Adeptus Custodes – Coronus Grav-Carrier

Detachments: Select All / Unselect All Total: 0DP
Hide listHide
Boarding Actions
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
Coronus Grav-Carrier
(⌀150 x 95mm)
M
12"
T
12
SV
2+
W
16
6
LD
5+
OC
5
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin Arachnus Blaze Cannon Twin-linked
Twin Arachnus Blaze Cannon Twin-linked
24"
2
2+
10
-3
D3+2
Twin Lastrum Bolt Cannon Sustained Hits 1 Twin-linked
Twin Lastrum Bolt Cannon Sustained Hits 1 Twin-linked
36"
3
2+
6
-2
2
Twin Neutronium Cascade Projectors BLAST 1 Torrent Twin-linked
Twin Neutronium Cascade Projectors BLAST 1 Torrent Twin-linked
12"
3
-
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured Hull
Armoured Hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s Twin Lastrum Bolt Cannon can be replaced with 1 Twin Neutronium Cascade Projectors.

CORE ABILITIESDamaged 6, Deadly Demise D6, Deep Strike
ARMY RULESAegis of the Emperor
ABILITIES
Repulsor Suspensor Technology (Once per phase, per unit): In your opponent’s Shooting phase, when an enemy unit has shot, if this unit lost a wound as a result of those attacks and is unengaged, this unit can make a normal move of up to D6".
Assault Vehicle: In your Movement phase, when this unit ends an advance move, units embarked within this unit can make a shock disembark move.
TRANSPORT
This model has a transport capacity of 8 ADEPTUS CUSTODES INFANTRY models. It cannot transport JUMP PACK models.
UNIT COMPOSITION
  • 1 Coronus Grav-carrier model
This model is equipped with: 1 Armoured Hull; 1 Twin Arachnus Blaze Cannon; 1 Twin Lastrum Bolt Cannon.
YOUR 1ST TO 2ND UNITS COST
1 model
225
YOUR 3RD+ UNIT COSTS
1 model
245
KEYWORDS: VEHICLE; FLY; FRAME; GRAV-ASSAULT; IMPERIUM; TRANSPORT
FACTION KEYWORDS:
ADEPTUS CUSTODES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
AT SPEAR'S LENGTH
1CP
Solar Watch
GOLDEN LIGHT OF THE MOIRAIDES
2CP
Dread Host
INEXORABLE
1CP
Solar Watch
MANOEUVRE AND FIRE
1CP
Aquilan Shield
PRETERNATURAL RAPIDITY
1CP
Dread Host
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
TIP OF THE TALON
1CP
Aquilan Shield
CRUSHING IMPACT
1CP
Core
C
GRAVIMETRIC GRENADE
1CP
Solar Watch
SELFLESS SERVICE
1CP
Emissaries Imperatus
BEARERS OF HIS LIGHT
1CP
Emissaries Imperatus
LIGHTNING WRATH
1CP
Dread Host
SLAYERS OF NIGHTMARES
1CP
Emissaries Imperatus
COUNTEROFFENSIVE
2CP
Core
C
INDOMITABLE GUARDIANS
1CP
Shadowkeepers
DUTY UNTO DEATH
1CP
Auric Champions Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SUPERHUMAN FOCUS
1CP
Emperor's Chosen Stratagem
IN AURAMITE CLAD
1CP
Emperor's Chosen Stratagem
VICTORY BEFORE DEATH
1CP
Grav-Assault Force Stratagem
ADVANCED STABILISERS
1CP
Grav-Assault Force Stratagem
INEVITABLE ANNIHILATION
1CP
Grav-Assault Force Stratagem
SUPERHUMAN FOCUS
1CP
Guardians of the Throne Stratagem
UNLIMITED ENDURANCE
1CP
Guardians of the Throne Stratagem
IN AURAMITE CLAD
1CP
Guardians of the Throne Stratagem
PRIME TARGET
1CP
Guardians of the Throne Stratagem
DETACHMENT ABILITY
Martial Mastery
Talon Sortie
Magna Imperator
Heralds of the Throne
Flare Shields
Instruments of the Emperor’s Wrath
ENHANCEMENTS
Anti-gravitic Mobility
15
Combat Deployment
20

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

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

Aircraft
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes

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

Dedicated Transports

The GRAV-ASSAULT keyword is used in the following Adeptus Custodes datasheets:

The JUMP PACK keyword is used in the following Adeptus Custodes datasheets:

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

Dedicated Transports

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

Dedicated Transports
Aircraft
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
01.02.11 All Types of Model
When a rule mentions ‘all types of model’, this is inclusive of friendly and enemy models and all keywords, e.g. MONSTER/VEHICLE models.
02.02.02 Ignore Modifiers
Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

Unless otherwise stated, that rule allows you to ignore modifiers to the unit’s rolls and the unit’s profile and weapon characteristics.

When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit’s M characteristic will only be modified by the +2" M.

Example: Your unit’s ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
Q:When a model overhangs the edge of the battlefield, how does that affect its visibility?
A:
That model’s controlling player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
Martial Ka’tah

The Adeptus Custodes have developed many thousands of martial ka’tahs. Custodians are proficient in many of these arts, shifting stances according to the battlefield situation.

At the start of your Command phase, friendly ADEPTUS CUSTODES units with this ability are readied. While a friendly unit is readied, you can select one of the ka’tah abilities presented below for that unit to use. If you do, that unit is no longer readied.

Each ka’tah ability will tell you when that ka’tah ability can be used, and the effects that ka’tah ability has on the unit using it.

We recommend placing a token next to each readied unit, removing it when that unit is no longer readied.

Favoured Ka’tah

Many of the most prominent shield hosts favour a specific martial ka’tah above all others.

All detachments tagged ‘Unique: Shield Host’ state a Favoured Ka’tah. If you selected one of these detachments, the ka’tah ability that is the Favoured Ka’tah of that detachment grants the additional effect listed in that detachment.

Example: If you selected the Solar Watch detachment, when you select the Calistus ka’tah ability for a readied unit, that unit has +2" M in addition to the normal effect of Calistus.

CONSERVAI
KA’TAH ABILITY
WHEN: Your Command phase.
TARGET: One friendly readied unit.
EFFECT: Until the end of the turn:
CALISTUS
KA’TAH ABILITY
WHEN: Your Movement phase, when a friendly readied unit is selected to move.
TARGET: That readied unit.
EFFECT: When your unit makes a normal/advance/fall-back move, your unit can move through all types of model.
SALVUS
KA’TAH ABILITY
WHEN: Your Shooting phase, when a friendly readied unit is selected to shoot.
TARGET: That readied unit.
EFFECT: Your unit can ignore modifiers to your unit’s:
  • BS.
  • Hit rolls and wound rolls.
DACATARAI
KA’TAH ABILITY
WHEN: Start of the Fight phase.
TARGET: One friendly readied unit.
EFFECT: Your unit’s melee attacks that target an enemy unit (excluding MONSTER/VEHICLE units) can re-roll hit rolls of 1.
KAPTARIS
KA’TAH ABILITY
WHEN: Start of the Fight phase.
TARGET: One friendly readied unit.
EFFECT: Melee attacks that target your unit have -1 to hit rolls.
RENDAX
KA’TAH ABILITY
WHEN: Fight phase, when a friendly readied unit is selected to fight.
TARGET: One friendly readied unit.
EFFECT: Your unit’s melee attacks have [Lethal Hits: Monster/Vehicle].
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
OVERRUN FIGHT12.06
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.
EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).

OVERRUN FIGHTS
When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
PILE-IN MOVE12.03
MAXIMUM DISTANCE: 3".
ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit:
  • It is engaged.
  • It made a charge move this turn.
  • It was selected to make an overrun fight this phase (12.06).
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select pile-in targets:
  • If your unit is engaged, select every enemy unit it is engaged with.
  • Otherwise, select one or more enemy units within 5" of your unit.
WHILE MOVING:
  • Models in base-contact with one or more enemy models cannot be moved.
  • Each model that is moved must end its move closer to the closest pile-in target, and engaged with it if possible.
AFTER MOVING:
  • Your unit must be engaged.
  • Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.
[TORRENT]24.37

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

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

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!
DAMAGED24.39
This ability always takes the form Damaged X. While a model’s remaining wounds are equal to or less than X, that model is damaged: while damaged, that model’s attacks have -1 to hit rolls.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

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

This ability always takes the form Deadly Demise X. Each time a model with this ability is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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").
Aegis of the Emperor

The Adeptus Custodes are the shield of the Emperor: indomitable and nigh unbreakable.

Friendly ADEPTUS CUSTODES units with this ability have Feel No Pain 5+ against mortal wounds.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
[TWIN-LINKED]24.38

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

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
COMMAND RE-ROLL15.02
1CP
Core 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 one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core 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 make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
AT SPEAR'S LENGTH
1CP
Solar Watch Stratagem
Duty to the Golden Throne overrides all else. When called to strike a new target, Custodian sodalities withdraw from the fight in close order, keeping their spears leveled towards their foes and holding them at bay with close-range volleys of bolter fire.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit is selected to make a fall-back move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: That fall-back move does not prevent your unit from being eligible to shoot.
GOLDEN LIGHT OF THE MOIRAIDES
2CP
Dread Host Stratagem
The Dread Host goes to battle aboard the trio of terrifying pre-Heresy warships known as the Moiraides. These potent vessels teleport their passengers straight into battle amidst an eruption of dazzling golden light.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit is selected to make an ingress move.

TARGET: That ADEPTUS CUSTODES Unit.

EFFECT: Until the start of your next turn:
  • Attacks that target your unit have -1 to hit rolls.
  • Enemy units cannot target your unit with snap shooting attacks.
INEXORABLE
1CP
Solar Watch Stratagem
No obstacle, physical or otherwise, can halt the advance of the Solar Watch, nor stay their wrath.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit is selected to move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit can ignore modifiers to your unit’s:
MANOEUVRE AND FIRE
1CP
Aquilan Shield Stratagem
The Adeptus Custodes never take the pressure off their foes, maintaining punishing fire even as they manoeuvre to new positions.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit is selected to make a fall-back move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: That move does not prevent your unit from being eligible to shoot/declare a charge.
PRETERNATURAL RAPIDITY
1CP
Dread Host Stratagem
The warriors of the Adeptus Custodes are relentless in their pursuit of the Throneworld’s foes.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit ends an advance move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: That advance move does not prevent your unit from being eligible to declare a charge.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
TIP OF THE TALON
1CP
Aquilan Shield Stratagem
Fighting at the forefront of the battle, these Custodians hit their victims with perfectly timed volleys the instant before they tear into their ranks.
WHEN: Your Shooting phase, when a friendly ADEPTUS CUSTODES unit is selected to shoot.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s ranged attacks that target an enemy unit within 9" of your unit have +1 S.
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).

Errata

Tank Shock Stratagem
The Tank Shock Stratagem is the same as the Crushing Impact stratagem.
GRAVIMETRIC GRENADE
1CP
Solar Watch Stratagem
Carried by many Custodians, these explosive devices detonate on impact, creating a field of gravitic energy that immobilises those caught in the blast radius.
WHEN: Start of your opponent’s Charge phase.

TARGET: One friendly unengaged ADEPTUS CUSTODES unit.

EFFECT: Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls.
SELFLESS SERVICE
1CP
Emissaries Imperatus Stratagem
Any of the Ten Thousand would place themselves in peril to protect a fellow Custodian without a moment’s hesitation.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged ADEPTUS CUSTODES unit within 6" of an enemy unit. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Declare a charge with your unit:
  • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
  • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
BEARERS OF HIS LIGHT
1CP
Emissaries Imperatus Stratagem
No matter how far they stray from the Golden Throne, all Custodians carry with them the Emperor’s light, drawing upon His guidance in the midst of battle.
WHEN: Fight phase, when a friendly ADEPTUS CUSTODES unit is selected to fight.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s melee attacks can ignore modifiers to hit rolls and wound rolls.
LIGHTNING WRATH
1CP
Dread Host Stratagem
Rushing forward with terrifying speed, Custodian sodalities leave their foes no opportunity to escape.
WHEN: Fight phase, when a friendly ADEPTUS CUSTODES unit is selected to make a pile-in move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: When making that pile-in move, your unit can move up to D3+3".
SLAYERS OF NIGHTMARES
1CP
Emissaries Imperatus Stratagem
In an age plagued by monstrous foes, primordial horrors from the darkest void circle Humanity’s dying light. These hideous aberrations the Adeptus Custodes engage without hesitation.
WHEN: Fight phase, when a friendly ADEPTUS CUSTODES unit is selected to fight.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s melee attacks that target a unit with a T greater than this unit’s T have +1 to wound rolls.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
INDOMITABLE GUARDIANS
1CP
Shadowkeepers Stratagem
No volume of fire or aggression will pry the Custodians from their objectives. Those who attempt to do so are subjected to the fullest extent of their violent fury.
WHEN: Your opponent’s Fight phase, when an enemy unit has fought.

TARGET: One friendly ADEPTUS CUSTODES unit that is within range of an objective and is eligible to fight.

EFFECT: Your unit has Fights First and must be the next unit you select to fight.
DUTY UNTO DEATH
1CP
Auric Champions Stratagem
Even as death is certain, the Emperor’s Ten Thousand will not relent, fighting to their last breath in defence of the Golden Throne.
WHEN: Fight phase, when an enemy unit targets a friendly ADEPTUS CUSTODES unit.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if that model is a CHARACTER model:
  • On a 3+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – 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 after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – 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.
SUPERHUMAN FOCUS
1CP
Emperor's Chosen Stratagem
Ever watchful and alert, these warriors switch seamlessly between martial ka’tah.
WHEN: End of any phase.

TARGET: One friendly ADEPTUS CUSTODES unit that is not readied.

EFFECT: Your unit is readied.

RESTRICTIONS: You cannot select the same unit as the target of this stratagem more than once per battle round.
IN AURAMITE CLAD
1CP
Emperor's Chosen Stratagem
Even the most potent of attacks struggle to penetrate the auramite plate of these warriors.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS CUSTODES unit (excluding CUSTODIAN WARDENS units).

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
SUPERHUMAN FOCUS
1CP
Guardians of the Throne Stratagem
Ever watchful and alert, these warriors switch seamlessly between martial ka’tah.
WHEN: End of any phase.

TARGET: One friendly ADEPTUS CUSTODES unit that is not readied.

EFFECT: Your unit is readied.

RESTRICTIONS: You cannot select the same unit as the target of this Stratagem more than once per battle round.
UNLIMITED ENDURANCE
1CP
Guardians of the Throne Stratagem
Possessed of great endurance, Custodian sodalities willl pursue their targets to the ends of the galaxy. No matter how hard they might try, none can flee from their wrath.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit ends an advance move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn:
IN AURAMITE CLAD
1CP
Guardians of the Throne Stratagem
Even the most potent of attacks struggle to penetrate the auramite plate of these warriors.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS CUSTODES unit (excluding CUSTODIAN WARDENS units).

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
PRIME TARGET
1CP
Guardians of the Throne Stratagem
When a threat to the Golden Throne is identified, the Adeptus Custodes will bend every fibre of their being to ensure its destruction.
WHEN: Your Shooting phase, when a friendly ADEPTUS CUSTODES unit is selected to shoot.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s ranged attacks can:
  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.
Martial Mastery
Guardians of the Throne Detachment

The Custodians are masters of all forms of war. There is no foe, no matter how numerous or powerful, that they cannot lay low.

In the Fight phase, when a friendly ADEPTUS CUSTODES unit is selected to fight, that unit’s melee attacks have:
Talon Sortie
Solar Watch Detachment

The Solar Watch utilise speed, mobility and the adaptable Calistus Ka’tah to confound and eviscerate opposing armies.

When a friendly ADEPTUS CUSTODES unit makes a fall-back move, that fall-back move does not prevent that unit from being eligible to charge.

Favoured ka’tah: CALISTUS
Additional Effect: Your unit has +2" M.
Magna Imperator
Emperor’s Chosen Detachment

The Adeptus Custodes are blessed with gifts the Emperor has given them – physical might, mental robustness and the most powerful arms and armour available.

When a friendly ADEPTUS CUSTODES unit is selected to attack, that unit’s attacks can:

Favoured ka’tah: RENDAX
Additional Effect: You can select one enemy MONSTER/VEHICLE unit engaged with your unit and roll one D6:
  • On a 1-2, that enemy unit suffers 1 mortal wound.
  • On a 3-5, that enemy unit suffers D3 mortal wounds.
  • On a 6, that enemy unit suffers 3 mortal wounds.
Heralds of the Throne
Emissaries Imperatus Detachment

The Emissaries Imperatus prioritise the mission over individual actions. Their favoured ka’tah, Conservai, similarly emphasises strategy.

Friendly ADEPTUS CUSTODES units have Fights First.

Favoured Ka’tah: CONSERVAI
Additional Effect: Until the end of the turn, being selected to make an advance/fall-back move does not prevent your unit from being eligible to start an action.
Instruments of the Emperor’s Wrath
Dread Host Detachment

Favouring the aggressive Dacatarai fighting style, the Custodians of the Dread Host seek to outmatch their enemies in bloody melee combat.

Friendly ADEPTUS CUSTODES units can re-roll charge rolls.

Favoured ka’tah: DACATARAI
Additional Effect: When an enemy unit engaged with your unit makes a pile-in/consolidation move, -2" from that pile-in/consolidation move.
DEEP STRIKE24.09

There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
VICTORY BEFORE DEATH
1CP
Grav-Assault Force Stratagem
Scrambling from the burning wreckage of their vehicles, Custodian crews use the last of their strength to claim their assigned objectives before succumbing to their wounds.
WHEN: Any phase, when a friendly GRAV-ASSAULT unit within range of an objective is destroyed.

TARGET: That GRAV-ASSAULT unit. You can target that unit with this stratagem even though it is destroyed.

EFFECT: Select one objective that:
  • Your unit was controlling when it was destroyed.
  • Has no enemy units (excluding AIRCRAFT units) within range of it.
That objective is secured.
ADVANCED STABILISERS
1CP
Grav-Assault Force Stratagem
Adeptus Custodes grav-vehicles possess highly efficient weapon stabilisation systems, enabling them to fire accurately even when travelling at maximum speed.
WHEN: Your Shooting phase, when a friendly GRAV-ASSAULT unit is selected to shoot.

TARGET: That GRAV-ASSAULT unit.

EFFECT: Your unit’s ranged attacks have [Assault].
INEVITABLE ANNIHILATION
1CP
Grav-Assault Force Stratagem
The preternatural dexterity and reaction times of Custodian pilots and gunners, paired with the superlative targeting augury and terrifying speed of Adeptus Custodes grav-tanks, conspire to ensure that prey have little hope of escaping their fiery doom.
WHEN: Your Shooting phase, when a friendly GRAV-ASSAULT unit is selected to shoot.

TARGET: That GRAV-ASSAULT unit.

EFFECT: Your unit can ignore modifiers to your unit’s:
  • BS.
  • Hit rolls.
Flare Shields
Grav-Assault Force Detachment

Many Adeptus Custodes vehicles are fitted with flare shields: relics of the Dark Age of Technology that can deflect incoming fire.

Friendly GRAV-ASSAULT units have 4+ InSv against ranged attacks.
  • Anti-gravitic MobilityUPGRADE
    15 pts
Grav-Assault Force Detachment

The grav-tanks of the Adeptus Custodes are exceptionally mobile, enabling their skilled crews to fade in and out of contact with the foe whilst keeping up a constant stream of killing fire.

GRAV-ASSAULT unit only. When this unit makes a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot.

SHOCK DISEMBARK MOVE18.07
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
AFTER MOVING: Your unit is not eligible to declare a charge until the end of the turn.
18.01 Transport Capacity
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity.

Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit.

A friendly unit must be embarked within each friendly DEDICATED TRANSPORT model. At the end of this step, each friendly DEDICATED TRANSPORT model without an embarked unit is destroyed, but they do not trigger rules that are triggered when a model is destroyed.
  • Combat DeploymentUPGRADE
    20 pts
Grav-Assault Force Detachment

Custodian vehicle crews are as consummately skilled as their infantry counterparts, delivering sodalities into the thick of the fight and suppressing foes with turret-mounted weapons to prevent incoming fire.

GRAV-ASSAULT TRANSPORT model only. When a friendly ADEPTUS CUSTODES unit is selected to make a disembark move from this unit, until the end of the turn:

  • That unit can re-roll charge rolls.
  • Enemy units cannot target that unit with snap shooting attacks.

© Vyacheslav Maltsev 2013-2026