Adeptus Custodes – Shield-captain On Dawneagle Jetbike
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Shield-captain On Dawneagle Jetbike
(⌀75 x 42mm)
M
12"
T
7
SV
2+
W
8
LD
6+
OC
2
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vertus hurricane bolter rapid fire 3 twin-linked
Vertus hurricane bolter rapid fire 3 twin-linked
18"
3
2+
4
-1
2
Salvo launcher twin-linked
Salvo launcher twin-linked
24"
1
2+
10
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Interceptor lance lance
Interceptor lance lance
Melee
6
2+
7
-2
2
WARGEAR OPTIONS
  • This model’s salvo launcher can be replaced with 1 Vertus hurricane bolter.

ABILITIES
CORE: Leader
FACTION: Martial Ka’tah
Sweeping Advance: Once per battle, at the end of the Fight phase, if this model’s unit has fought this phase, if it is within Engagement Range of one or more enemy units, it can make a Fall Back move or, if it is not within Engagement Range of one or more enemy units, it can make a Normal move
Strategic Mastery: Once per battle round, you can select one model from your army with this ability and target that model’s unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
UNIT COMPOSITION
  • 1 Shield-Captain on Dawneagle Jetbike
This model is equipped with: salvo launcher; interceptor lance.
YOUR UNIT COSTS
1 model
140
LEADER
This model can be attached to the following units:
KEYWORDS: MOUNTED; CHARACTER; FLY; IMPERIUM; DAWNEAGLE JETBIKE; SHIELD-CAPTAIN
FACTION KEYWORDS:
ADEPTUS CUSTODES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
SLAYER OF CHAMPIONS
1CP
Auric Champions – Epic Deed
SUPERHUMAN RESERVES
2CP
Auric Champions – Epic Deed
SHOULDER THE MANTLE
1CP
Auric Champions – Epic Deed
THE EMPEROR’S AUSPICE
1CP
Auric Champions – Epic Deed
EARNING OF A NAME
1CP
Auric Champions – Epic Deed
VIGIL UNENDING
2CP
Auric Champions – Epic Deed
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
GILDED CHAMPION
1CP
Lions of the Emperor – Strategic Ploy
MANOEUVRE AND FIRE
1CP
Lions of the Emperor – Strategic Ploy
SWIFT AS THE EAGLE
1CP
Lions of the Emperor – Strategic Ploy
DEFIANT TO THE LAST
1CP
Lions of the Emperor – Strategic Ploy
PEERLESS WARRIOR
1CP
Lions of the Emperor – Battle Tactic
ARCANE GENETIC ALCHEMY
1CP
Shield Host – Battle Tactic
MULTIPOTENTIALITY
1CP
Shield Host – Strategic Ploy
ARCHEOTECH MUNITIONS
1CP
Shield Host – Wargear
AVENGE THE FALLEN
1CP
Shield Host – Strategic Ploy
UNSTOPPABLE
1CP
Solar Spearhead – Strategic Ploy
PUNISHMENT INESCAPABLE
1CP
Solar Spearhead – Strategic Ploy
EMPEROR’S VENGEANCE
1CP
Solar Spearhead – Battle Tactic
WRATHFUL ADVANCE
1CP
Solar Spearhead – Battle Tactic
HUNT AS ONE
1CP
Talons Of The Emperor – Strategic Ploy
TALONED PINCER
1CP
Talons Of The Emperor – Battle Tactic
EMPYRIC SEVERANCE
1CP
Talons Of The Emperor – Battle Tactic
EMPEROR’S EXECUTIONERS
2CP
Talons Of The Emperor – Battle Tactic
DETACHMENT ABILITY
Martial Mastery
Against All Odds
Revered Companions
Assemblage of Might
ENHANCEMENTS
From the Hall of Armouries
20
Auric Mantle
15
Castellan’s Mark
20
Panoptispex
5
Veteran of the Kataphraktoi
10
Adamantine Talisman
25
Augury Uplink
35
Admonimortis
30
Fierce Conqueror
15
Praesidius
25
Gift of Terran Artifice
15
Aegis Projector
20
Champion of the Imperium
25
Radiant Mantle
30
Inspirational Exemplar
10
Blade Imperator
25
Veiled Blade
25
Martial Philosopher
30

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

[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].
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).
  • Radiant Mantle
    30 pts
Talons Of The Emperor Detachment

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

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

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

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.
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.
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.
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.
Assemblage of Might
Auric Champions Detachment

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

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

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:

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

Aircraft

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 VEHICLE keyword is used in the following Adeptus Custodes datasheets:

Dedicated Transports
Aircraft

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

[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).
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.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
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
Revered Companions
Talons Of The Emperor Detachment

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

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

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

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

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

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

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).
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.
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:
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.
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:
Martial Ka’tah

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

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

Dacatarai Stance

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

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

Rendax Stance

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

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

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.
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).
[IGNORES COVER]24.18

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
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.
02.06.01 Bearer
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.

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

Dedicated Transports
Aircraft
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.
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).
[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).
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
[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).
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).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
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.
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.
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.
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).
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.

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[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.
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.
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).
[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.
MANOEUVRE AND FIRE
1CP
Lions of the Emperor – Strategic Ploy Stratagem
The Adeptus Custodes are unrelenting in their advance, laying down punishing fire even as they manoeuvre to new positions.
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
DEFIANT TO THE LAST
1CP
Lions of the Emperor – Strategic Ploy Stratagem
The harder the battle, and the heavier their losses, the more resolute the Lions of the Emperor become.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
PEERLESS WARRIOR
1CP
Lions of the Emperor – Battle Tactic Stratagem
With every strike, the Lions of the Emperor prove themselves the masters of single combat, even when engaging the mightiest foes.
WHEN: Fight phase.

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

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

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
MULTIPOTENTIALITY
1CP
Shield Host – Strategic Ploy Stratagem
So widely skilled and studied are the Custodians that, whatever situation they find themselves in, they have the martial wisdom to prevail.
WHEN: Your Movement phase.

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

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
ARCHEOTECH MUNITIONS
1CP
Shield Host – Wargear Stratagem
The Shield Hosts have access to stockpiles of ancient and incredibly rare weaponry and ammunition.
WHEN: Your Shooting phase.

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

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
AVENGE THE FALLEN
1CP
Shield Host – Strategic Ploy Stratagem
The loss of a single Talon of the Emperor is commemorated by the tolling of the Bell of Lost Souls on Terra, and by their comrades’ bloody vengeance on the battlefield.
WHEN: Start of the Fight phase.

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

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
UNSTOPPABLE
1CP
Solar Spearhead – Strategic Ploy Stratagem
Armoured in adamantine and possessed of furious machine spirits, the vehicles of the Adeptus Custodes are almost impossible to stop in their tracks.
WHEN: Your Movement phase or your Charge phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features.
PUNISHMENT INESCAPABLE
1CP
Solar Spearhead – Strategic Ploy Stratagem
The Ten Thousand are relentless in pursuing the Emperor’s foes and thorough in their annihilation. No armour, sorcery or hiding place can shield an enemy from their wrath.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
EMPEROR’S VENGEANCE
1CP
Solar Spearhead – Battle Tactic Stratagem
Even as death’s cold embrace falls upon them, Custodians vent the last of their wrath upon the foe.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

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

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
HUNT AS ONE
1CP
Talons Of The Emperor – Strategic Ploy Stratagem
Custodians and Null Maidens cover one another seamlessly as they manoeuvre to corner their prey.
WHEN: Start of your Movement phase.

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

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

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

TARGET: Up to two ADEPTUS CUSTODES units from your army that are within 8" of that enemy unit.

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

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
EMPYRIC SEVERANCE
1CP
Talons Of The Emperor – Battle Tactic Stratagem
Null Maidens quash the manifestations of witches.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

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

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

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

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
Martial Mastery
Shield Host Detachment

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

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

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

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

  • Augury Uplink
    35 pts
Solar Spearhead Detachment

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

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

LEADER24.22 / SUPPORT24.23

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.
SWIFT AS THE EAGLE
1CP
Lions of the Emperor – Strategic Ploy Stratagem
Although every Custodian is devastatingly fast on the battlefield, with preternatural reactions to match, the Lions of the Emperor are outstanding even among their peers.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: Your unit can make a Normal move of up to D6".
Against All Odds
Lions of the Emperor Detachment

The Adeptus Custodes are outnumbered on every battlefield upon which they fight, yet no matter the foe, and no matter their number, the Lions of the Emperor will prevail.

Each time a model in an ADEPTUS CUSTODES unit from your army (excluding VEHICLES) makes an attack, if there are no other friendly units within 6" of that unit, add 1 to the Hit roll and add 1 to the Wound roll.
  • Veteran of the Kataphraktoi
    10 pts
Solar Spearhead Detachment

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

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

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

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

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

TARGET: That ADEPTUS CUSTODES WARLORD model.

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

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
SHOULDER THE MANTLE
1CP
Auric Champions – Epic Deed Stratagem
The greatest Custodians know when it is both their duty and their right to command their comrades.
WHEN: Your Movement phase, before the Reinforcements step.

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

EFFECT: Select one friendly unit (excluding Battle-shocked and Attached units) within 2" horizontally and 5" vertically of your model that it could lead (as described in the Leader section of its datasheet). Your model attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
THE EMPEROR’S AUSPICE
1CP
Auric Champions – Epic Deed Stratagem
In an age plagued by monsters, when primordial horrors from the darkest void circle Humanity's dying light, still the Adeptus Custodes stand strong.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

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

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

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

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

EFFECT: Do not remove your destroyed model from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play.
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.
GILDED CHAMPION
1CP
Lions of the Emperor – Strategic Ploy 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, just after an ADEPTUS CUSTODES CHARACTER model from your army has used an ability on its datasheet that states it can only be used ‘once per battle’.

TARGET: That ADEPTUS CUSTODES CHARACTER model.

EFFECT: Your model can use that ‘once per battle’ ability one additional time during the battle (but not in the same phase).

RESTRICTIONS: You cannot use this Stratagem on the same ADEPTUS CUSTODES CHARACTER model more than once per battle.
  • Auric Mantle
    15 pts
Shield Host Detachment

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

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

  • Panoptispex
    5 pts
Shield Host Detachment

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

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

  • Praesidius
    25 pts
Lions of the Emperor Detachment

Fashioned by the Terran armourer Annah Tsvochakin in the latter years of the 32nd millennium, the stunningly worked Praesidius is a singular artefact. Nestled within its golden form are a series of microshield generators and stealth emitters. Employing a modification of displacer technology, the shield generates small localised displacement bubbles at the point of impact, literally beaming bolts, bullets and the tips of blades harmlessly away from its bearer.

ADEPTUS CUSTODES model only. The bearer has the Lone Operative and Stealth abilities.

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

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

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

  • Aegis Projector
    20 pts
Talons Of The Emperor Detachment

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

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

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

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

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

  • Inspirational Exemplar
    10 pts
Auric Champions Detachment

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

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

  • Blade Imperator
    25 pts
Auric Champions Detachment

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

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

  • Veiled Blade
    25 pts
Auric Champions Detachment

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

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

  • Martial Philosopher
    30 pts
Auric Champions Detachment

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

ADEPTUS CUSTODES model only. The bearer’s unit is eligible to shoot and/or declare a charge in a turn in which it Fell Back. Once per battle, in your opponent's Movement phase, when an enemy unit ends a Normal, Advance or Fall Back move within 8" of the bearer, if the bearer’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".

  • From the Hall of Armouries
    20 pts
Shield Host Detachment

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

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

  • Castellan’s Mark
    20 pts
Shield Host Detachment

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

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

  • Admonimortis
    30 pts
Lions of the Emperor Detachment

A relic of the Dread Host, this towering blade was wrought to make a bloody example of those who dare to set themselves against the might of Terra.

SHIELD-CAPTAIN model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 3, and improve the Armour Penetration and Damage characteristics of those weapons by 1.

  • Fierce Conqueror
    15 pts
Lions of the Emperor Detachment

This Captain-Commander has trained extensively to face multiple foes at once, knowing that the Custodes will always be outnumbered.

SHIELD-CAPTAIN model only. At the start of the Fight phase, until the end of the phase, add 2 to the Attacks characteristic of melee weapons equipped by the bearer for every 5 enemy models within 6" of the bearer (rounding down).

© Vyacheslav Maltsev 2013-2026