Tristraen’s Gilded Blades

Books

BookKindEditionVersionLast update
  Tristraen’s Gilded Blades
  Tristraen’s Gilded BladesIndex10April 2024

Tristraen’s Gilded Blades

TRISTRAEN (1 MODEL)
  • This model is equipped with: vaultswords.
The Blade Champion is a whirlwind of death when it comes to melee combat. Thanks to the vaultswords’ three different profiles he is able to tailor his attacks perfectly to whatever foe he is facing. It is also important to remember that through the Martial Ka’tah ability, all of those potent weapon profiles can be further augmented, making him a deadly adversary for any opponent.

Tristraen does not have a Bodyguard unit, however, so make sure to use terrain to your advantage and watch out for enemy sharpshooters.

CUSTODIAN WARDENS (3 MODELS)
  • 1 model is equipped with: castellan axe.
  • 2 models are equipped with: guardian spear.
When selecting your army for a battle, you will have to choose between this unit and the ALLARUS CUSTODIANS. What the Wardens bring to the table is a higher model count and a greater ability to control and contest objective markers. This does come at the expense of a reduced ranged damage output, however, so which is best will depend on a combination of your objectives and your opponent’s army.

Where they particularly shine is against a more elite enemy force, perhaps one containing a monster or vehicle, where the high damage output of their castellan axe will prove a very powerful tool.

CUSTODIAN GUARD (3 MODELS)
  • Every model is equipped with: sentinel blade; praesidium shield.
The Custodian Guard represent a solid, durable unit thanks to their praesidium shields taking them up to a whopping four wounds each. While they might deal less damage than the other units at your disposal, they have the durability they need to hold on to objectives reliably and still go toe to toe with the enemy’s elite units.

They will win most battles of attrition they find themselves in, so you can afford to play more aggressively against most foes.

ALLARUS CUSTODIANS (2 MODELS)
  • Every model is equipped with: balistus grenade launcher; guardian spear.
What the Allarus Custodians bring to the table is sheer walking durability with a massive Toughness 7, making them some of the most survivable infantry in the game. Thanks to the Blast ability, their balistus grenade launchers are excellent tools against large units of enemy models. You will have one fewer model if chosen, so weigh your options carefully.

Regardless of which unit you choose, it is essential to properly support the CUSTODIAN GUARD with them. An Adeptus Custodes army works best when used as a focused blade to dismantle one part of your foe’s force at a time. If you try to fight on too wide a battlefront, you may find yourself quickly overwhelmed.

Abilities

The datasheets required to use Tristraen’s Gilded Blades can be found on the following pages, and are designed exclusively for Combat Patrol games. A unit’s datasheet will list all the abilities it has. This will include a Faction ability – Martial Ka’tah – which is described below.

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 ka’tahs 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.


Enhancements

Your BLADE CHAMPION model is your WARLORD and has the Watchman of Terra Enhancement. You can replace this with Warrior Exemplar.

DEFAULT ENHANCEMENT
WATCHMAN OF TERRA

A sentinel and guardian without equal, this determined warrior is indomitable in defence. No foe escapes their notice, and at the enemy’s onset they only fight all the harder.

While the bearer is within Engagement Range of one or more enemy units, it has an Objective Control characteristic of 4.
OR
OPTIONAL ENHANCEMENT
WARRIOR EXEMPLAR

This master of battle draws inspiration from the annihilation of those who would threaten the Golden Throne.

Each time the bearer destroys an enemy unit, roll one D6: on a 3+, you gain 1CP.

Secondary Objectives

You will use the Raise the Vexillas secondary objective. You can replace this with Victory’s Price.

DEFAULT SECONDARY OBJECTIVE
RAISE THE VEXILLAS

The Custodians have a crucial task to complete within this theatre, and it will be easier to achieve once total strategic control has been secured. Crush those who oppose you and plant your gleaming vexillas that they might proclaim the Emperor’s mastery of this place.

From the third battle round onwards, at the end of your turn, you score 3VP if you control the objective marker closest to your opponent’s battlefield edge and you also control the objective marker closest to your battlefield edge.

OR
OPTIONAL SECONDARY OBJECTIVE
CONSECRATED GROUND

Where the enemies of the Emperor are legion, the Ten Thousand are all too few. Employ their martial might to slaughter the foe, but ensure that you do not lose too many of your irreplaceable warriors or your seeming victory may be rendered hollow indeed.

  • Each time an enemy unit is destroyed, you score 3VP.
  • Each time an ADEPTUS CUSTODES model from your army is destroyed, you lose 1VP (to a minimum of 0VP).

Stratagems

You can use the following Stratagems:
THE GILDED SPEAR
1CP
Tristraen’s Gilded Blades – Battle Tactic Stratagem
Lunging with irresistible fury and speed, the Custodians pierce the enemy battle line and drive deep to deliver the killing thrust.
WHEN: Fight phase.

TARGET: One ADEPTUS CUSTODES 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 Pile‑in move, it can move up to 6" instead of up to 3".
INESCAPABLE VENGEANCE
1CP
Tristraen’s Gilded Blades – Strategic Ploy Stratagem
The Emperor’s wrath made manifest, the Adeptus Custodes bestride the battlefield, advancing on their foes with deadly and relentless purpose.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, add 2 to Advance rolls made for your unit.
OVERAWING MAGNIFICENCE
1CP
Tristraen’s Gilded Blades – Battle Tactic Stratagem
So terrifying is the golden martial majesty of the Adeptus Custodes, that even the most frenzied and hate‑fuelled foes may falter at the prospect of engaging them in battle.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One ADEPTUS CUSTODES unit that was selected as a target of that charge.

EFFECT: That enemy unit must take a Leadership test. If that test is failed, until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.

Datasheets


Tristraen
(⌀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
FACTION: Martial Ka’tah
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, BLADE CHAMPION, TRISTRAEN
FACTION KEYWORDS:
ADEPTUS CUSTODES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
INESCAPABLE VENGEANCE
1CP
Tristraen’s Gilded Blades – Strategic Ploy
OVERAWING MAGNIFICENCE
1CP
Tristraen’s Gilded Blades – Battle Tactic
THE GILDED SPEAR
1CP
Tristraen’s Gilded Blades – Battle Tactic


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
Sentinel blade [assault, pistol]
Sentinel blade [assault, pistol]
12"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Sentinel blade
Sentinel blade
Melee
5
2+
6
-2
1
ABILITIES
FACTION: Martial Ka’tah
WARGEAR ABILITIES
Praesidium Shield: Add 1 to the bearer’s Wounds characteristic.
KEYWORDS: INFANTRY, IMPERIUM, CUSTODIAN GUARD
FACTION KEYWORDS:
ADEPTUS CUSTODES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
INESCAPABLE VENGEANCE
1CP
Tristraen’s Gilded Blades – Strategic Ploy
OVERAWING MAGNIFICENCE
1CP
Tristraen’s Gilded Blades – Battle Tactic
THE GILDED SPEAR
1CP
Tristraen’s Gilded Blades – Battle Tactic


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
ABILITIES
FACTION: Martial Ka’tah
KEYWORDS: INFANTRY, IMPERIUM, CUSTODIAN WARDENS
FACTION KEYWORDS:
ADEPTUS CUSTODES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
INESCAPABLE VENGEANCE
1CP
Tristraen’s Gilded Blades – Strategic Ploy
OVERAWING MAGNIFICENCE
1CP
Tristraen’s Gilded Blades – Battle Tactic
THE GILDED SPEAR
1CP
Tristraen’s Gilded Blades – Battle Tactic


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
Guardian spear [assault]
Guardian spear [assault]
24"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Guardian spear
Guardian spear
Melee
5
2+
7
-2
2
ABILITIES
FACTION: Martial Ka’tah
KEYWORDS: INFANTRY, TERMINATOR, IMPERIUM, ALLARUS CUSTODIANS
FACTION KEYWORDS:
ADEPTUS CUSTODES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
INESCAPABLE VENGEANCE
1CP
Tristraen’s Gilded Blades – Strategic Ploy
OVERAWING MAGNIFICENCE
1CP
Tristraen’s Gilded Blades – Battle Tactic
THE GILDED SPEAR
1CP
Tristraen’s Gilded Blades – Battle Tactic
Sustained Hits

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

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

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

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

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

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

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

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

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
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.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

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

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

The ADEPTUS CUSTODES keyword is used in the following Tristraen’s Gilded Blades datasheets:

The INFANTRY keyword is used in the following Tristraen’s Gilded Blades datasheets:

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.

The IMPERIUM keyword is used in the following Tristraen’s Gilded Blades datasheets:

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

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and 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).
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.
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.
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. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

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

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

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
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: That unit from your army.

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

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

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

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
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
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

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

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

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

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

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

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
INESCAPABLE VENGEANCE
1CP
Tristraen’s Gilded Blades – Strategic Ploy Stratagem
The Emperor’s wrath made manifest, the Adeptus Custodes bestride the battlefield, advancing on their foes with deadly and relentless purpose.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, add 2 to Advance rolls made for your unit.
OVERAWING MAGNIFICENCE
1CP
Tristraen’s Gilded Blades – Battle Tactic Stratagem
So terrifying is the golden martial majesty of the Adeptus Custodes, that even the most frenzied and hate‑fuelled foes may falter at the prospect of engaging them in battle.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One ADEPTUS CUSTODES unit that was selected as a target of that charge.

EFFECT: That enemy unit must take a Leadership test. If that test is failed, until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
THE GILDED SPEAR
1CP
Tristraen’s Gilded Blades – Battle Tactic Stratagem
Lunging with irresistible fury and speed, the Custodians pierce the enemy battle line and drive deep to deliver the killing thrust.
WHEN: Fight phase.

TARGET: One ADEPTUS CUSTODES 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 Pile‑in move, it can move up to 6" instead of up to 3".
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.
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).
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.
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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new 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