8
-3
2
ABILITIES
CORE: Feel No Pain 6+, Leader
FACTION: Martial Ka’tah
Golden Laurels: While this model is leading a unit, each time a melee attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1.
Hero of Lion’s Gate: Once per battle, after making a Hit roll, Wound roll or saving throw for this model, you can change the result of that roll to an unmodified 6.
UNIT COMPOSITION
  • 1 Valerian – EPIC HERO
This model is equipped with: Gnosis.
1 model
110
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, SHIELD-CAPTAIN, VALERIAN
FACTION KEYWORDS:

Battleline


Custodian Guard
(⌀40mm)
M
6"
T
6
Sv
2+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Guardian spear [assault]
Guardian spear [assault]
24"
2
2+
4
-1
2
Sentinel blade [assault, pistol]
Sentinel blade [assault, pistol]
12"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Guardian spear
Guardian spear
Melee
5
2+
7
-2
2
Misericordia
Misericordia
Melee
5
2+
5
-2
1
Sentinel blade
Sentinel blade
Melee
5
2+
6
-2
1
WARGEAR OPTIONS
  • Any number of models can each have their guardian spear replaced with 1 sentinel blade and 1 praesidium shield.
  • 1 model’s guardian spear can be replaced with one of the following:
    • 1 vexilla and 1 misericordia
    • 1 vexilla, 1 misericordia and 1 praesidium shield

ABILITIES
CORE: Deep Strike
FACTION: Martial Ka’tah
Stand Vigil: Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you can re-roll the Wound roll instead.
Sentinel Storm: Once per battle, in your Shooting phase, after this unit has shot, it can shoot again.
WARGEAR ABILITIES
Praesidium Shield: Add 1 to the bearer’s Wounds characteristic.
Vexilla: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
UNIT COMPOSITION
  • 4-5 Custodian Guard
Every model is equipped with: guardian spear.
4 models
180
5 models
225
KEYWORDS: INFANTRY, BATTLELINE, IMPERIUM, CUSTODIAN GUARD
FACTION KEYWORDS:

Dedicated Transports


Anathema Psykana Rhino
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
Daughters of the Abyss: This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.
Self Repair: At the start of your Command phase, this model regains 1 lost wound.
UNIT COMPOSITION
  • 1 Anathema Psykana Rhino
This model is equipped with: storm bolter; armoured tracks.
1 model
75
TRANSPORT
This model has a transport capacity of 12 ANATHEMA PSYKANA INFANTRY models.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, SMOKE, IMPERIUM, ANATHEMA PSYKANA, RHINO
FACTION KEYWORDS:

Other


Allarus Custodians
(⌀40mm)
M
5"
T
7
Sv
2+
W
4
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Balistus grenade launcher [blast]
Balistus grenade launcher [blast]
18"
D6
2+
4
-1
1
Castellan axe [assault]
Castellan axe [assault]
24"
2
2+
4
-1
2
Guardian spear [assault]
Guardian spear [assault]
24"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Castellan axe
Castellan axe
Melee
4
2+
9
-1
3
Guardian spear
Guardian spear
Melee
5
2+
7
-2
2
Misericordia
Misericordia
Melee
5
2+
5
-2
1
WARGEAR OPTIONS
  • Any number of models can each have their guardian spear replaced with 1 castellan axe.
  • 1 model’s guardian spear can be replaced with 1 vexilla and 1 misericordia.

ABILITIES
CORE: Deep Strike
FACTION: Martial Ka’tah
Slayers of Tyrants: Each time a model in this unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
From Golden Light: Once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Vexilla: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
UNIT COMPOSITION
  • 2-6 Allarus Custodians
Every model is equipped with: balistus grenade launcher; guardian spear.
2 models
130
3 models
195
5 models
325
6 models
390
KEYWORDS: INFANTRY, TERMINATOR, IMPERIUM, ALLARUS CUSTODIANS
FACTION KEYWORDS:


Custodian Wardens
(⌀40mm)
M
6"
T
6
Sv
2+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Castellan axe [assault]
Castellan axe [assault]
24"
2
2+
4
-1
2
Guardian spear [assault]
Guardian spear [assault]
24"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Castellan axe
Castellan axe
Melee
4
2+
9
-1
3
Guardian spear
Guardian spear
Melee
5
2+
7
-2
2
WARGEAR OPTIONS
  • Any number of models can each have their guardian spear replaced with 1 castellan axe.
  • 1 model can be equipped with 1 vexilla.

ABILITIES
CORE: Deep Strike
FACTION: Martial Ka’tah
Resolute Will: While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
Living Fortress: Once per battle, at the start of any phase, this unit can use this ability. If it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability.
WARGEAR ABILITIES
Vexilla: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
UNIT COMPOSITION
  • 4-5 Custodian Wardens
Every model is equipped with: guardian spear.
4 models
200
5 models
250
KEYWORDS: INFANTRY, IMPERIUM, CUSTODIAN WARDENS
FACTION KEYWORDS:


Prosecutors
(⌀32mm)
M
6"
T
3
Sv
3+
W
1
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boltgun [rapid fire 1]
Boltgun [rapid fire 1]
24"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
ABILITIES
Daughters of the Abyss: Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.
Purity of Execution: Each time a model in this unit makes a ranged attack that targets a PSYKER unit, that attack has the [PRECISION] and [DEVASTATING WOUNDS] abilities.
UNIT COMPOSITION
  • 1 Prosecutor Sister Superior
  • 3-9 Prosecutors
Every model is equipped with: boltgun; close combat weapon.
4 models
40
5 models
50
9 models
90
10 models
100
KEYWORDS: INFANTRY, IMPERIUM, ANATHEMA PSYKANA, PROSECUTORS
FACTION KEYWORDS:


Venerable Contemptor Dreadnought
(⌀60mm)
M
6"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Kheres-pattern assault cannon [devastating wounds]
Kheres-pattern assault cannon [devastating wounds]
24"
6
2+
7
-1
1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
2+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Contemptor combat weapon
Contemptor combat weapon
Melee
5
2+
12
-2
3
WARGEAR OPTIONS
  • This model’s multi-melta can be replaced with 1 Kheres-pattern assault cannon.

ABILITIES
CORE: Deadly Demise 1
FACTION: Martial Ka’tah
Unyielding Ancient: The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining.
UNIT COMPOSITION
  • 1 Venerable Contemptor Dreadnought
This model is equipped with: combi-bolter; multi-melta; Contemptor combat weapon.
1 model
170
KEYWORDS: VEHICLE, WALKER, IMPERIUM, VENERABLE CONTEMPTOR DREADNOUGHT
FACTION KEYWORDS:


Venerable Land Raider
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Godhammer lascannon
Godhammer lascannon
48"
2
2+
12
-3
D6+1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
2+
4
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D6
FACTION: Martial Ka’tah
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Venerable Land Raider
This model is equipped with: 2 godhammer lascannons; twin heavy bolter; armoured tracks.
1 model
240
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 6 INFANTRY models.
KEYWORDS: VEHICLE, IMPERIUM, TRANSPORT, SMOKE, VENERABLE LAND RAIDER
FACTION KEYWORDS:


Vertus Praetors
(⌀75 x 42mm)
M
12"
T
6
Sv
2+
W
4
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Salvo launcher
Salvo launcher
24"
1
2+
9
-2
3
Vertus hurricane bolter [rapid fire 3, twin-linked]
Vertus hurricane bolter [rapid fire 3, twin-linked]
18"
3
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Interceptor lance [lance]
Interceptor lance [lance]
Melee
5
2+
7
-2
2
WARGEAR OPTIONS
  • Any number of models can each have their salvo launcher replaced with 1 Vertus hurricane bolter.

ABILITIES
FACTION: Martial Ka’tah
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Quicksilver Execution: Once per battle, after this unit ends an Advance move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll one D6 for each model in this unit: for each 2+, that enemy unit suffers 2 mortal wounds.
UNIT COMPOSITION
  • 2-3 Vertus Praetors
Every model is equipped with: salvo launcher; interceptor lance.
2 models
150
3 models
225
KEYWORDS: MOUNTED, FLY, IMPERIUM, VERTUS PRAETORS
FACTION KEYWORDS:


Vigilators
(⌀32mm)
M
6"
T
3
Sv
3+
W
1
Ld
6+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Executioner greatblade [anti-psyker 5+, devastating wounds]
Executioner greatblade [anti-psyker 5+, devastating wounds]
Melee
2
3+
5
-2
2
ABILITIES
Daughters of the Abyss: Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.
Deft Parry: Each time a melee attack targets this unit, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Vigilator Sister Superior
  • 3-9 Vigilators
Every model is equipped with: executioner greatblade.
4 models
50
5 models
65
9 models
115
10 models
125
KEYWORDS: INFANTRY, IMPERIUM, ANATHEMA PSYKANA, VIGILATORS
FACTION KEYWORDS:


Witchseekers
(⌀32mm)
M
6"
T
3
Sv
3+
W
1
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Witchseeker flamer [ignores cover, torrent]
Witchseeker flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Scouts 6"
Daughters of the Abyss: Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.
Sanctified Flames: Each time this unit shoots, after it has shot, select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Witchseeker Sister Superior
  • 3-9 Witchseekers
Every model is equipped with: Witchseeker flamer; close combat weapon.
4 models
50
5 models
65
9 models
115
10 models
125
KEYWORDS: INFANTRY, IMPERIUM, ANATHEMA PSYKANA, WITCHSEEKERS
FACTION KEYWORDS:


Agamatus Custodians
(⌀60mm flying base)
M
12"
T
6
Sv
2+
W
4
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Adrathic devastator
Adrathic devastator
18"
1
2+
7
-2
3
Lastrum bolt cannon [sustained hits 1]
Lastrum bolt cannon [sustained hits 1]
36"
3
2+
6
-1
1
Twin las-pulsar [twin-linked]
Twin las-pulsar [twin-linked]
24"
2
2+
9
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Interceptor lance [lance]
Interceptor lance [lance]
Melee
5
2+
7
-2
2
WARGEAR OPTIONS
  • Any number of models can each have their lastrum bolt cannon replaced with one of the following:
    • 1 adrathic devastator
    • 1 twin las-pulsar

ABILITIES
FACTION: Martial Ka’tah
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Implacable Vanguard: Once per battle, in your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 3-6 Agamatus Custodians
Every model is equipped with: lastrum bolt cannon; interceptor lance.
3 models
240
6 models
480
JETBIKE OUTRIDERS
If a model from your army with the Leader ability can be attached to a VERTUS PRAETORS unit, it can be attached to this unit instead.
KEYWORDS: MOUNTED, FLY, IMPERIUM, AGAMATUS CUSTODIANS
FACTION KEYWORDS:


Aquilon Custodians
(⌀50mm)
M
5"
T
7
Sv
2+
W
4
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernus firepike [ignores cover, torrent]
Infernus firepike [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Lastrum storm bolter [rapid fire 2]
Lastrum storm bolter [rapid fire 2]
24"
2
2+
5
-1
1
Twin adrathic destructor [twin-linked]
Twin adrathic destructor [twin-linked]
18"
1
2+
6
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Solerite power gauntlet
Solerite power gauntlet
Melee
5
2+
8
-2
2
Solerite power talon
Solerite power talon
Melee
7
2+
7
-2
1
WARGEAR OPTIONS
  • Any number of models can each have their lastrum storm bolter replaced with one of the following:
    • 1 infernus firepike
    • 1 twin adrathic destructor
  • Any number of models can each have their solerite power gauntlet replaced with 1 solerite power talon.

ABILITIES
CORE: Deep Strike
FACTION: Martial Ka’tah
Heavy Assault Infantry: Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Wound roll of 1.
From Golden Light: Once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
UNIT COMPOSITION
  • 3-6 Aquilon Custodians
Every model is equipped with: lastrum storm bolter; solerite power gauntlet.
3 models
210
6 models
420
LIONS OF THE EMPEROR
If a model from your army with the Leader ability can be attached to an ALLARUS CUSTODIANS unit, it can be attached to this unit instead.
KEYWORDS: INFANTRY, TERMINATOR, IMPERIUM, AQUILON CUSTODIANS
FACTION KEYWORDS:


Ares Gunship
(⌀160mm)
M
20+"
T
12
Sv
2+
W
22
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arachnus heavy blaze cannon
Arachnus heavy blaze cannon
36"
4
2+
12
-3
D6+1
Arachnus magna-blaze cannon
Arachnus magna-blaze cannon
48"
3
2+
18
-4
D6+6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
9
4+
9
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Hover
FACTION: Martial Ka’tah
Infernus Firebombs: Each time this model ends a Normal move, you can select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover. In addition, roll one D6 for each model in that unit: for each 6, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Ares Gunship
This model is equipped with: 2 arachnus heavy blaze cannons; arachnus magna-blaze cannon; armoured hull.
1 model
580
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, IMPERIUM, ARES GUNSHIP
FACTION KEYWORDS:


Caladius Grav-tank
(⌀170 x 109mm)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin arachnus heavy blaze cannon [twin-linked]
Twin arachnus heavy blaze cannon [twin-linked]
48"
4
2+
12
-3
D6+2
Twin iliastus accelerator cannon [rapid fire 4, twin-linked]
Twin iliastus accelerator cannon [rapid fire 4, twin-linked]
48"
4
2+
10
-1
3
Twin lastrum bolt cannon [sustained hits 1]
Twin lastrum bolt cannon [sustained hits 1]
36"
3
2+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
4
4+
6
0
1
WARGEAR OPTIONS
  • This model’s twin iliastus accelerator cannon can be replaced with 1 twin arachnus heavy blaze cannon.

ABILITIES
CORE: Deadly Demise D3
FACTION: Martial Ka’tah
Advanced Firepower: Each time this model makes an attack with its twin iliastus accelerator cannon that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [LETHAL HITS] ability. Each time this model makes an attack with its twin arachnus heavy blaze cannon that targets an enemy MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Caladius Grav-tank
This model is equipped with: twin iliastus accelerator cannon; twin lastrum bolt cannon; armoured hull.
1 model
215
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, IMPERIUM, CALADIUS GRAV-TANK
FACTION KEYWORDS:


Contemptor-achillus Dreadnought
(⌀60mm)
M
6"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Achillus dreadspear
Achillus dreadspear
12"
1
2+
9
-2
3
Infernus incinerator [torrent, ignores cover]
Infernus incinerator [torrent, ignores cover]
12"
D6
N/A
6
-1
1
Lastrum storm bolter [rapid fire 2]
Lastrum storm bolter [rapid fire 2]
24"
2
2+
5
-1
1
Twin adrathic destructor [twin-linked]
Twin adrathic destructor [twin-linked]
18"
1
2+
6
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Achillus dreadspear [lance]
Achillus dreadspear [lance]
Melee
5
2+
12
-2
D6+1
WARGEAR OPTIONS
  • This model’s 2 lastrum storm bolters can be replaced with one of the following:
    • 2 infernus incinerators
    • 2 twin adrathic destructors
    • 1 lastrum storm bolter and 1 infernus incinerator
    • 1 lastrum storm bolter and 1 twin adrathic destructor
    • 1 infernus incinerator and 1 twin adrathic destructor

ABILITIES
CORE: Deadly Demise 1
FACTION: Martial Ka’tah
Dread Foe: Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds.
UNIT COMPOSITION
  • 1 Contemptor-Achillus Dreadnought
This model is equipped with: 2 lastrum storm bolters; Achillus dreadspear.
1 model
165
KEYWORDS: VEHICLE, WALKER, IMPERIUM, CONTEMPTOR-ACHILLUS DREADNOUGHT
FACTION KEYWORDS:


Contemptor-galatus Dreadnought
(⌀60mm)
M
6"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Galatus warblade [ignores cover, torrent, twin-linked]
Galatus warblade [ignores cover, torrent, twin-linked]
12"
D6
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Galatus warblade
Galatus warblade
Melee
8
2+
8
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1
FACTION: Martial Ka’tah
Galatus Shield: Each time a melee attack targets this model, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 1 Contemptor-Galatus Dreadnought
This model is equipped with: Galatus warblade.
1 model
175
KEYWORDS: VEHICLE, WALKER, IMPERIUM, CONTEMPTOR-GALATUS DREADNOUGHT
FACTION KEYWORDS:


Coronus Grav-carrier
(⌀Use model)
M
12"
T
12
Sv
2+
W
16
Ld
6+
OC
5
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin arachnus blaze cannon [devastating wounds, twin-linked]
Twin arachnus blaze cannon [devastating wounds, twin-linked]
24"
8
2+
5
-1
1
Twin lastrum bolt cannon [sustained hits 1]
Twin lastrum bolt cannon [sustained hits 1]
36"
3
2+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6
FACTION: Martial Ka’tah
Fire Support: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Coronus Grav-carrier
This model is equipped with: twin arachnus blaze cannon; twin lastrum bolt cannon; armoured hull.
1 model
200
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 8 INFANTRY models.
KEYWORDS: VEHICLE, TRANSPORT, FLY, IMPERIUM, CORONUS GRAV-CARRIER
FACTION KEYWORDS:


Custodian Guard With Adrasite And Pyrithite Spears
(⌀40mm)
M
6"
T
6
Sv
2+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Adrasite spear
Adrasite spear
18"
1
2+
5
-2
3
Pyrithite spear [melta 2]
Pyrithite spear [melta 2]
12"
1
2+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Adrasite spear
Adrasite spear
Melee
5
2+
7
-2
2
Pyrithite spear
Pyrithite spear
Melee
5
2+
7
-2
2
WARGEAR OPTIONS
  • Any number of models can each have their adrasite spear replaced with 1 pyrithite spear.

ABILITIES
CORE: Deep Strike
FACTION: Martial Ka’tah
Stand Vigil: Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you can re-roll the Wound roll instead.
No Foe Shall Stand: Once per battle, at the start of your Shooting phase, this unit can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] and [IGNORES COVER] abilities.
UNIT COMPOSITION
  • 5 Custodian Guard with Adrasite and Pyrithite Spears
Every model is equipped with: adrasite spear.
5 models
300
CUSTODIAN GUARD
If a model from your army with the Leader ability can be attached to a CUSTODIAN GUARD unit, it can be attached to this unit instead.
KEYWORDS: INFANTRY, IMPERIUM, CUSTODIAN GUARD WITH ADRASITE AND PYRITHITE SPEARS
FACTION KEYWORDS:


Orion Assault Dropship
(⌀160mm)
M
20+"
T
12
Sv
2+
W
22
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arachnus heavy blaze cannon
Arachnus heavy blaze cannon
36"
4
2+
12
-3
D6+1
Spiculus heavy bolt launcher [blast]
Spiculus heavy bolt launcher [blast]
36"
D6+6
2+
7
-1
2
Twin lastrum bolt cannon [sustained hits 1]
Twin lastrum bolt cannon [sustained hits 1]
36"
3
2+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
9
4+
9
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Hover
FACTION: Martial Ka’tah
Assault Dropship: If a unit disembarks from this TRANSPORT before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced.
UNIT COMPOSITION
  • 1 Orion Assault Dropship
This model is equipped with: 2 arachnus heavy blaze cannons; 2 twin lastrum bolt cannons; 2 spiculus heavy bolt launchers; armoured hull.
1 model
690
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. This model can also transport 1 VENERABLE CONTEMPTOR DREADNOUGHT, 1 CONTEMPTOR-ACHILLUS DREADNOUGHT or 1 CONTEMPTOR GALATUS-DREADNOUGHT; while doing so, its transport capacity is reduced to 6 INFANTRY models.
KEYWORDS: VEHICLE, TRANSPORT, AIRCRAFT, FLY, IMPERIUM, ORION ASSAULT DROPSHIP
FACTION KEYWORDS:


Pallas Grav-attack
(⌀105 x 70mm)
M
12"
T
8
Sv
2+
W
9
Ld
6+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin arachnus blaze cannon [devastating wounds, twin-linked]
Twin arachnus blaze cannon [devastating wounds, twin-linked]
24"
8
2+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Martial Ka’tah
Merciless Hunter: In your Shooting phase, each time this model makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Pallas Grav-attack
This model is equipped with: twin arachnus blaze cannon; armoured hull.
1 model
120
KEYWORDS: VEHICLE, FLY, IMPERIUM, PALLAS GRAV-ATTACK
FACTION KEYWORDS:


Sagittarum Custodians
(⌀40mm)
M
6"
T
6
Sv
2+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Adrastus bolt caliver [sustained hits 1]
Adrastus bolt caliver [sustained hits 1]
36"
3
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Misericordia
Misericordia
Melee
4
2+
5
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike
FACTION: Martial Ka’tah
Saturation Volleys: In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Disintegration Beams: Once per battle, at the start of your Shooting phase, this unit can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.
UNIT COMPOSITION
  • 5 Sagittarum Custodians
Every model is equipped with: adrastus bolt caliver; misericordia.
5 models
225
CUSTODIAN GUARD
If a model from your army with the Leader ability can be attached to a CUSTODIAN GUARD unit, it can be attached to this unit instead.
KEYWORDS: INFANTRY, IMPERIUM, SAGITTARUM CUSTODIANS
FACTION KEYWORDS:


Telemon Heavy Dreadnought
(⌀100mm)
M
8"
T
10
Sv
2+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arachnus storm cannon [devastating wounds]
Arachnus storm cannon [devastating wounds]
24"
12
2+
6
-1
1
Iliastus accelerator culverin
Iliastus accelerator culverin
48"
4
2+
9
-1
3
Spiculus bolt launcher [blast]
Spiculus bolt launcher [blast]
36"
D6+3
2+
5
0
1
Twin plasma projector [torrent, twin-linked]
Twin plasma projector [torrent, twin-linked]
12"
D3
N/A
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
2+
7
0
1
Telemon caestus
Telemon caestus
Melee
5
2+
12
-2
3
WARGEAR OPTIONS
  • This model’s 2 iliastus accelerator culverins can be replaced with one of the following:
    • 2 arachnus storm cannons
    • 2 Telemon caestus and 2 twin plasma projectors
    • 1 iliastus accelerator culverin and 1 arachnus storm cannon
    • 1 iliastus accelerator culverin, 1 Telemon caestus and 1 twin plasma projector
    • 1 arachnus storm cannon, 1 Telemon caestus and 1 twin plasma projector

ABILITIES
CORE: Deadly Demise D3
FACTION: Martial Ka’tah
Guardian Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Telemon Heavy Dreadnought
This model is equipped with: 2 iliastus accelerator culverins; spiculus bolt launcher; armoured feet.
1 model
235
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, IMPERIUM, TELEMON HEAVY DREADNOUGHT
FACTION KEYWORDS:


Venatari Custodians
(⌀40mm)
M
10"
T
6
Sv
2+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Kinetic destroyer [pistol, sustained hits 1]
Kinetic destroyer [pistol, sustained hits 1]
12"
2
2+
6
-1
1
Venatari lance [assault]
Venatari lance [assault]
24"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Tarsis buckler
Tarsis buckler
Melee
5
2+
5
-2
1
Venatari lance [lance]
Venatari lance [lance]
Melee
5
2+
7
-2
2
WARGEAR OPTIONS
  • Any number of models can each have their Venatari lance replaced with 1 kinetic destroyer and 1 tarsus buckler.

ABILITIES
CORE: Deep Strike
FACTION: Martial Ka’tah
Strike from the Skies: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Swooping Dive: Once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
WARGEAR ABILITIES
Tarsis Buckler: The bearer has a Wounds characteristic of 4.
UNIT COMPOSITION
  • 3-6 Venatari Custodians
Every model is equipped with: Venatari lance.
3 models
200
6 models
400
JUMP PACKS
This unit cannot embark within a VENERABLE LAND RAIDER.
KEYWORDS: INFANTRY, FLY, JUMP PACK, IMPERIUM, VENATARI CUSTODIANS
FACTION KEYWORDS:
Mortal Wounds

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

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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, 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.
  • 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.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
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.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

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.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).

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

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

Dedicated Transports
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.
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 an CHARACTER model from your army makes an attack that targets that enemy unit, add 1 to the Wound roll.
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 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 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 ICP.
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 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 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
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).
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: End of your Movement phase.

TARGET: One CHARACTER model from yourarmy that is within 2" horizontally and 5" vertically of a friendly unit that it could lead (as described on the Leader section of its datasheet)

EFFECT: That CHARACTER model attaches to that unit to form an Attached unit. Change the unit’s Starting Strength accordingly.

RESTRICTIONS: Your CHARACTER model cannot attach to a unit that is already an Attached unit.
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 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 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 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.
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.
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.
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.
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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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.
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.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
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.

  • 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.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.

  • 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.
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.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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
2CP
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.
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.
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.
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.
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.
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.
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
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.
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.
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.

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

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.
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"
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 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
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 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.
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.
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 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.
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 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 unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
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 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.
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 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 unit (unless it is not an eligible target).
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 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
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.
Creeping Dread (Aura)
Null Maiden Vigil Detachment

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.
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.

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 model from your army(excluding ANATHEMA PSYKANA models).

TARGET: That model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds
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.
VIGILANCE ETERNAL
1CP
Shield Host – Strategic Ploy Stratagem
Simply because the Adeptus Custodes da 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 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 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.
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 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 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.
Martial Mastery
Shield Host Detachment

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

Once per battle, at the start of the battle round, you can use Martial Mastery. If you do, until the start of the next battle round:
  • Each time an model from your army with the Martial Ka’tah ability makes a melee attack, a succesful unmodifed Hit roll of 5+ scores a Critical Hit.
  • Improve the Armour Penetration characteristic of melee weapons equipped by models from your army with the Martial Ka’tah ability by 1.

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

  • Auric Mantle
    15 pts
Shield Host Detachment

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.

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.
  • Panoptispex
    5 pts
Shield Host Detachment

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.

  • Gift of Terran Artifice
    15 pts
Talons Of The Emperor Detachment

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

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

  • Aegis Projector
    20 pts
Talons Of The Emperor Detachment

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.

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

  • Champion of the Imperium
    25 pts
Talons Of The Emperor Detachment

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

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

  • 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.

  • Inspirational Exemplar
    10 pts
Auric Champions Detachment

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

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

  • Blade Imperator
    25 pts
Auric Champions Detachment

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

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.

  • Veiled Blade
    25 pts
Auric Champions Detachment

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

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.

  • Martial Philosopher
    30 pts
Auric Champions Detachment

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

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".

Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
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.
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.
  • Enhance Voidsheen Cloak
    10 pts
Null Maiden Vigil Detachment

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
Null Maiden Vigil Detachment

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
Null Maiden Vigil Detachment

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
Null Maiden Vigil Detachment

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.

Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).

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

  • From the Hall of Armouries
    25 pts
Shield Host Detachment

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.

  • Castellan’s Mark
    30 pts
Shield Host Detachment

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 and determined who has the first turn, you can select up to two 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.

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 TERMINATOR keyword is used in the following Adeptus Custodes datasheets:

Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
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.

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

6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
Shoot Again
Some rules allow units (or sometimes models or weapons) to shoot again in the Shooting phase, or shoot ‘as if it were the Shooting phase’. Such rules cannot be used on a unit unless it is eligible to shoot at the time when that rule is used.

When a unit shoots again, any models in that unit that have already shot with any of the weapons they are equipped with earlier in that phase can shoot with those weapons one additional time. When a model shoots again, that model can shoot with any weapons it is equipped with that it has already shot with earlier in that phase one additional time. When a model can shoot with a specific weapon again, that model can shoot with it one additional time if it has already shot with it earlier in that phase.

If a rule allows a unit, model or weapon to shoot again, then it must completely resolve its first shooting attack before resolving the second. This can be at a different target. If a rule is used to make a unit shoot again at the end of the Shooting phase, the phase does not end until after all these rules have been resolved.

  • Rules that allow a unit to shoot again can only be used on eligible units.
  • Must completely resolve first shooting attack before starting the second.
  • Can target different unit(s).
  • Shooting phase does not end until after all units that are shooting again have done so.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
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.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

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

Dedicated Transports

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

Dedicated Transports
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
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.
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.
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.
HOVER

Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.

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

Disable Ads



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

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024