Adeptus Custodes – Shield-Captain in Allarus Terminator Armour

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Shield-captain In Allarus Terminator Armour
(⌀40mm)
M
7"
T
8
SV
2+
W
9
LD
5+
OC
2
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Balistus Grenade Launcher ASSAULT BLAST 1
Balistus Grenade Launcher ASSAULT BLAST 1
18"
3
2+
5
-1
1
Castellan Axe ASSAULT Rapid Fire 2
Castellan Axe ASSAULT Rapid Fire 2
24"
2
2+
5
-1
2
Guardian Spear ASSAULT Rapid Fire 2
Guardian Spear ASSAULT Rapid Fire 2
24"
2
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Castellan Axe
Castellan Axe
Melee
5
2+
10
-2
4
Guardian Spear CLEAVE 1
Guardian Spear CLEAVE 1
Melee
8
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s Guardian Spear can be replaced with 1 Castellan Axe.

CORE ABILITIESDeep Strike, Leader
ARMY RULESAegis of the Emperor, Aquila Commander, Martial Ka’tah
ABILITIES
Master of Ka’tahs (Once per battle round, per unit): If this unit is not readied, you can use this ability. If you do, this unit is readied.
Archeotech Teleport-shunter (Once per battle, per unit): In your Movement phase, if this unit is unengaged and has not been selected to move this phase, you can use this ability. If you do, place this unit in strategic reserves and this unit must make an ingress move this phase.
UNIT COMPOSITION
  • 1 Shield-Captain in Allarus Terminator Armour model
This model is equipped with: 1 Balistus Grenade Launcher; 1 Guardian Spear.
YOUR 1ST UNIT COSTS
1 model
185
YOUR 2ND+ UNIT COSTS
1 model
205
LEADER
KEYWORDS: INFANTRY; CHARACTER; IMPERIUM; SHIELD-CAPTAIN; TERMINATOR
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
NO ESCAPE
2CP
Shadowkeepers
RAPID INGRESS
1CP
Core
C
RAPID REACTIONS
1CP
Aquilan Shield
TIP OF THE TALON
1CP
Aquilan Shield
GRAVIMETRIC GRENADE
1CP
Solar Watch
HEROIC INTERVENTION
1CP
Core
C
SELFLESS SERVICE
1CP
Emissaries Imperatus
BEARERS OF HIS LIGHT
1CP
Emissaries Imperatus
EPIC CHALLENGE
1CP
Core
C
GRIM RESPONSIBILITY
1CP
Shadowkeepers
LIGHTNING WRATH
1CP
Dread Host
SLAYERS OF NIGHTMARES
1CP
Emissaries Imperatus
COUNTEROFFENSIVE
2CP
Core
C
INDOMITABLE GUARDIANS
1CP
Shadowkeepers
GILDED CHAMPION
1CP
Auric Champions Stratagem
DUTY UNTO DEATH
1CP
Auric Champions Stratagem
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
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
IMPENETRABLE BASTION
1CP
Emperor's Chosen Stratagem
IN AURAMITE CLAD
1CP
Emperor's Chosen 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
SHIELD OF HONOUR
1CP
Guardians of the Throne Stratagem
UNLEASH THE LIONS
1CP
Lions of the Emperor Stratagem
VIGIL UNENDING
2CP
Lions of the Emperor Stratagem
FURY OF THE EMPEROR
1CP
Lions of the Emperor Stratagem
BREACHING BEHEMOTHS
1CP
Voyagers in Darkness – Strategic Ploy
INESCAPABLE VENGEANCE
1CP
Voyagers in Darkness – Strategic Ploy
ARTIFICER ROUNDS
1CP
Voyagers in Darkness – Battle Tactic
DETACHMENT ABILITY
On Gilded Wings
Wardens of the Dark Cells
Martial Mastery
Talon Sortie
Magna Imperator
Heralds of the Throne
Gilded Guardians
Instruments of the Emperor’s Wrath
Assemblage of Might
Overwhelming Magnificence
ENHANCEMENTS
Leonine Ferocity
20
Lightning Descent
20
Unstoppable Destroyer
25
Genalchemic Warding
30
Emperor's Light
15
Bane of Abominations
20
Castellan's Mark
25
Eagle's Eye
30
Arae-Shrike
20
Sally Forth
30
From the Hall of Armouries
15
Radiant Mantle
40
Edge of the Blade
15
Auriferous Orb
20
Not a Shell Wasted
10
Pareldor's Caducatrix
30
Auric Exemplar
15
Flawless Bladework
15
Inspirational Exemplar
10
Shroud of the Hidden Blade
20
Superior Creation
30
Mantle of the Emissary
Voidstrider

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

Infantry Epic Hero
Infantry Character
Dedicated Transports

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

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

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

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

Infantry Epic Hero

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

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
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
[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).
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
NORMAL SHOOTING10.04
ELIGIBLE IF: Your unit is unengaged and did not make an advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks (04).
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
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.
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    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 selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be unengaged and within range of the selected objective.
[CLEAVE]24.06

With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
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.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
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

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

Infantry Epic Hero
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • 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.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).

The ADEPTUS CUSTODES and CHARACTER keywords are used in the following Adeptus Custodes datasheets:

13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.

The ADEPTUS CUSTODES and TERMINATOR keywords are used in the following Adeptus Custodes datasheets:

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.

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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).
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.
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.
[RAPID FIRE]24.30

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

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
LEADER24.22

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
NO ESCAPE
2CP
Shadowkeepers Stratagem
Those Custodians who have served among the Shadowkeepers pursue their prey with dogged determination and will see them captured or slain.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a fall-back move.

TARGET: One friendly unengaged ADEPTUS CUSTODES INFANTRY unit that is within 6" of that enemy unit.

EFFECT: Declare a charge with your unit. When selecting charge targets, you can only select enemy units that made a fall-back move this phase and are within the maximum distance.
RAPID REACTIONS
1CP
Aquilan Shield Stratagem
Forcing their outmatched enemies to fall back, Custodians level their guardian spears and cut down fleeing opponents with volleys of bolter fire.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a fall-back move.

TARGET: One friendly ADEPTUS CUSTODES INFANTRY unit that was engaged with that enemy unit at the start of the phase.

EFFECT: Your unit shoots using normal shooting, but while doing so your unit can only target that enemy unit.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
GRIM RESPONSIBILITY
1CP
Shadowkeepers Stratagem
The Shadowkeepers strive to bring the most monstrous and malevolent of the Emperor’s foes to justice, striking them down with ruthless efficiency.
WHEN: Fight phase, when a friendly ADEPTUS CUSTODES INFANTRY unit is selected to fight.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s melee attacks have [Lethal Hits: Character/Monster].
GILDED CHAMPION
1CP
Auric Champions Stratagem
The shining champions of the Adeptus Custodes are looked upon in awe by all who witness their grim arts. Their judgement is without flaw, and their tactical acumen utterly impeccable.
WHEN: Any phase, when a friendly ADEPTUS CUSTODES CHARACTER model has used a (Once per battle, per unit) datasheet ability.

TARGET: That ADEPTUS CUSTODES CHARACTER model.

EFFECT: Your model can use that (Once per battle, per unit) datasheet ability one additional time, but not in the same phase.

RESTRICTIONS: You cannot use this stratagem on the same ADEPTUS CUSTODES CHARACTER model more than once per battle.
LEADER 24.22 / SUPPORT 24.34

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
IMPENETRABLE BASTION
1CP
Emperor's Chosen Stratagem
When holding ground, a sodality of Custodians becomes a living fortress whose gilded walls are nigh impossible to breach.
WHEN: End of your Movement phase.

TARGET: One friendly ADEPTUS CUSTODES unit (excluding MONSTER/VEHICLE units).

EFFECT: Select one objective your unit is controlling. That objective is secured.
SHIELD OF HONOUR
1CP
Guardians of the Throne Stratagem
Coming to the aid of beleaguered allies, these Custodians issue challenges to their foes. Few possess the resolve to ignore these bellicose cries, and even those who refuse to respond are left shaken.
WHEN: Start of the Fight phase.

TARGET: One friendly ADEPTUS CUSTODES INFANTRY/MOUNTED unit.

EFFECT: When an enemy model engaged with your unit selects targets, if that enemy model does not select your unit as the target of all of its attacks, that enemy model’s attacks have:
  • -1 to hit rolls.
  • -1 to wound rolls.
Wardens of the Dark Cells
Shadowkeepers Detachment

Inured to the most nightmarish and esoteric threats, the Shadowkeepers will not be swayed from their duty.

While a friendly ADEPTUS CUSTODES unit (excluding MONSTER/VEHICLE units) is within range of an objective, melee attacks that target that unit with a S greater than that unit’s T have -1 to wound rolls.

Favoured ka’tah: KAPTARIS
Additional Effect: You can select one enemy unit engaged with your unit. That enemy unit must make a battle-shock roll, with -1 to that battle-shock roll. You cannot select the same enemy unit for this effect more than once per phase.
Gilded Guardians
Aquilan Shield Detachment

Resilient experts of ranged warfare, the Aquilan Shield give no ground and punish advancing enemies with their mastery of the Salvus Ka’tah.

While a friendly ADEPTUS CUSTODES unit (excluding MONSTER/VEHICLE units) is within range of an objective, ranged attacks that target that unit with a S greater than that unit’s T have -1 to wound rolls.

Favoured ka’tah: SALVUS
Additional Effect: Your unit’s ranged attacks have +6" R.
Assemblage of Might
Auric Champions Detachment

The Emperor’s Custodians will gladly test their mettle against the worst the galaxy has to offer.

In your Command phase, you can select one enemy unit to be a dreadful foe unit until the start of your next Command phase. Friendly ADEPTUS CUSTODES CHARACTER models’ attacks that target a dreadful foe unit have +1 to wound rolls.
BREACHING BEHEMOTHS
1CP
Voyagers in Darkness – Strategic Ploy Stratagem
When unleashed aboard an enemy voidship, Custodians simply smash a path through any who stand against them by their sheer armoured might.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. In addition, any Desperate Escape tests taken for models in your unit are automatically passed.
INESCAPABLE VENGEANCE
1CP
Voyagers in Darkness – Strategic Ploy Stratagem
The incredible sensory acuity of the Custodians' wargear coupled with their superhuman senses means no foe can hide from them.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can ignore Walls and other models for the purposes of determining which enemy units are visible to its own.
ARTIFICER ROUNDS
1CP
Voyagers in Darkness – Battle Tactic Stratagem
These hand-crafted bolt shells are made to fragment with particular ferocity, making them ideal for boarding actions.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding ballistus grenade launchers) have the [SUSTAINED HITS 1] ability while targeting units within 6".
Overwhelming Magnificence
Voyagers in Darkness Detachment

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

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

This Custodian unleashes upon their opponents the Emperor’s own fury, pursuing enemy warriors with relentless determination and allowing none to flee the field.

ADEPTUS CUSTODES INFANTRY model only. When this unit is selected to make a pile-in/consolidation move:

  • This unit can move up to 4".
  • You can select any consolidation mode for that consolidation move, regardless of that consolidation move’s Before Moving restrictions.

  • Genalchemic Warding
    30 pts
Shadowkeepers Detachment

The genetic alchemy that saturates this warrior’s physiology has been tempered in wars beyond count. There are few hardships or hurts such a warrior cannot endure.

ADEPTUS CUSTODES model only. This model has Feel No Pain 5+.

  • Emperor's Light
    15 pts
Guardians of the Throne Detachment

This masterwork misericordia is believed to flood the hearts of its victims with searing holy radiance.

ADEPTUS CUSTODES model only. This model has the following weapon:

  • Bane of Abominations
    20 pts
Guardians of the Throne Detachment

This Captain-Commander has earned many names destroying mighty champions and powerful war machines.

ADEPTUS CUSTODES model only. This model’s attacks that target an enemy CHARACTER/MONSTER/VEHICLE unit have +1 to wound rolls.

  • Castellan's Mark
    25 pts
Guardians of the Throne Detachment

Awarded to the Custodian with the greatest tally of victories in the Blood Games, this finely worked pauldron denotes its bearer as a superlative strategic genius.

ADEPTUS CUSTODES model only. When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS CUSTODES units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.

  • Eagle's Eye
    30 pts
Guardians of the Throne Detachment

The sensorium gheists within this helm shriek technomantic warnings to the wearer whenever danger threatens.

ADEPTUS CUSTODES model only.

  • This model has +1 W.
  • (Once per battle, per army) When attacks are allocated to this model, you can use this ability. If you do, this model has 3+ InSv.

  • Arae-Shrike
    20 pts
Honoured Companions Detachment

Built into this Custodian’s armour, this aviform artefact is a relic of the Dark Age of Technology. It projects electromagnetic distortion to corrupt and confound homing beacons, teleportation technology and other methods of translocation.

ADEPTUS CUSTODES INFANTRY model only. Enemy units that are selected to make an ingress move cannot be set up within 12" of this unit.

  • From the Hall of Armouries
    15 pts
Emperor’s Chosen Detachment

The armouries of the Adeptus Custodes contain some of the most finely crafted and deadly close-quarters weaponry wielded by any warrior of the Imperium.

ADEPTUS CUSTODES model only. This model’s melee attacks have [Devastating Wounds].

  • Radiant Mantle
    40 pts
Emperor’s Chosen Detachment

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

ADEPTUS CUSTODES INFANTRY model only. Attacks that target this unit have -1 to hit rolls.

  • Edge of the Blade
    15 pts
Emissaries Imperatus Detachment

This auric champion always strives to be first into the fray.

Adeptus Custodes model only. If this unit made a charge move this turn, this model’s attacks can:

  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.

  • Auriferous Orb
    20 pts
Emissaries Imperatus Detachment

When this sphere of solid gold detonates, it unleashes beams of radiating light that blind those they do not kill.

ADEPTUS CUSTODES model only. This model has the following weapon:

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Auriferous Orb ANTI-non-MONSTER/VEHICLE 2+ BLINDING LIGHT DEVASTATING WOUNDS
Auriferous Orb ANTI-non-MONSTER/VEHICLE 2+ BLINDING LIGHT DEVASTATING WOUNDS
12"
3
2+
1
0
1

[BLINDING LIGHT]: In your Shooting phase, when this unit has shot, select one enemy unit hit by this unit’s Auriferous Orb weapon. That enemy unit’s attacks have -1 to hit rolls until the start of your next turn.

  • Not a Shell Wasted
    10 pts
Aquilan Shield Detachment

Every volley these warriors fire is calculated to inflict the maximum amount of damage upon the foe.

ADEPTUS CUSTODES INFANTRY model only. This unit’s ranged attacks have +1 A.

  • Pareldor's Caducatrix
    30 pts
Aquilan Shield Detachment

This immeasurably ancient auto-medicae device meshes seamlessly with any suit of armour, dispensing panacaeic elixirs in response to mental or physical trauma.

ADEPTUS CUSTODES model only. (Once per battle, per army) At the start of any phase, this model heals D3+3 wounds.

  • Auric Exemplar
    15 pts
Dread Host Detachment

This champion’s physical might is exceptional, even for a Custodian. Each swing of their blade carves a bloody swathe through the foe.

ADEPTUS CUSTODES model only. This model’s melee attacks have [Cleave 1].

  • Flawless Bladework
    15 pts
Dread Host Detachment

This Custodian’s skills in close-quarters combat are awe-inspiring to behold.

ADEPTUS CUSTODES model only. This model’s melee attacks have [Sustained Hits 1].

  • Inspirational Exemplar
    10 pts
Auric Champions Detachment

A master orator, this Custodian’s battle cries light fires of defiance in the hearts of their allies.

ADEPTUS CUSTODES INFANTRY model only. (Once per battle round, per army) At the start of any phase, you can select one friendly battle-shocked ADEPTUS CUSTODES unit within 9" of this model. That unit is no longer battle-shocked.

  • Shroud of the Hidden Blade
    20 pts
Auric Champions Detachment

Long-forgotten technologies shroud this cloak’s bearer.

ADEPTUS CUSTODES model only. This model has:

  • Stealth
  • Lone Operative.

  • Superior Creation
    30 pts
Auric Champions Detachment

The cellular alchemy by which this heroic warrior was forged has rendered them breathtakingly resilient.

ADEPTUS CUSTODES INFANTRY model only. (Once per battle, per army) At the end of a phase in which this model is destroyed, roll one D6:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.

Mantle of the Emissary
Voyagers in Darkness Detachment

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

The bearer has an Objective Control characteristic of 5.

Voidstrider
Voyagers in Darkness Detachment

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

Add 2" to the bearer’s Move characteristic.

Aquila Commander

Shield-Captains who bear the title Aquila Commander have proven themselves true masters of battlefield tactics.

At the start of the battle round, if a model with this ability is your WARLORD, gain 1CP.
UNLEASH THE LIONS
1CP
Lions of the Emperor Stratagem
Terminator-armoured Custodian champions fight alone and unaided, engaging entire formations in unrelenting battle.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS CUSTODES TERMINATOR unit that has 2+ models.

EFFECT: Your unit is split into separate units, each containing one model. These new units each have a starting strength of 1.
VIGIL UNENDING
2CP
Lions of the Emperor Stratagem
So long as their duty remains unfulfilled, the Adeptus Custodes remain defiant in the face of their opponents.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS CUSTODES TERMINATOR unit.

TARGET: That ADEPTUS CUSTODES TERMINATOR unit.

EFFECT: Attacks that target your unit have -1 D until that enemy unit has attacked.
FURY OF THE EMPEROR
1CP
Lions of the Emperor Stratagem
For all their physical might, it is the wrathful fury of the Adeptus Custodes that renders them truly terrifying. This is a gift they owe to the Emperor, who vested them with but a sliver of His terrible fury.
WHEN: Your Charge phase, when a friendly ADEPTUS CUSTODES TERMINATOR unit that made an ingress move this turn is selected to declare a charge.

TARGET: That ADEPTUS CUSTODES TERMINATOR unit.

EFFECT: Your unit has +2 to charge rolls.
On Gilded Wings
Lions of the Emperor Detachment

Terminator sodalities are swept up by golden drop craft, ready to be deployed once more as battle demands.

At the end of your opponent’s Fight phase, if a friendly ADEPTUS CUSTODES TERMINATOR unit is unengaged, you can place that unit in strategic reserves.
  • Sally Forth
    30 pts
Solar Watch Detachment

This warlord excels in directing fast and deadly offensives designed to close rapidly with the enemy, overwhelming the foe with a devastating concentration of force.

ADEPTUS CUSTODES SHIELD-CAPTAIN model only. At the start of your Charge phase, select one friendly ADEPTUS CUSTODES INFANTRY unit within 6" of this model. If that unit made an advance move this turn, that advance move does not prevent that unit from being eligible to declare a charge.

  • Leonine Ferocity
    20 pts
Lions of the Emperor Detachment

This Shield-Captain demands boundless aggression from the warriors at their command. Each movement by the foe is seized upon and punished with furious countercharges.

SHIELD-CAPTAIN IN ALLARUS TERMINATOR ARMOUR model only. (Once per phase, per army) You can target this unit with the Rapid Ingress stratagem, regardless of any other uses of that stratagem this phase. If you do:

  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.

  • Lightning Descent
    20 pts
Lions of the Emperor Detachment

This Shield-Captain knows well the value of intelligence, utilising data harvested by agents of the Golden Throne to strike like a bolt of golden lightning before the foe can bring their strength to bear.

SHIELD-CAPTAIN IN ALLARUS TERMINATOR ARMOUR model only. In your first Movement phase, this unit can make an ingress move.

© Vyacheslav Maltsev 2013-2026