The shining golden warriors known as the Adeptus Custodes are the elite bodyguard of the Emperor himself. Their word is law and their might in battle unsurpassed, even amongst the ranks of the Space Marines. Striding resplendent and fearless through the fog of war, they bring hope to the embattled civilisations of Mankind and swift death to their enemies.

This page contains all of the rules that you will need in order to fight battles with your Adeptus Custodes miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have.


Books

BookKindEditionVersionLast update
  Adeptus Custodes
  Adeptus CustodesCodex9Indomitus 1.1July 2022
  Arks of Omen: Lion
  Arks of Omen: LionExpansion9April 2023
  The Balance Dataslate
  The Balance DataslateRulebook9Q2 2023April 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  Shadow Throne
  Shadow ThroneBoxset9December 2021

FAQ

Codex: Adeptus Custodes

Q:Is a model that performs a teleport-shunt using the Praetorian Plate Relic considered to have made a Heroic Intervention when it does so?
A:
Yes.
Q:If a model that has the Auric Exemplar Warlord Trait is selected for the Vigil Unending Stratagem, does it also make the additional attacks granted by this Warlord Trait before being removed?
A:
Yes.

The <SHIELD HOST> Keyword

ADEPTUS CUSTODES datasheets in this section have the <SHIELD HOST> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All ADEPTUS CUSTODES units are assigned to a shield host. When you include such a unit in your army, you must nominate which shield host it is from and then replace the <SHIELD HOST> keyword in every instance on its datasheet with the name of your chosen shield host. This could be one of the shield hosts detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a SHIELD-CAPTAIN unit in your army, and you decide he has been assigned to the Solar Watch shield host, his <SHIELD HOST> keyword becomes SOLAR WATCH and his Inspirational Fighter ability reads, ‘While a friendly SOLAR WATCH CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different shield hosts in the same Detachment.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Aegis of the Emperor

The cellular alchemy that creates the warriors of the Adeptus Custodes leaves them forever touched by a spark of the Emperor’s own greatness. Beyond their martial might and incorruptible nobility, this energy manifests itself as an almost supernatural warding, as though the Custodians were protected by the hand of the Emperor. Bullets and bolts are turned aside at the last moment, blades fail to strike home, and even the psychic powers of the foe can suddenly and inexplicably flicker away to nothing in the face of the Ten Thousand.

  • Models in this unit have a 4+ invulnerable save.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 6, that wound is not lost.

Daughters of the Abyss

There are few deadlier hunters of rogue psykers and alien witches. Against them, the proximity of the Sisters of Silence is a weapon and a shield unto itself - these warriors are immune to the kiss of the warp.

  • This unit cannot be targeted or affected by psychic powers.
  • Each time a Psychic test is taken for a unit, subtract 1 from the total for each unit with this ability within 18" of that unit (to a maximum of -3).
  • Each time an attack made by a model in this unit targets an enemy PSYKER or DAEMON unit within 6" of it, add 1 to that attack’s wound roll.

From Golden Light

The Adeptus Custodes are undisputed masters of the teleportation strike. Plunging deep within enemy ranks, they slaughter the foe before they even have time to react.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Martial Ka’tah

If every unit from your army has the ADEPTUS CUSTODES keyword (excluding ANATHEMA PSYKANA, AGENT OF THE IMPERIUM and UNALIGNED units), and every unit that is assigned to a shield host is assigned to the same shield host, this unit can use this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must select a primary, secondary and tertiary martial ka’tah from the list below for your army to use in the battle. Note this down secretly on your army roster.

In each of your Command phases, so long as one is available, you must select one ka’tah stance to become active for your army. Each time you do so, units from your army with this ability benefit from it until the start of your next Command phase. When selecting a ka’tah stance to become active, the following rules apply:
  • You cannot select a ka’tah stance more than once.
  • You must select a primary ka’tah stance first, and you cannot select a tertiary ka’tah stance until you have selected a secondary ka’tah stance.
  • Once you select a stance of a different martial ka’tah, you cannot select a stance of a previous martial ka’tah.
Example: Every model in Emily’s army has the ADEPTUS CUSTODES keyword. She selects Rendax as her primary ka’tah, Dacatarai as her secondary ka’tah and Calistus as her tertiary ka’tah. In her first command phase, she selects Rendax stance 2 to be active.

In her second Command phase, she can select Rendax stance 1 to be active, or she can instead select Dacatarai stance 1 or 2 to be active, as she has previously selected a primary ka’tah stance. She cannot select a Calistus stance, as she must select a secondary ka’tah’s stance before she can select a tertiary ka’tah’s stance. She selects Dacatarai stance 1 to be active.

In her third Command phase, she can select Dacatarai stance 2 to be active, or she can instead select Calistus stance 1 or 2 to be active, as she has previously selected a secondary ka’tah stance. She cannot select Rendax stance 1, as she cannot select a stance of a previous ka’tah. She selects Calistus stance 2 to be active.

In her fourth Command phase, she must select Calistus stance 1 to be active, as it is the only remaining stance she is able to select. Note that this means in the fifth Command phase, there would be no ka’tah stances available to her, so she does not select one.

Calistus

Calistus is the art of keeping up relentless fire while advancing against the enemy.

Stance 1: Each time this unit Advances, roll one additional D6 and discard one of the results.

Stance 2: Each time this unit makes a Normal Move or Advances in your Movement phase, in your following Shooting phase, it counts as having Remained Stationary.

Conservai

Conservai emphasises seeing the bigger strategic picture over and above the slaughter of enemies.

Stance 1: This unit can perform an action in a turn in which it Advanced or Fell Back.

Stance 2: While this unit is performing an action, it can shoot without that action failing.

Dacatarai

This aggressive fighting style has been adapted for the Custodes to deal with hordes of foes who vastly outnumber them.

Stance 1: Each time an enemy unit piles in or consolidates, if it starts that move within Engagement Range of this unit, subtract 2" from the distance models in that enemy unit can move for that pile-in or consolidation move.

Stance 2: Each time this unit fights, it can use this ability. If it does so, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit and change the Damage characteristic of melee weapons they are equipped with to 1.

Salvus

Masters of Salvus are preternaturally skilled marksmen.

Stance 1: Add 4" to Range characteristic of ranged weapons models in this unit are equipped with.

Stance 2: If this unit is INFANTRY and does not Advance in your Movement phase, in the following Shooting phase, if it is not within Engagement Range of any enemy units, models in this unit can shoot twice with auric weapons they are equipped with.

Rendax

Masters of Rendax are superlative monster and war machine hunters.

Stance 1: Each time a model in this unit makes an attack against a VEHICLE or MONSTER unit, an unmodified hit roll of 6 automatically wounds the target.

Stance 2: Each time a model in this unit makes a melee attack against a VEHICLE or MONSTER unit, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.

Kaptaris

Kaptaris is optimised to trap enemy units in close combat with the Custodes, where the elite warriors can eliminate them.

Stance 1: Each time a melee attack is made against this unit, the hit roll cannot be re-rolled.

Stance 2: Each time an enemy unit (excluding VEHICLE and MONSTER units) that is within Engagement Range of any INFANTRY units from your army with this ability is selected to Fall Back, roll off with your opponent, adding 1 to your opponent’s roll if their unit can FLY. If you win, that enemy unit cannot Fall Back this turn.

Weapon Definitions

Some rules refer to ‘auric weapons’. The definition of this weapon for the purposes of such rules can be found below:

Auric Weapons

Some rules refer to auric weapons. An auric weapon is any weapon from the list below, or any Relic that replaces such a weapon:
  • Castellan axe
  • Gnosis
  • Guardian spear
  • Sentinel blade
  • Watcher's Axe

Detachment Rules

Adeptus Custodes

An ADEPTUS CUSTODES Detachment is one that only includes models with the ADEPTUS CUSTODES keyword (excluding models with the ANATHEMA PSYKANA, AGENT OF THE IMPERIUM or UNALIGNED keywords).
  • ADEPTUS CUSTODES Detachments gain the Emperor’s Legion, Host of Heroes and Watchers of the Throne abilities.
  • ADEPTUS CUSTODES units in ADEPTUS CUSTODES Detachments gain the Shield Host Fighting Style ability.
  • ADEPTUS CUSTODES CORE INFANTRY units and ANATHEMA PSYKANA Troops units in ADEPTUS CUSTODES Detachments gain the Objective Secured ability.
  • Each ADEPTUS CUSTODES model counts as one additional model when determining control of an objective marker. This is cumulative with any other rules that makes them count as additional models.
  • For the purposes of determining whether all units in an ADEPTUS CUSTODES Detachment have a Faction keyword in common, ANATHEMA PSYKANA units in that Detachment are treated as having the ADEPTUS CUSTODES Faction keyword.

Anathema Psykana

An ANATHEMA PSYKANA Detachment is one that only includes models with the ANATHEMA PSYKANA keyword (excluding models with the VALERIAN, AGENT OF THE IMPERIUM or UNALIGNED keywords).

ANATHEMA PSYKANA Troops units in ANATHEMA PSYKANA Detachments gain the Objective Secured ability.

Emperor’s Legion

The Adeptus Custodes are the Emperor’s own army. When such an assemblage of demigods marches to war, it is a gilded display of His might.

  • You cannot include more ANATHEMA PSYKANA Troops units than you do ADEPTUS CUSTODES Troops units in each ADEPTUS CUSTODES Detachment from your army.
  • You cannot include more ANATHEMA PSYKANA HQ units than you do ADEPTUS CUSTODES HQ units in each ADEPTUS CUSTODES Detachment from your army.
  • You cannot select an ANATHEMA PSYKANA model as your WARLORD.

Host of Heroes

A single Shield-Captain commands each shield company in war.

You can include a maximum of one of each type of SHIELD-CAPTAIN (i.e. GUARDIAN, ALLARUS and VERTUS) unit in each ADEPTUS CUSTODES Detachment from your army.

Watchers of the Throne

Warriors of the Adeptus Custodes are duty-bound protectors first and foremost.

For the purposes of the Look Out, Sir rule, each ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER model counts as 2 models for friendly ADEPTUS CUSTODES CHARACTER models of the same <SHIELD HOST>.

Shield Host Fighting Style

Each shield host has its own way of waging war, suited to its particular combat traits. All ADEPTUS CUSTODES units with this ability, and all the models in them, gain a shield host fighting style so long as every unit in their Detachment that is assigned to a shield host is assigned to the same shield host. The fighting style gained depends upon which shield host they are assigned to, as shown below.

Example: A SHADOWKEEPERS unit with the Shield Host Fighting Style ability gains the Wardens of the Dark Cells fighting style.

Shield Hosts

If your army is Battle-forged, <SHIELD HOST> units in ADEPTUS CUSTODES Detachments gain access to the following shield host rules, provided every model in that Detachment that is assigned to a shield host is assigned to the same shield host. Such a Detachment is referred to as a Shield Host Detachment.

If your shield host is not listed in this section, it is treated as an EMPEROR’S CHOSEN shield host for the purposes of the following rules.

SHIELD HOST FIGHTING STYLE
All <SHIELD HOST> units in a Shield Host Detachment will gain a shield host fighting style, each of which includes two traits. The fighting style they gain depends upon which shield host they are assigned to.

Each fighting style also specifies a martial ka’tah. Once per battle, when you select one of that ka’tah’s stances to be active for your army, you can use this ability. If you do so, that ka’tah’s other stance also becomes active for your army. That other ka’tah stance does not count as being selected as the active ka’tah stance, meaning you are not prevented from selecting it in the subsequent command phase (providing you haven’t already done so), and are able to use this ability even if you selected that other ka’tah stance to be active in your previous Command phase.

WARLORD TRAITS
Each shield host has an associated Shield Host Warlord Trait. If an ADEPTUS CUSTODES <SHIELD HOST> CHARACTER models gains a Warlord Trait, they can have the relevant Shield Host Warlord Trait instead of an Adeptus Custodes Warlord Trait.

STRATAGEMS
Each shield host has an associated Shield Host Stratagem. If your army includes a Shield Host Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you can spend Command points to use the relevant Shield Host Stratagem in addition to Adeptus Custodes Stratagems.

RELICS OF TERRA
Each shield host has an associated Relic of Terra. If your army is led by a <SHIELD HOST> WARLORD, you can, when mustering your army, give the relevant Shield Host Relic to a <SHIELD HOST> CHARACTER model from your army instead of giving them a Relic of Terra. Named characters and VEHICLE models cannot be given a Relic of Terra.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Terra your models have on your army roster.

Emperor’s Chosen

Not every Custodian belongs to a shield host, for such organisations are a temporary formation of shield companies gathered for a particular purpose though some have existed for ten thousand years without having been disbanded. Those Custodes not part of such a formation play just as vital a role in the service of the Emperor, and fight all over the galaxy in their liege’s name.

SHIELD HOST FIGHTING STYLE: MAGNA IMPERATOR

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

Trait 1
Each time a unit with this trait is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.

Trait 2
Each time a model in a unit with this trait would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

Martial Ka’tah: Rendax

ESTEEMED AMALGAM1CP
Emperor’s Chosen – Strategic Ploy Stratagem

Assemblies of Adeptus Custodes include warriors with an enormous range of combat experience against myriad foes. Together, these warriors are much greater than the sum of their parts.

Use this Stratagem in your Command phase. Select one EMPEROR’S CHOSEN unit from your army, then select one other shield host’s fighting style. Until the start of your next Command phase, the models in that unit have the traits of that shield host fighting style instead of the traits of the Magna Imperator fighting style.

WARLORD TRAIT: AURIC EXEMPLAR

The warlord embodies all the greatest traits of the Adeptus Custodes, and is admired by Custodians and others alike. Brave, loyal, steadfast and strong, they are among Humanity’s finest. In battle, this warlord strikes down foe after foe with incredible precision.

Each time this WARLORD fights, after resolving all of its attacks, it can make a number of additional attacks equal to the number of enemy models destroyed as a result of its attacks during that fight (to a maximum of 4 additional attacks).

RELIC: PARAGON SPEAR

Paragon spears are among the most powerful and beautifully wrought guardian spears in the Custodes’ arsenal, wielded most often by great Shield-Captains.

EMPEROR’S CHOSEN model equipped with a guardian spear only. This Relic replaces a guardian spear and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Paragon spear (shooting)
Paragon spear (shooting)
24"
Rapid Fire 1
5
-1
2
Paragon spear (melee)
Paragon spear (melee)
Melee
Melee
+3
-5
2

Shadowkeepers

The Shadowkeepers watch over the Dark Cells beneath the Imperial Palace and keep trammelled the dread entities and technologies sealed within. Should such potent and terrible manifestations appear abroad in the Imperium, it falls to the Shadowkeepers to capture and imprison them.

SHIELD HOST FIGHTING STYLE: WARDENS OF THE DARK CELLS

The Shadowkeepers are unrelenting in the pursuit of their quarry, whether it is being, beast or dark artefact. When apprehending their target, they are utterly focused and unstoppable.

Trait 1
While an enemy unit is within Engagement Range of one or more units with this trait, subtract 1 from the Attacks characteristic of each model in that enemy unit.

Trait 2
Each time a model in a unit with this trait makes an attack against a CHARACTER unit, you can re- roll the wound roll.

Martial Ka’tah: Kaptaris

GRIM RESPONSIBILITY1CP
Shadowkeepers – Battle Tactic Stratagem

The Shadowkeepers' role requires superhuman resolve and a fortitude of will so unbreakable that it is like unto a monolithic fortress. When set to their task, the Shadowkeepers shrug off the worst that their foes can throw at them, ignoring the sorest wounds through sheer force of determination. For their already outmatched enemies, it is a terrifying spectacle.

Use this Stratagem in any phase, when a SHADOWKEEPERS unit from your army (excluding VEHICLE units) is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Strength characteristic of that attack.

WARLORD TRAIT: LOCKWARDEN

The master of the Shadowkeepers is the Lockwarden, an especially stern master gaoler feared by all his charges. He must be implacable in defence and unrelenting on the attack.

Each time an attack made by this WARLORD is allocated to a CHARACTER unit, an invulnerable saving throw cannot be made against that attack.

RELIC: STASIS OUBLIETTE

This unassuming, rune - inscribed piece of arcane technology entraps its victim in a shimmering stasis prison for return to Terra.

SHADOWKEEPERS model only. At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

Dread Host

Fear is a familiar weapon to the Imperium, used to deter enemies and keep seething populations in line. There is no terror as pure and absolute as that invoked when the Emperor’s own fury is unleashed to punish his foes. Such is the Dread Host, a weapon forged to strike at dawning threats and spread fear through absolute annihilation.

SHIELD HOST FIGHTING STYLE: INSTRUMENTS OF THE EMPEROR’S WRATH

The Dread Host are executioners and eliminators the Emperor’s wrath made manifest. Where they tread, the enemy are completely destroyed. No other result is acceptable.

Trait 1
Each time a model in a unit with this trait makes an attack that targets an enemy unit within 9" of it, the Armour Penetration characteristic of that attack is improved by 1.

Trait 2
You can re-roll charge rolls made for units with this trait.

Martial Ka’tah: Dacatarai

GOLDEN LIGHT OF THE MOIRAIDES2CP
Dread Host – Strategic Ploy Stratagem

The Dread Host go to battle aboard the trio of terrifying pre-heresy warships known as the Moiraides. These potent vessels teleport their passengers straight into battle, so that the Adeptus Custodes can begin their charge aboard a warship, and complete it surging from an explosion of golden light into the enemy's midst.

Use this Stratagem in your Movement phase, when a DREAD HOST unit from your army is set up on the battlefield using the From Golden Light ability. Until the start of your next turn:
  • Each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
  • Each time that unit declares a charge, enemy units that were targeted by that charge cannot fire Overwatch or Set to Defend against that charge.

WARLORD TRAIT: ALL-SEEING ANNIHILATOR

The Dread Host employ a near-prescient intelligence network to foresee their enemies’ plans and weaknesses. This warlord employs that amassed knowledge to best direct his comrades’ attacks.

In your Command phase, select this WARLORD or one friendly DREAD HOST CORE unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, an unmodified hit roll of 6 scores 1 additional hit.

RELIC: ADMONIMORTIS

This towering castellan axe was wrought to make a bloody example of those who dare to set themselves against the might of Terra.

DREAD HOST model equipped with a castellan axe only. This Relic replaces a castellan axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Admonimortis (shooting)
Admonimortis (shooting)
24"
Rapid Fire 1
5
-1
2
Admonimortis (melee)
Admonimortis (melee)
Melee
Melee
+3
-3
3

Aquilan Shield

Certain servants of the Emperor bear great responsibilities deemed directly relevant to the safety of Terra. Such esteemed figures are afforded the protection of the Aquilan Shield, until their usefulness is thought to be at its end. These warriors devote every iota of their strength and will to the defence of their assigned charge, be that an Indomitus Crusade Fleetmaster or a lowly Imperial Guardsman turned visionary prophet.

SHIELD HOST FIGHTING STYLE: GILDED GUARDIANS

Knowledge as to the purpose of the Aquilan Shield’s warriors is rare to any but themselves, and only they know what terrible events will occur if they fail. Thus, they fight with a tenacity and determination that is all but impossible for the foe to overcome.

Trait 1
CORE units with this trait are eligible to perform Heroic Interventions as if they were CHARACTERS.

Trait 2
Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in a unit with this trait, that attack has an Armour Penetration characteristic of 0 instead.

Martial Ka’tah: Salvus

SHIELD OF HONOUR1CP
Aquilan Shield – Strategic Ploy Stratagem

It is second nature for the warriors of the Aquilan Shield to place themselves between their charges and potential peril.

Use this Stratagem in your opponent’s Shooting phase, when an enemy unit is selected to shoot with. Select one IMPERIUM INFANTRY CHARACTER unit from your army. Until the end of the phase, while that unit from your army is within 6" of a friendly AQUILAN SHIELD CORE unit, that IMPERIUM INFANTRY CHARACTER unit can use the Look Out, Sir rule even if this unit contains fewer than 3 models.

WARLORD TRAIT: REVERED COMPANION

Years of interposing himself between his charges and the blades of their foes has left this warlord adept at turning and deflecting attacks.

Each time an attack is allocated to this WARLORD, halve the Damage characteristic of that attack (rounding up).

RELIC: PRAESIDIUS

Fashioned by the great Terran armourer Annah Tsvochakin in the latter years of M32, the stunningly worked storm shield named Praesidius is a singular artefact. Not only is its auramite surface finely worked and layered at a molecular level for greater durability, but nestled within its graven bulk are a series of microshield generators. Employing a never again replicated 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 Praesidius’ bearer.

AQUILAN SHIELD model equipped with a praesidium shield only. Each time an attack is made against the bearer, subtract 1 from that attack’s wound roll.

Solar Watch

The Solar Watch move fast and strike hard, launching their Talon Sorties to eliminate those threats in or around the Sol System itself. Their wrath is swift and terrible, delivered with a martial precision that few could match.

SHIELD HOST FIGHTING STYLE: TALON SORTIE

When the Solar Watch attack, they strike for the throat, reacting swiftly and devastatingly to any threats they perceive.

Trait 1
Add 1 to Advance and charge rolls made for units with this trait. If a unit with this trait has the Implacable Vanguard ability, add 7" to the Move characteristic of models in this unit instead of 6".

Trait 2
Units with this trait are eligible to declare a charge in a turn in which they Fell Back.

Martial Ka’tah: Calistus

THE EAGLE’S STRIKE1CP
Solar Watch – Strategic Ploy Stratagem

The Solar Watch prioritise the speedy elimination of their foes’ command assets, tearing the throat from their army. The enemy are left reeling and confused, their command structure collapsing even as the Solar Watch strike the killing blow.

Use this Stratagem in any phase, when an enemy WARLORD is destroyed by a SOLAR WATCH unit from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.

WARLORD TRAIT: SALLY FORTH

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.

At the start of your Charge phase, select one friendly SOLAR WATCH INFANTRY unit within 6" of this WARLORD. Until the end of the phase, that unit is eligible to charge in a turn in which it Advanced.

RELIC: SWIFTSILVER TALON

Wrought from lightweight zephyrgeldt alloys, this remarkable spear is also imbued with a ferociously predatory machine spirit.

SOLAR WATCH model equipped with a guardian spear only. The bearer can shoot and charge in a turn in which it Fell Back. This Relic replaces a guardian spear and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Swiftsilver talon (shooting)
Swiftsilver talon (shooting)
24"
Rapid Fire 1
4
-2
2
Swiftsilver talon (melee)
Swiftsilver talon (melee)
Melee
Melee
+2
-4
2

Emissaries Imperatus

In the days of the Great Crusade, the Emperor often entrusted crucial messages or artefacts to be borne by his Custodians. It is a duty they still fulfil now, speaking, acting and making war with the absolute authority of the Master of Mankind himself.

SHIELD HOST FIGHTING STYLE: HERALDS OF THE THRONE

Emissaries Imperatus are the first out into the darkness, bringing the light and word of the Emperor wherever they go.

Trait 1
At the start of the Fight phase, if a unit with this trait is within Engagement Range of any enemy units, it can fight first that phase.

Trait 2
Each time a model in a unit with this trait makes an attack, you can ignore any or all modifiers to the hit roll and wound roll.

Martial Ka’tah: Conservai

INTO THE DARKNESS2CP/3CP
Emissaries Imperatus – Battle Tactic Stratagem

The Emissaries Imperatus hear the word of the Emperor himself. They will fulfil his will no matter the opposition, and brave the darkest regions of the galaxy to complete the tasks given to them.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one EMISSARIES IMPERATUS CORE unit from your army. That unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains 4 or more models, this Stratagem costs 3CP; otherwise, it costs 2CP. You can only use this Stratagem once.

WARLORD TRAIT: VOICE OF THE EMPEROR

Where many amongst the Adeptus Custodes hold themselves remote and aloof from the lesser mortals around them, this warlord’s booming oratory and inspirational rhetoric are meant for the ears and hearts of all loyal Imperial servants.

  • Add 3" to the range of this WARLORD’s aura abilities to a maximum of 12" (this has already been added to the Voice of the Emperor aura ability below).
  • This WARLORD has the following ability: ‘Voice of the Emperor (Aura): While a friendly ADEPTUS CUSTODES or ANATHEMA PSYKANA unit is within 9" of this model, add 1 to the Leadership characteristic of models in that unit.’

RELIC: HALO OF THE TORCHBEARER

This device brings light to the most impenetrable of darknesses, its magnificent gleam so bright that it can strike down foes.

EMISSARIES IMPERATUS model only.
  • The bearer has the following ability: ‘Halo of the Torchbearer (Aura): While a friendly EMISSARIES IMPERATUS unit is within 3" of this model, it can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.’
  • At the start of the Fight phase, roll one D6 for each enemy unit within 3" of this model. On a 3+, that enemy unit suffers 1 mortal wound, or D3 mortal wounds if that unit’s Leadership characteristic is 7 or less.

Stratagems by Phase

Before battle

ETERNAL PENITENT (Adeptus Custodes – Requisition)

OPEN THE VAULTS (Adeptus Custodes – Requisition)

THE EMPEROR’S HEROES (Adeptus Custodes – Requisition)

VICTOR OF THE BLOOD GAMES (Adeptus Custodes – Requisition)

During deployment

FROM GOLDEN LIGHT THEY COME (Adeptus Custodes – Strategic Ploy)

Battle Round

At the start of battle round

DEATH MARK (Adeptus Custodes – Battle Tactic)

INTO THE DARKNESS (Emissaries Imperatus – Battle Tactic)

Any phase

CREEPING DREAD (Adeptus Custodes – Strategic Ploy)

TALONS OF THE EMPEROR (Adeptus Custodes – Battle Tactic)

Command phase

MARTIAL DISCRETION (Adeptus Custodes – Strategic Ploy)

RETRIBUTION OF THE MACHINE SPIRIT (Adeptus Custodes – Epic Deed)

UNLEASH THE LIONS (Adeptus Custodes – Strategic Ploy)

WISDOM OF THE MORITOI (Adeptus Custodes – Epic Deed)

ESTEEMED AMALGAM (Emperor’s Chosen – Strategic Ploy)

Movement phase

MANOEUVRE AND FIRE (Adeptus Custodes – Strategic Ploy)

TELEPORT HOMER (Adeptus Custodes – Wargear)

TALONS BARED (Adeptus Custodes – Boarding Actions – Strategic Ploy)

GOLDEN LIGHT OF THE MOIRAIDES (Dread Host – Strategic Ploy)

Enemy Movement phase

TANGLEFOOT GRENADE (Adeptus Custodes – Wargear)

RAPID REACTIONS (Adeptus Custodes – Strategic Ploy)

RAPID REACTIONS (Adeptus Custodes – Boarding Actions – Strategic Ploy)

Enemy Psychic phase

DESPERATION’S PRICE (Adeptus Custodes – Strategic Ploy)

EMPYRIC SEVERANCE (Adeptus Custodes – Strategic Ploy)

Shooting phase

PSYK-OUT GRENADE (Adeptus Custodes – Wargear)

PURGATION SWEEP (Adeptus Custodes – Battle Tactic)

Enemy Shooting phase

SHIELD OF HONOUR (Aquilan Shield – Strategic Ploy)

Being targeted

ARCANE GENETIC ALCHEMY (Adeptus Custodes – Battle Tactic)

COVERED ADVANCE (Adeptus Custodes – Wargear)

THE EMPEROR’S AUSPICE (Adeptus Custodes – Strategic Ploy)

ARCANE GENETIC ALCHEMY (Adeptus Custodes – Boarding Actions – Battle Tactic)

GRIM RESPONSIBILITY (Shadowkeepers – Battle Tactic)

Charge phase

SENSE OF SANCTION (Adeptus Custodes – Boarding Actions – Epic Deed)

Enemy Charge phase

TANGLEFOOT GRENADE (Adeptus Custodes – Wargear)

FRATERNITY OF HEROES (Adeptus Custodes – Strategic Ploy)

OATH-BOUND PROTECTORS (Adeptus Custodes – Boarding Actions – Strategic Ploy)

Fight phase

INDOMITABLE GUARDIANS (Adeptus Custodes – Strategic Ploy)

PRAESIDIUM SHIELDWALL (Adeptus Custodes – Battle Tactic)

SWEEPING ADVANCE (Adeptus Custodes – Battle Tactic)

VIGIL UNENDING (Adeptus Custodes – Epic Deed)

AVENGE THE FALLEN (Adeptus Custodes – Battle Tactic)

SLAYERS OF NIGHTMARES (Adeptus Custodes – Battle Tactic)

DUTY BEFORE THE THRONE (Adeptus Custodes – Boarding Actions – Epic Deed)

Enemy Fight phase

INDOMITABLE GUARDIANS (Adeptus Custodes – Strategic Ploy)

PRAESIDIUM SHIELDWALL (Adeptus Custodes – Battle Tactic)

SWEEPING ADVANCE (Adeptus Custodes – Battle Tactic)

VIGIL UNENDING (Adeptus Custodes – Epic Deed)

AVENGE THE FALLEN (Adeptus Custodes – Battle Tactic)

SLAYERS OF NIGHTMARES (Adeptus Custodes – Battle Tactic)

DUTY BEFORE THE THRONE (Adeptus Custodes – Boarding Actions – Epic Deed)

Taking casualties

INDOMITABLE ENGINES (Adeptus Custodes – Epic Deed)

SHOULDER THE MANTLE (Adeptus Custodes – Strategic Ploy)

DUTY BEFORE THE THRONE (Adeptus Custodes – Boarding Actions – Epic Deed)

Enemy taking casualties

EARNING OF A NAME (Adeptus Custodes – Epic Deed)

THE EAGLE’S STRIKE (Solar Watch – Strategic Ploy)

Stratagems

If your army includes any ADEPTUS CUSTODES or ANATHEMA PSYKANA Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <SHIELD HOST> on that Stratagem (if any) with the name of the shield host that your selected unit is assigned to.

ARCANE GENETIC ALCHEMY1CP/2CP
Adeptus Custodes – 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.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the enemy model making the attack may have. If that ADEPTUS CUSTODES INFANTRY unit contains 3 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP. You cannot use both Arcane Genetic Alchemy and The Emperor’s Auspice Stratagems on the same unit in the same phase.
SWEEPING ADVANCE1CP
Adeptus Custodes – Battle Tactic Stratagem

Custodes riding jetbikes smash apart their foes without slowing, racing to new positions as soon as they’ve broken through.

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES BIKER unit from your army consolidates. Until the end of the phase, each time a model in that unit makes a consolidation move, it can move an additional 3".
PRAESIDIUM SHIELDWALL1CP
Adeptus Custodes – Battle Tactic Stratagem

When units of Custodes form a wall with their praesidium shields, the enemy can do little to break through.

Use this Stratagem in the Fight phase, when a CUSTODIAN GUARD unit from your army is selected as the target of a melee attack, and every model in that unit is equipped with a praesidium shield. Until the end of the phase, each time a melee attack is made against that unit, subtract 1 from that attack's hit roll.
DEATH MARK1CP
Adeptus Custodes – Battle Tactic Stratagem

When Vigilators mark a target for death, its destruction is assured.

At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, each time a model in a VIGILATORS unit from your army makes an attack against that enemy unit, you can re-roll the hit roll.
AVENGE THE FALLEN1CP
Adeptus Custodes – Battle Tactic Stratagem

The loss of a Custodian is commemorated by the tolling of the Bell of Lost Souls on Terra, and by their comrades’ bloody vengeance on the battlefield.

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES unit from your army is selected to fight. Until the end of the phase:
  • If that unit is below Starting Strength but not below Half-strength, add 1 to the Attacks characteristic of models in that unit.
  • If that unit is below Half-strength, add 2 to the Attacks characteristic of models in that unit instead.
SLAYERS OF NIGHTMARES1CP/2CP
Adeptus Custodes – Battle Tactic Stratagem

In an age plagued by monstrous foes, when primordial horrors from the darkest void circle Humanity's dying light, still the Adeptus Custodes stand strong!

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a unit with a higher Toughness characteristic than its own, add 1 to that attack’s wound roll. If that ADEPTUS CUSTODES unit contains 3 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
TALONS OF THE EMPEROR1CP
Adeptus Custodes – Battle Tactic Stratagem

The Talons of the Emperor strike with deadly unity.

Use this Stratagem in any phase, after shooting or fighting with an ADEPTUS CUSTODES unit from your army. Select one friendly ANATHEMA PSYKANA unit within 6" of it. Until the end of the phase, each time a model in that ANATHEMA PSYKANA unit makes an attack, add 1 to that attack’s hit roll.
PURGATION SWEEP1CP
Adeptus Custodes – Battle Tactic Stratagem

When set upon by the foe, Witchseekers stop at nothing to bring them down with torrents of burning promethium.

Use this Stratagem in your Shooting phase, when a WITCHSEEKERS unit from your army is selected to shoot, or in your opponent’s Charge phase, when a WITCHSEEKERS unit from your army is selected to fire Overwatch. Until the end of the phase, add 1 to the Strength characteristic of witchseeker flamers models in that unit are equipped with.
VIGIL UNENDING2CP
Adeptus Custodes – Epic Deed Stratagem

Only in death does duty end, and the Custodes are determined that every second of their lives will be spent committed to the Emperor.

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed ADEPTUS CUSTODES CHARACTER model’s attacks, it is then removed.
WISDOM OF THE MORITOI1CP
Adeptus Custodes – Epic Deed Stratagem

Each fallen champion who rests within the sarcophagus of a Dreadnought has seen a thousand battles and slain foes beyond counting. All such noble warriors are immensely inspiring to Custodes around them.

Use this Stratagem in your Command phase. Select one ADEPTUS CUSTODES DREADNOUGHT model from your army. Until the start of your next Command phase, that model gains either the Inspirational Warrior or the Aggressive Precision ability, as shown below:

Inspirational Warrior (Aura): While a friendly <SHIELD HOST> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

Aggressive Precision (Aura): While a friendly <SHIELD HOST> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
RETRIBUTION OF THE MACHINE SPIRIT1CP
Adeptus Custodes – Epic Deed Stratagem

There are many tales of machine spirits wreaking havoc on the foe, even after their crew are slain and their critical systems are failing.

Use this Stratagem in your Command phase. Select one ADEPTUS CUSTODES MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
INDOMITABLE ENGINES1CP
Adeptus Custodes – Epic Deed Stratagem

The belligerency of some Adeptus Custodes machine spirits makes them unyielding foes to face.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES VEHICLE or ANATHEMA PSYKANA VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
EARNING OF A NAME1CP
Adeptus Custodes – Epic Deed Stratagem

When a Custodian carries out a magnificent deed, he might earn a new name for his efforts.

Use this Stratagem when an enemy CHARACTER unit is destroyed as a result of a melee attack made by an ADEPTUS CUSTODES CHARACTER model (excluding named characters) from your army. Resolve one of the following for that ADEPTUS CUSTODES CHARACTER unit:
  • Select one trait of a shield host fighting style that unit does not have. Until the end of the battle, that unit gains that trait (in addition to any other fighting styles it has gained).
  • Select one stance of one martial ka’tah. Until the end of the battle, that unit always benefits from that stance (even if a martial ka’tah is not active for your army).
You can only use this Stratagem on each ADEPTUS CUSTODES CHARACTER unit from your army once. You cannot use this Stratagem in a Crusade battle; you must use the Earning of a Name Requisition instead.
OPEN THE VAULTS1CP
Adeptus Custodes – Requisition Stratagem

In dire need, the warriors of the Adeptus Custodes bear into battle weapons not used since the siege of the Imperial Palace.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS CUSTODES or ANATHEMA PSYKANA keyword. Select one ADEPTUS CUSTODES CHARACTER model from your army and give them one Relic of Terra, or select one ANATHEMA PSYKANA CHARACTER model from your army and give them one Relic of the Vigil. In either case, this must be a Relic they could have. Each Relic from your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
THE EMPEROR’S HEROES1CP
Adeptus Custodes – Requisition Stratagem

Champions of the Talons of the Emperor could lead entire armies.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS CUSTODES or ANATHEMA PSYKANA keyword. Select one ADEPTUS CUSTODES CHARACTER model or one ANATHEMA PSYKANA CHARACTER model from your army and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait from your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
VICTOR OF THE BLOOD GAMES1CP
Adeptus Custodes – Requisition Stratagem

What foe can withstand a warrior who has overcome the defences of Holy Terra itself?

Use this Stratagem before the battle, after a Warlord Trait is determined for an ADEPTUS CUSTODES CHARACTER model from your army (excluding named characters). You can generate one additional Warlord Trait for them. Each Warlord Trait from your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
ETERNAL PENITENT1CP
Adeptus Custodes – Requisition Stratagem

Custodians tainted by dishonour seek penance through voluntary entombment in a Dreadnought's sarcophagus.

Use this Stratagem before the battle, when you are mustering your army. Select one ADEPTUS CUSTODES DREADNOUGHT unit from your army.
  • Add 1 to that unit’s Attacks characteristic.
  • You can re-roll charge rolls made for that unit. If you could already re-roll charge rolls made that unit (e.g. if it has the Instruments of the Emperor’s Wrath fighting style) add 1 to charge rolls made for that unit instead.
You can only use this Stratagem once.
FRATERNITY OF HEROES1CP
Adeptus Custodes – Strategic Ploy Stratagem

Any Custodian would place himself in peril to protect his brothers without a moment’s hesitation.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one ADEPTUS CUSTODES unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention as if it were a CHARACTER unit. If that unit is already eligible to perform a Heroic Intervention, it is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6".
MARTIAL DISCRETION1CP/2CP
Adeptus Custodes – Strategic Ploy Stratagem

Adeptus Custodes fight in whatever manner necessary to achieve victory.

Use this Stratagem in your Command phase, after selecting a ka’tah stance to be active for your army. Select one ADEPTUS CUSTODES unit from your army that has the Martial Ka’tah ability, then select one ka’tah stance that is not active for your army. Until the start of your next Command phase, that unit benefits from that stance, instead of the active ka’tah stance(s) of your army. If that ADEPTUS CUSTODES unit contains 4 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
INDOMITABLE GUARDIANS1CP
Adeptus Custodes – Strategic Ploy Stratagem

Custodians will not be moved from their objective.

Use this Stratagem in the Fight phase, after an enemy unit has fought. Select one ADEPTUS CUSTODES unit from your army that is in range of an objective marker and is eligible to fight: that unit fights next.
UNLEASH THE LIONS1CP/2CP
Adeptus Custodes – Strategic Ploy Stratagem

Heroic bands of Allarus Custodians engage armies in fierce battle.

Use this Stratagem in your Command phase. Select one ALLARUS CUSTODIANS unit from your army that is on the battlefield and contains 2 or more models. Until the end of the battle, each model in that unit becomes its own unit. In Crusade battles, treat that unit as if it has the Combat Squads ability, even if it could be more than 2 squads. If that ALLARUS CUSTODIANS unit contains 3 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
SHOULDER THE MANTLE1CP
Adeptus Custodes – Strategic Ploy Stratagem

A comrade always stands ready to take a fallen leader's place.

Use this Stratagem when your WARLORD is destroyed. Select another ADEPTUS CUSTODES CHARACTER model from your army. Until the end of the battle, if that model does not have a Warlord Trait, it gains one Warlord Trait of that destroyed WARLORD. Then, until the end of the battle, that ADEPTUS CUSTODES CHARACTER model now counts as your WARLORD for all rules purposes. If any mission objective, secondary objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until after the new WARLORD is destroyed.
MANOEUVRE AND FIRE1CP
Adeptus Custodes – Strategic Ploy Stratagem

The Custodes never take the pressure off their foes, maintaining punishing fire even as they manoeuvre to new positions.

Use this Stratagem in your Movement phase, when an ADEPTUS CUSTODES unit from your army that can FLY Falls Back. Until the end of the turn, that unit is eligible to shoot even though it Fell Back.
DESPERATION’S PRICE1CP
Adeptus Custodes – Strategic Ploy Stratagem

To overcome the Null-Maidens’ aura, enemy psykers overstretch themselves with horrible consequences.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER unit within 18" of an ANATHEMA PSYKANA INFANTRY unit from your army suffers Perils of the Warp. That PSYKER unit suffers an additional D3 mortal wounds.
THE EMPEROR’S AUSPICE1CP/2CP
Adeptus Custodes – Strategic Ploy Stratagem

When the eye of the Emperor is upon his champions, no foul trickery of the foe can prevail.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES INFANTRY unit from your army is chosen as the target of an attack. Until the end of the phase, each time an attack is made against that unit, your opponent cannot re-roll the hit roll, wound roll or damage roll for that attack. If that ADEPTUS CUSTODES INFANTRY unit contains 4 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP. You cannot use both Arcane Genetic Alchemy and The Emperor’s Auspice Stratagems on the same unit in the same phase.
FROM GOLDEN LIGHT THEY COME1CP
Adeptus Custodes – Strategic Ploy Stratagem

Through use of ancient Godstrike-pattern teleportariums, the Custodians can deploy straight into the heart of battle.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one ADEPTUS CUSTODES INFANTRY, ADEPTUS CUSTODES BIKER or ADEPTUS CUSTODES DREADNOUGHT unit from your army. That unit gains the From Golden Light ability.
EMPYRIC SEVERANCE1CP
Adeptus Custodes – Strategic Ploy Stratagem

The mere presence of Null-Maidens quashes psychic manifestations.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made (if any). If that enemy PSYKER unit is within 18" of any ANATHEMA PSYKANA INFANTRY units from your army, roll one D6: on a 4+, that psychic power is denied.
CREEPING DREAD1CP
Adeptus Custodes – Strategic Ploy Stratagem

Foes shrink from the Null-Maidens' unsettling presence.

Use this Stratagem at the start of any phase. Select one ANATHEMA PSYKANA INFANTRY unit from your army. Until the end of the phase, this unit gains the following ability: ‘Creeping Dread (Aura): While an enemy unit is within 6" of this unit, each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.’
RAPID REACTIONS1CP
Adeptus Custodes – Strategic Ploy Stratagem

As Custodes push back the enemy in melee, they gun them down with their guardian spears.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that was within Engagement Range of an ADEPTUS CUSTODES INFANTRY unit from your army when it was selected to move finishes a Fall Back move. That ADEPTUS CUSTODES INFANTRY unit can shoot as if it were your Shooting phase, but it can only target that enemy unit.
COVERED ADVANCE1CP
Adeptus Custodes – Wargear Stratagem

Deploying their smoke launchers, transports screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS CUSTODES SMOKESCREEN or ANATHEMA PSYKANA SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
TANGLEFOOT GRENADE1CP
Adeptus Custodes – Wargear Stratagem

These rare grenades cause localised distortions in gravity, space and time that send the enemy stumbling in disarray.

Use this Stratagem at the start of your opponent’s Movement or Charge phase. Select one enemy unit (excluding units that can FLY) within 12" of and visible to an ADEPTUS CUSTODES INFANTRY unit from your army and roll one D6. If it is your opponent’s Movement phase, subtract an equivalent number of inches from that enemy unit’s Move characteristic for this phase (to a minimum of 0"). If it is your opponent’s Charge phase, subtract the result from charge rolls made for that unit this phase (to a minimum of 0). You can only use this Stratagem once per turn.
TELEPORT HOMER1CP
Adeptus Custodes – Wargear Stratagem

This equipment produces a signal that can lock on to armour and ensure warriors teleport exactly where needed.

Use this Stratagem in your Movement phase, when an ADEPTUS CUSTODES TELEPORT HOMER unit from your army is selected to move. Remove that unit from the battlefield. In the Reinforcements step of that Movement phase, set that unit back up on the battlefield within 3" of a friendly VEXILUS PRAETOR or ALEYA model (that model must not have been set up as Reinforcements this turn) and more than 9" away from any enemy models. If the battle ends and that ADEPTUS CUSTODES TELEPORT HOMER unit is not on the battlefield, it is destroyed.
PSYK-OUT GRENADE1CP
Adeptus Custodes – Wargear Stratagem

Psyk-out grenades are produced using an extremely rare substance thought to be a by-product of the esoteric processes that sustain the Astronomican. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area.

Use this Stratagem in your Shooting phase, when an ANATHEMA PSYKANA INFANTRY unit from your army is selected to shoot. If that unit is not within Engagement Range of any enemy units, roll one D6: on a 2+, the closest enemy PSYKER unit that is within 6" of and visible to your unit suffers Perils of the Warp.

Captain-Commander

If your army is Battle-forged and includes any ADEPTUS CUSTODES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade a SHIELD-CAPTAIN model (excluding named characters) from your army to a Captain-Commander. If you are playing a Combat Patrol or Incursion battle, you can upgrade one such model. If you are playing a Strike Force or Onslaught battle, you can upgrade two such models.

Each time you upgrade a SHIELD-CAPTAIN model to a Captain Commander, select one of the appropriate Captain-Commander abilities below for that model to gain. Its Power Rating is increased by 1. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown in the table below. Make a note on your army roster each time you upgrade a SHIELD-CAPTAIN model using these rules, including specifying the ability it has gained. Each SHIELD-CAPTAIN model from your army (or Crusade force) can only be upgraded once, and you cannot select a Captain-Commander ability for a SHIELD-CAPTAIN model if another SHIELD-CAPTAIN model from your army (or Crusade force) already has that Captain-Commander ability.

A Crusade force cannot start with any upgraded SHIELD-CAPTAIN models - to include one in a Crusade force, you must use the a Captain-Commander Requisition.

GUARDIAN SHIELD-CAPTAIN MODEL ONLY

Master of the Stances

This Captain-Commander takes weapon mastery to the highest level. He has become the wargear he wields, and they have become him. All Custodes who follow him seek to learn from his skills and follow his lead.

In your Command phase, select one ADEPTUS CUSTODES CORE or ADEPTUS CUSTODES CHARACTER unit within 6" of this model. Until the start of your next Command phase, that unit benefits from both stances of your current ka’tah. This model can only use this ability if every unit from your army has the ADEPTUS CUSTODES keyword (excluding ANATHEMA PSYKANA, AGENT OF THE IMPERIUM and UNALIGNED units).

Swift as the Eagle

Although every Custodian is devastatingly fast on the battlefield, with preternatural reactions to match, some - like this Captain Commander - are outstanding even among their peers.

This model is eligible to declare a charge with in a turn in which it Advanced.

Inspirational Exemplar

This Captain-Commander is admired by all in the Custodes who know him. His judgement is sound, his tactical acumen impeccable.

Add 3" to the range of this model’s Inspirational Fighter ability (to a maximum of 12").
ALLARUS SHIELD-CAPTAIN MODEL ONLY

Unstoppable Destroyer

The Captain-Commander is implacable on the field, the Emperor’s will made manifest. No foe can hope to stop this warrior achieving his goals.

Each time this model makes a pile-in or consolidation move, it can move an additional 1". Each time this model makes a pile-in or Heroic Intervention move, it can move in any direction, and can do so even if it is already touching an enemy model, so long as it finishes the move within Engagement Range of an enemy unit.

Bane of Abominations

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

Each time this model makes a melee attack against a MONSTER, VEHICLE or CHARACTER unit, add 1 to the wound roll.

Defiant to the Last

The harder the battle, the more resolute this Captain-Commander becomes.

  • If this model has less than its starting number of wounds but more than half, add 1 to its Attacks characteristic.
  • If this model has half or less than half of its starting number of wounds, add 2 to its Attacks characteristic.
VERTUS SHIELD-CAPTAIN MODEL ONLY

Fierce Conqueror

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

Each time this model is selected to fight, after it piles in, if it is within 2" of six or more enemy models, then until that fight is resolved, add 2 to the Attacks characteristic of this model.

Ceaseless Hunter

This Captain-Commander never relents in the pursuit of his quarry any apparent withdrawal he makes merely brings death to his foe sooner.

This model is eligible to declare a charge with in a turn in which it Fell Back.

Tip of the Spear

This Captain-Commander leads from the front, determined to be the first onto any battlefield and to claim the maiden kill. He storms into the fray at incredible speed, smashing through his foes.

Each time this model makes an attack, if it made a charge move or performed a Heroic Intervention this turn, you can re-roll hit rolls and wound rolls of 1.

Warlord Traits

If an ADEPTUS CUSTODES CHARACTER model is your WARLORD, you can use the Adeptus Custodes Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

When you have determined a Warlord Trait for an ADEPTUS CUSTODES CHARACTER model, replace all instances of the <SHIELD HOST> keyword in their Warlord Trait (if any) with the name of the shield host that your model is assigned to.

If an ANATHEMA PSYKANA CHARACTER model is your WARLORD, you can use the Anathema Psykana Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

Adeptus Custodes Warlord Traits

D6WARLORD TRAIT
1

MASTER OF MARTIAL STRATEGY

This warlord is immeasurably accomplished in the arts of war and in the Adeptus Custodes’ fighting formations.

  • While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem, you can roll one D6: on a 5+, that Command point is refunded.
  • Once per battle, in your Command phase, if units from your army are using the Martial Ka’tah ability, before selecting a ka’tah stance for your army, you can change the order of your martial ka’tahs, i.e. primary, secondary or tertiary. Note that this does not allow you to select ka’tah stances more than once.

2

CHAMPION OF THE IMPERIUM

This warlord is amongst the finest champions in the entire Imperium, and their presence inspires all nearby to acts of heroism.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
  • Each time this WARLORD makes an attack, you can re-roll the hit roll.

3

SUPERIOR CREATION

The cellular alchemy that went into the creation of this heroic warrior has rendered him breathtakingly resilient.

Each time this WARLORD would lose a wound, roll one D6: on a a 5+, that wound is not lost.

4

IMPREGNABLE MIND

No blandishment or invasion by the enemy can overcome the fortress of this warlord's mind, and his strength of will can crush that of lesser beings.

  • In your opponent’s Psychic phase, this WARLORD can attempt to Deny the Witch once as if it were a PSYKER model. Each time a Deny the Witch test is taken for this WARLORD, add 1 to the result.
  • This WARLORD counts as two additional models when determining control of an objective marker. This is cumulative with any other rules that make it count as additional models.

5

RADIANT MANTLE

The holy light of the Emperor himself glows around this magnificent warrior in a sublime halo. Enemies are blinded by its glory, forced to recoil in pain and terror.

Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll.

6

PEERLESS WARRIOR

With every strike, this warlord proves himself the master of one-to-one combat against even the most terrifying foes.

  • Each time this WARLORD makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • Each time an attack made by this WARLORD is allocated to an enemy model, the saving throw cannot be re-rolled.


Anathema Psykana Warlord Traits

D3WARLORD TRAIT
1

OBLIVION KNIGHT

Oblivion Knights are among the most powerful and experienced of the Sisters of Silence. Many have fought against and defeated numerous alpha-level psykers.

  • This WARLORD has the following ability: ‘Oblivion Knight (Aura): Add 1 to Advance and charge rolls made for ANATHEMA PSYKANA INFANTRY units while they are within 6" of this model.’
  • Each time this WARLORD makes an attack, re-roll a wound roll of 1.

2

SILENT JUDGE (AURA)

This warlord has condemned countless numbers to death in her mission to root out the psyker and punish those concealing them. In battle she is cold, calculated and remorseless.

While an enemy unit is within 3" of this WARLORD:

  • Each time a Combat Attrition test is taken for that enemy unit, subtract 1 from that Combat Attrition test.
  • That enemy unit loses the Objective Secured ability.

3

MISTRESS OF PERSECUTION (AURA)

This warlord is a supreme huntress who has captured and purged countless psykers in the bowels of hive worlds, the hidden dens of criminal warlords and on planets in the throes of heretical rebellion.

While a friendly ANATHEMA PSYKANA INFANTRY unit is within 6 " of this WARLORD:

  • Each time a model in that ANATHEMA PSYKANA INFANTRY unit makes an attack, the target does not receive the benefits of Heavy or Light Cover against that attack.
  • Add 3" to the Range characteristic of ranged weapons models in that ANATHEMA PSYKANA INFANTRY unit are equipped with.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the one shown below. Note that if TRAJANN VALORIS gains a Warlord Trait, he must have the Champion of the Imperium Warlord Trait. If he gains a second Warlord Trait (as described on his datasheet), he also has the Master of Martial Strategy Warlord Trait.
CHARACTERWARLORD TRAIT
AleyaOblivion Knight 
Trajann ValorisChampion of the Imperium, Master of Martial Strategy 
ValerianPeerless Warrior 

Chapter Approved Rules

If every model from your army (excluding AGENT OF THE IMPERIUM and UNALIGNED models) has the ADEPTUS CUSTODES and/or ANATHEMA PSYKANA keyword, and your WARLORD has the ADEPTUS CUSTODES or ANATHEMA PSYKANA keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Adeptus Custodes and Anathema Psykana secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

No Mercy, No Respite

MIGHT OF TERRA
Progressive Objective

The power of Terra is displayed when His most loyal warriors emerge from an enemy’s attack unscathed, and cut down their foes in response.

Score 4 victory points at the end of the battle round if one or more enemy units were destroyed this battle round and no ADEPTUS CUSTODES or ANATHEMA PSYKANA units from your army were destroyed this battle round.

Battlefield Supremacy

STAND VIGIL
Progressive Objective

The Adeptus Custodes are vigilance incarnate - unwavering sentinels that stand guard over the Master of Mankind and His realm.

Score 3 victory points at the end of the battle round if you control more objective markers that are not within either player’s deployment zone than your opponent does.

Purge the Enemy

AURIC MORTALIS
End Game Objective

When the very worst of the galaxy's abominations take to the battlefield, the Adeptus Custodes step forward to send them back into the abyss.

If you select this objective, then before the battle, you must select one unit from your opponent’s army that has the PRIMARCH or SUPREME COMMANDER keyword to be marked for death. If no such unit exists, select one unit from your opponent’s army with the highest points value to be marked for death. AIRCRAFT units are ignored when selecting a unit to be marked for death.

At the end of the battle, calculate how many victory points (to a minimum of 0) you score for this objective as follows:
  • 5 victory points if the unit you selected to be marked for death was destroyed.
  • 5 victory points if the unit you selected to be marked for death was destroyed as a result of a melee attack made by an ADEPTUS CUSTODES or ANATHEMA PSYKANA unit from your army.
  • 5 victory points if both of the above are true and the unit you selected to be marked for death was destroyed more than 6" away from your deployment zone.
  • -2 victory points for each unit from your army that the unit you selected to be marked for death destroyed.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with Adeptus Custodes and Sisters of Silence, such as Agendas, Battle Traits and Crusade Relics that are bespoke to ADEPTUS CUSTODES and ANATHEMA PSYKANA units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any ADEPTUS CUSTODES or ANATHEMA PSYKANA units, you can select an Agenda from the Adeptus Custodes Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

PURSUIT OF EXCELLENCE
Adeptus Custodes Agenda

The Custodes are never satisfied with their skills, always seeking to improve them in service to the Emperor.

At the end of the battle, the ADEPTUS CUSTODES unit from your army with the lowest number of experience points (if two or more are tied, select one of them) gains 1 experience point for each of the following:
  • That unit has not been destroyed.
  • You control an objective marker that is outside of your deployment zone and that unit is in range of it.
  • That unit’s combat tally of enemy units destroyed during the battle is one or more.
  • That unit has the highest combat tally from your army of enemy units destroyed during the battle (or is tied for the highest).
BOUND FOR THE DARK CELLS
Adeptus Custodes Agenda

Artefacts that pose a threat to the Emperor must be captured and sent to the Dark Cells.

After choosing deployment zones, your opponent selects one objective marker on the battlefield that you must secure for the Dark Cells.

If you selected this Agenda, INFANTRY units from your army can attempt the following action:

Runic Lock (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is in range of, and you control, the objective marker that you must secure for the Dark Cells. This action is completed at the start of your next Command phase or at the end of the battle (whichever comes sooner). If this action is successfully completed, that objective marker has been locked. It is no longer locked if your opponent controls that objective marker at the end of their turn or at the end of the battle (whichever comes sooner).

Your units gain experience points as follows:
  • At the end of the battle, if you control the objective marker that you must secure for the Dark Cells, you can select one ADEPTUS CUSTODES unit from your army that can control objective markers and is in range of that objective marker to gain 2 experience points.
  • If the objective marker that you must secure for the Dark Cells is locked, you can select one ADEPTUS CUSTODES unit from your army that completed the Runic Lock action to gain 2 experience points.
  • If you gain experience points from both of the above, your WARLORD gains 2 experience points.
THE GREAT TITHE
Adeptus Custodes Agenda

Psykers must be captured, whether to protect the Imperium from dangers or to fuel the Astronomican.

Keep a Great Tithe tally for each ANATHEMA PSYKANA INFANTRY unit from your army. Each time an enemy PSYKER unit is destroyed, place a Great Tithe marker as close as possible to where the last model in that enemy unit was removed from the battlefield. Add 1 to a unit’s Great Tithe tally each time it successfully completes the following action:

Capture for the Black Ships (Action): One or more ANATHEMA PSYKANA INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the centre of a different one of your Great Tithe markers. The action is completed at the end of your turn. If this action is completed, remove that Great Tithe marker.

Each unit gains 3 experience points for every mark on its Great Tithe tally (to a maximum of 6 experience points). In addition, if any units from your army earn experience points from this Agenda, you gain 1 Requisition point.
SHED THE BLACK
Adeptus Custodes Agenda

Custodes who wear the black of failure will always attempt to atone for their actions in battle.

At the end of the battle, select one ADEPTUS CUSTODES unit from your army that has a Battle Scar. That unit gains 1 experience point for each of the following:
  • If that unit’s combat tally of enemy units destroyed during the battle is one or more.
  • If that unit’s combat tally of enemy units destroyed during the battle is three or more.
  • If that unit has the highest combat tally from your army of enemy units destroyed during the battle (or is tied for the highest).
If that unit earns 2 or more experience points from this Agenda, remove one of its Battle Scars.
JUDGEMENT DELIVERED
Adeptus Custodes Agenda

A devastating victory is a great deterrent to potential foes.

At the end of the battle, if there are no models from the enemy army remaining on the battlefield, each ADEPTUS CUSTODES and ANATHEMA PSYKANA unit from your army that is on the battlefield gains 3 experience points.

Requisitions

If your Crusade force includes any ADEPTUS CUSTODES units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

CAPTAIN-COMMANDER1RP

Though an honorific more than an official rank, those named Captain-Commander richly deserve the accolade for their martial and strategic mastery.

Purchase this Requisition when a SHIELD-CAPTAIN unit from your Crusade force gains the Heroic or Legendary rank. That unit is upgraded to a Captain-Commander; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
ARTEFACT OF THE VAULTS1RP

In the most dire of circumstances, the Custodes will draw artefacts and relics from the vaults in order to defeat the most dangerous foes.

Purchase this Requisition before a battle. Select one ADEPTUS CUSTODES CHARACTER model from your army (excluding named characters), then select one of the following for that model:
EARNING OF A NAME1RP

Should a Custodian carry out a great and noble deed, he earns a new name.

Purchase this Requisition after a battle in which an enemy CHARACTER unit was destroyed by an ADEPTUS CUSTODES CHARACTER unit from your army of Battle hardened rank or higher. Determine an additional name for that ADEPTUS CUSTODES CHARACTER unit then select one of the following Earned Name effects for it:
  • Select one stance of one martial ka’tah. That unit always benefits from that stance (even if a ka’tah is not active for your army).
  • Select one trait of a shield host fighting style that unit cannot have. Each time that unit gains its shield host fighting style for a battle, it also gains that trait.
Increase that unit’s Crusade points total by 1 and make a note of its Earned Name effect in the Other Upgrades section of its Crusade card. Each time you use this Requisition on an ADEPTUS CUSTODES CHARACTER unit, the Earned Name effect selected replaces any previously selected Earned Name effect.
HONOURED ADVANCEMENT1RP

As a reward for deeds in battle, Custodians are marked for greatness, earning new titles and roles.

Purchase this Requisition when an ADEPTUS CUSTODES CORE unit from your army gains the Heroic or Legendary rank. Add an ADEPTUS CUSTODES CHARACTER unit assigned to the same shield host as that ADEPTUS CUSTODES CORE unit to your Order of Battle. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. That ADEPTUS CUSTODES CHARACTER unit starts with the same number of experience points as that ADEPTUS CUSTODES CORE unit and gains the appropriate number of Battle Honours for its rank. Then, change the experience points of that ADEPTUS CUSTODES CORE unit to 16, remove Battle Honours so it has no more than two, and adjust its Crusade card accordingly (including updating its Crusade points total).

Battle Traits

When an ADEPTUS CUSTODES or ANATHEMA PSYKANA unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

ADEPTUS CUSTODES INFANTRY UNIT
D6TRAIT
1Masterful Form

This unit has mastered one of the Custodes’ myriad fighting styles and formations.

When this unit gains this Battle Trait, select one martial ka’tah and make a note of it in the Other Upgrades section of this unit’s Crusade card. When one of that martial ka’tah’s stances is active for your army, this unit treats both of that ka’tah’s stances as being active.
2Rapid Salvoes

This unit has mastered the firing of rapid salvoes of shots to cut through hordes of enemies.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire auric weapons always make double the number of attacks.
3Companion’s Watch

This group of warriors has been rotated out from the exhausting vigil of the Companions. While they regain their strength with lesser duties upon the battlefields of the 41st millennium, they are nonetheless still the most resolute of the Custodian Guard.

While this unit is in range of an objective marker, each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
4Flawless Bladework

These warriors are as beautiful as they are deadly in combat.

Each time a model in this unit makes an attack with a melee weapon, an unmodified hit roll of 6 automatically wounds the target.
5Unfazed and Undaunted

These warriors are at home in the confusing swirl of battle.

Once per battle round, you can re-roll a single saving throw made for this unit.
6Spark of Divinity

A spark of the Emperor’s divinity has clearly manifested in these warriors, protecting them from the horrors of the psychic realm.

In your opponent’s Psychic phase, this unit can Deny the Witch once as if it were a PSYKER unit (if this unit has the Impregnable Mind Warlord Trait, it can Deny the Witch twice).
ADEPTUS CUSTODES BIKER UNIT
D6TRAIT
1-2Flawless Manoeuvring

These warriors are incredible pilots, capable of weaving around incoming enemy fire.

Each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.
In your Movement phase, if this unit Remains Stationary, it loses this ability until the start of your next Movement phase.
3-4Close-range Experts

These warriors are experts in unleashing a perfectly timed salvo at close range.

Each time a model in this unit makes a ranged attack that targets an enemy unit within 6" of it, add 1 to the Strength characteristic of that attack.
5-6Thundering Advance

These warriors have perfected flying their jetbikes at incredibly high speeds.

Change this unit’s Implacable Vanguard ability to the following: ‘Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 10" to the Move characteristic of models in this unit; if this unit has trait 1 of the Talon Sortie fighting style, add 11" instead.’
ANATHEMA PSYKANA INFANTRY UNIT
D6TRAIT
1-2Furious Combatants

These Sisters are ruthless in the extermination of their foes.

Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attack’s characteristic of models in this unit.
3-4Hunt and Purge

These Sisters of Silence are eager to get to grips with their enemies and cut them down in close combat.

You can re-roll Advance rolls and charge rolls made for this unit.
5-6Rapid Prosecution

These Sisters are ruthless and dogged in their pursuit of the enemy.

Each time this unit Advances, until the end of the turn, it counts as having made a Normal Move.

Shadow Throne Battle Traits

When an ADEPTUS CUSTODES unit gains a Battle Trait, you can use one of the tables below to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

BLADE CHAMPION UNITS ONLY
D3TRAIT
1Martial Focus: Each time this model is selected to fight with, if it is within 3" of an objective marker or enemy WARLORD model, re-roll hit rolls and wound rolls of 1 for those attacks.
2Inexorable Persecution:
  • You can ignore any and all modifiers to the Move characteristic of this model and Advance rolls and charge rolls made for it.
  • Each time a charge roll is made for this model, any distances of less than 7" count as 7".
3Champion Exemplar: Once per battle, when this model uses an ADEPTUS CUSTODES Stratagem, that Stratagem costs 0CP.
ALLARUS CUSTODIANS UNITS ONLY
D3TRAIT
1Bane of Champions: Each time a model in this unit makes an attack against a CHARACTER unit, you can re-roll the wound roll.
2Bellicose: This unit can perform Heroic Interventions as if it were a CHARACTER. If another rule would allow this unit to perform a Heroic Intervention (e.g. Fraternity of Heroes), this unit is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, and when making that Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions apply as normal.
3Aggressive Heroism: While this unit is within your opponent’s deployment zone, add 1 to the Attacks characteristic of each model in this unit.

Magisterium Lex Ultima

As far back as records exist of the Adeptus Custodes, they have held the Magisterium Lex Ultima, making them answerable to only one - the Emperor. Such a mark of office holds them above all law and command save for the direct authority of the Master of Mankind, and affords them the incontestable jurisdiction to pursue imperative endeavours as they feel is appropriate.

If your Crusade force includes TRAJANN VALORIS or any other SHIELD-CAPTAIN units and you are not currently on an endeavour, you can claim Magisterium Lex Ultima before a battle. If you do so, you must commence an endeavour for your Crusade force. This entails a collection of objectives (known as imperatives) that you must attempt to complete in sequence over a series of battles. Doing so will earn you Endeavour Rewards, however, failure will bring about a Dishonour!

When you commence an endeavour, you must determine its three imperatives from the tables below. To determine an imperative, you can randomly generate one or select the one that best fits the narrative of your endeavour. To randomly generate one, roll one D6 to determine a table below, then another D6 to determine an imperative from that table. You cannot determine the same imperative for each endeavour more than once (if randomly determined, roll again until a new imperative is determined). Once you have determined each of your imperatives, make a note of them (and the order in which they were generated) in the Crusade Goals section of your Order of Battle. Your endeavour has now commenced and you must complete its imperatives one at a time, starting with the first imperative you determined (this is known as the active imperative).

At the end of a battle, if you have completed the active imperative, remove that imperative from your Crusade Goals. The next imperative you determined is now active for subsequent battles. Once you have completed all of your endeavour’s imperatives, you can claim an Endeavour Reward, and can then claim Magisterium Lex Ultima once more.

You can abandon an endeavour at the end of a battle. In addition, if you have not completed all of your endeavour’s imperatives within nine battles of claiming Magisterium Lex Ultima, that endeavour is abandoned. When an endeavour is abandoned, you must select a Dishonour, and can then claim Magisterium Lex Ultima once more.

Imperatives (D6 1-3)

1His Domain
Keep his realms pure!
Complete two battles in which you earned experience points from Battlefield Supremacy Agendas.
2Mortalis
Slay the abominations!
Complete two battles in which you earned experience points from Purge the Enemy Agendas.
3Wrath of the Emperor
End them all!
Complete two battles in which you earned experience points from the Judgement Delivered Agenda or No Mercy, No Respite Agendas.
4Shadowed Directive
Move swiftly. Move silently.
Complete two battles in which you earned experience points from the Bound for the Dark Cells Agenda or Shadow Operations Agendas.
5Destroy the Abomination
End the witches and eradicate their magicks.
Complete two battles in which you earned experience points from the Great Tithe Agenda or Warpcraft Agendas.
6Crushing Offensive
Overwhelm them. Leave no trace of their miserable existence.
Win a battle by more than 10 victory points.

Imperatives (D6 4-6)

1Guardians of the Throne and His Realm
The stars are His, and His alone.
At the end of a battle, both of the following must be true:
  • You control three or more objective markers.
  • You control at least double the number of objective markers that your opponent does.
2Martial Supremacy
They outnumber us ten to one. Not even close to a fair fight for them.
At the end of a battle, at least twice as many enemy units were destroyed in that battle than friendly units.
3Cut Off The Head
Remove the head and the body will fall.
At the end of a battle, an enemy WARLORD has been destroyed.
4Annihilation
They have earned our wrath. Annihilation is the punishment.
At the end of a battle, every enemy unit has been destroyed, is below Half-strength or, if it is a single model unit, has less than half its starling number of wounds remaining.
5Breakthrough
Smash their lines, drive them to rout.
At the end of a battle, have more friendly units wholly within your opponent’s deployment zone than enemy units (in both cases, AIRCRAFT units and units with the Fortification Battlefield Role are excluded).
6Inspirational Example
Lead from the front.
Destroy two or more enemy units in a battle as a result of melee attacks made by one ADEPTUS CUSTODES CHARACTER unit from your army.

Endeavour Rewards

If your Crusade force has claimed Magisterium Lex Ultima, once you have completed all of your endeavour’s imperatives you can claim an Endeavour Reward. The Endeavour Reward you can claim is dependent on the final imperative you completed, as shown in the table below.

Some Endeavour Rewards are labelled ‘Instant’; apply the effects of such Endeavour Rewards immediately. Other Endeavour Rewards are labelled as ‘Persistent’; make a note of such Endeavour Rewards in the Information section of your Order of Battle. Before each battle, when mustering your army, you can select one of your Persistent Endeavour Rewards to be active for that battle. If you do so, add 1 to your army’s total Crusade points for that battle.

IMPERATIVEENDEAVOUR REWARD
His DomainInstant. Gain up to 3 Requisition points.
MortalisInstant. You can select two additional units to be Marked for Greatness after the battle in which you completed this imperative.
Wrath of the EmperorInstant. Every unit in your Crusade force gains 1 experience point.
Shadowed DirectiveInstant. Gain 1 Requisition point. The unit from your army that earned the most experience points from the Bound for the Dark Cells or Shadow Operations Agendas in the battle in which you completed this imperative gains 5 experience points.
Destroy the AbominationInstant. Every unit in your Crusade force gains 1 experience point. If that unit is an ANATHEMA PSYKANA unit, it gains 2 experience points instead.
Crushing OffensiveInstant. Your WARLORD from the battle in which you completed this imperative gains 5 experience points.
Guardians of the Throne and His RealmPersistent. Once per battle, you can use the Arcane Genetic Alchemy or The Emperor’s Auspice Stratagem without spending any CP.
Martial SupremacyPersistent. Once per battle, you can use the Martial Discretion Stratagem without spending any CP.
Cut Off The HeadInstant. The unit that destroyed the enemy WARLORD in the battle in which you completed this imperative gains a Battle Honour. If no friendly units achieved this, claim the reward from the Mortalis imperative instead.
AnnihilationPersistent. Once per battle, you can use the Counter-Offensive, Avenge the Fallen or Slayers of Nightmares Stratagem without spending any CP.
BreakthroughPersistent. Once per battle, you can use the Teleport Homer or From Golden Light They Come Stratagem without spending any CP.
Inspirational ExampleInstant. That ADEPTUS CUSTODES CHARACTER unit gains a Battle Honour.

Dishonour (D3)

If your Crusade force has claimed Magisterium Lex Ultima but an endeavour is abandoned, you must determine a Dishonour from the table below. You can randomly determine one by rolling one D3, or you can select the one that best fits the narrative of your Crusade force.

1Command in Question
The Shield-Captain must earn back the respect of his fellow Custodes.
Select one SHIELD-CAPTAIN unit in your Order of Battle. That unit gains the Honour Blemished and Loss of Reputation Battle Scars. If your Order of Battle does not contain any SHIELD-CAPTAIN units, re-roll this result.
2Order of Atonement
Only on the battlefield can this force atone for its failings.
Halve the number of experience points (rounding down) that units in your Crusade force earn for a number of battles equivalent to the number of your endeavour’s imperatives that were not completed (the previous battle counts as the first of such battles).
3Petition the Tower of Hegemon
Despite having warriors enough for its task, this force has requested aid from the Tower of Hegemon.
Reduce your Requisition points to 0. You cannot gain Requisition points for completing a battle from a number of battles equivalent to the number of imperatives of your endeavour that were not completed (the previous battle counts as the first of such battles). Note that you can still gain Requisition points from other means, e.g. a mission’s Victor Bonus.

Crusade Relics

When an ADEPTUS CUSTODES CHARACTER or ANATHEMA PSYKANA CHARACTER unit gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

An ADEPTUS CUSTODES CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Aurulent Warding

Auramite can be etched with protective wards. Few have the skills or knowledge to amend the Custodes' armour in such a way, and the process takes many months to complete.

Once per turn, you can re-roll a saving throw made for the bearer.

Emperor’s Light

Said to have been crafted from a crystallised shard of the Emperor’s glorious light, this masterwork misericordia has been borne into battle by three separate Captain-Generals. It is said to flood the heart of its victim with searing holy radiance, and is an object of dread to traitors and heretics alike.

Model equipped with a misericordia only. This Relic replaces a misericordia and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Emperor’s Light
Emperor’s Light
Melee
Melee
User
-2
1
Abilities: Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 2 attacks can be made with this weapon. Each time an attack is made with this weapon, if the wound roll is successful, the target suffers 1 mortal wound and the attack sequence ends.

Antiquity Relics

An ANATHEMA PSYKANA CHARACTER model of Heroic rank or higher can be given the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Veracity, the Sword of Oblivion

Not only the symbol of the High Commander of the Silent Sisters, this blade is the pattern upon which all executioner greatblades were built. The substance of the blade is capable of cutting any material without the need of a power field or disruption generator. It is an enigma to all save Veracity’s first famed wielder - the Emperor himself.

KNIGHT-CENTURA equipped with an executioner greatblade only. This Relic replaces an executioner greatblade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Veracity, the Sword of Oblivion
Veracity, the Sword of Oblivion
Melee
Melee
+3
-5
2
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 2+ is always successful.

Legendary Relics

An ADEPTUS CUSTODES CHARACTER model of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add 2 to a unit’s total Crusade points for each Legendary Relic it has this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Lucent Aureole

This gleaming halo is a unique ancient artefact fitted with an extremely powerful conversion field that offers heightened protection to the wearer.

The bearer has a 3+ invulnerable save.

Apollonian Spear

The Apollonian Spear was the guardian spear wielded by Constantin Valdor, the first Captain-General of the Custodes. After his disappearance, the spear was placed in the vaults of Terra. Only rarely now, in the most terrible of circumstances, is it brought from there and wielded by the mightiest heroes.

Model equipped with a guardian spear only. This Relic replaces a guardian spear and has the following profiles:
WEAPON
RANGE
TYPE
S
AP
D
Apollonian Spear (shooting)
Apollonian Spear (shooting)
24"
Assault 2
5
-2
2
Abilities (shooting): Each time an attack is made with this weapon, on an unmodified wound roll of 4+, invulnerable saving throws cannot be made against that attack.
Apollonian Spear (melee)
Apollonian Spear (melee)
Melee
Melee
x2
-4
3
Abilities (melee): Each time an attack is made with this weapon, on an unmodified wound roll of 4+, invulnerable saving throws cannot be made against that attack.

Artefacts of the Vaults

Artefacts of the Vaults are rare Crusade Relics from ages past, kept in stasis deep within the vaults of the Imperial Palace. They cannot be selected as normal. Instead, if you have claimed Magisterium Lex Ultima, they can be brought forward and temporarily used by ADEPTUS CUSTODES CHARACTERS to turn the tide of key battles by using the Artefact of the Vaults Requisition.

Each time an ADEPTUS CUSTODES CHARACTER model from your army gains an Artefact of the Vaults, select one from this section. Named characters and VEHICLE models cannot be given an Artefact of the Vaults.

Make a note on the unit’s Crusade card each time it gains an Artefact of the Vaults and add 1 to its total Crusade points. Artefacts of the Vaults can be removed before or after a battle, and are removed when your Crusade force completes its active imperative or abandons its endeavour. In such cases, adjust that unit’s Crusade card accordingly (such as subtracting 1 from its total Crusade points).

ARAE- SHRIKE

A counter-intelligence device that twists and distorts electromagnetic signals, arae-shrikes are considered blasphemous in principle and arcane function by the Adeptus Mechanicus, and persist only in the hands of the Emperor's retinue. By the use of malifica-djinn and hostile blight-code, they pervert data-readouts with lying reports and malign falsehoods, and what they cannot deceive, they simply blind and deafen with a shrieking multi-frequency cacophony.

  • Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.
  • While an enemy unit is within 12" of this model, the range of its aura abilities is reduced to 1".

MORTIS GYRE

The Mortis Gyre is an orb of energy that, when activated, seeks out its victim and rapidly embeds itself into their consciousness. The victim is shown a horrifying vision of their impending doom, and before they can wrestle their mind back under control, a killing blow is delivered to send them to that fate.

Once per battle, when the bearer is selected to fight, it can activate the Mortis Gyre. If it does so, until that fight is resolved, each time it makes a melee attack, invulnerable saving throws cannot be made against that attack.

TWILIGHT PALLIUM

What appears to be a cloak of office can be activated to envelop the bearer in the very fabric of its surrounding reality, allowing them to traverse atomically with a thought and re-emerge with a blink.

Once per battle, at the end of any of your phases, the bearer can use the Twilight Pallium. If it does so, remove the bearer from the battlefield and set it up again more than 1" away from any enemy models. The bearer is not eligible to charge in a turn in which it was set up in this manner unless it is more than 9" away from any enemy models.

ANATHEMATIC DIADEM

A circlet of blackness that darkens the soul, this artefact draws a null cloud over the bearer that abates psykers caught under its squall.

The bearer has the following aura ability:
Anathematic Diadem (Aura):

  • In your opponent’s Psychic phase, while an enemy PSYKER unit is within 18" of this model, each time that enemy PSYKER unit attempts to manifest a psychic power, subtract 1 from the Psychic test.
  • In your opponent’s Psychic phase, each time an enemy PSYKER unit attempts to manifest a psychic power, if the result of that Psychic test was 7 or less and that enemy PSYKER unit is within 18" of this model, this model can attempt to Deny the Witch as if it were a PSYKER. This model can attempt to Deny the Witch in this manner twice in your opponent’s Psychic phase.

AMELIORATION PAIL

Within this gilded vessel lies an essence that exists on no record a life-giving liquid of rejuvenation for which there is no known source. Each drop consumed is a symbol of the slow decay of the Imperium, thus those that sip from the Amelioration Pail do so with the knowledge that, while their body heals, their Master's realm dwindles.

Once per battle, in your Command phase, the bearer can regain up to D6 lost wounds.

AURIFEROUS ORB

The Auriferous Orb appears to be a sphere of solid gold, but its simple beauty belies its dangers. When it detonates, it unleashes beams of such pure, radiating light that it kills those enemies of the Emperor it does not blind.

The bearer gains the following weapon:
WEAPON
RANGE
TYPE
S
AP
D
Auriferous Orb
Auriferous Orb
6"
Grenade D3
1
0
1
Abilities: One use only. Blast. Each time an attack is made with this weapon, if the hit roll is successful, the target suffers D3 mortal wounds and is blinded until the start of your next turn. While a unit is blinded, each time it makes an attack, subtract 1 from that attack’s hit roll.

EPOCH AUSPICE

The Epoch Auspice resembles an unremarkable book - with its battered cover and worn pages - but this appearance hides the strange technologies bound within that allow the bearer create a temporal bubble around themselves and nearby allies.

Once per battle, at the start of the first battle round or in your Command phase, the bearer can deploy the Epoch Auspice. If it does so, until the start of your next Command phase, while a friendly INFANTRY or BIKER unit is within 3" of the bearer, each time a ranged attack is made against that friendly unit, if the attacker is more than 12" away, subtract 1 from that attack’s wound roll.


Shadow Throne Crusade Relics

When an ADEPTUS CUSTODES CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

An ADEPTUS CUSTODES CHARACTER model can be given the following Artificer Relic instead of one of the ones presented in the Warhammer 40,000 Core Book.

Auspice Mantle

The bearer’s cloak is weaved with sophisticated technology that when engaged emits a glowing aura. Its shining rays of brilliance confuse and confound the enemy, unable to pinpoint their target until they are within close proximity.

This bearer cannot be selected as the target of a ranged attack unless the attacking model is within 12" of it.


Antiquity Relics

An ADEPTUS CUSTODES CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Misery’s Burden

This misericordia is symbolically bestowed to the most resolute of warriors, for he who wields it is a constant reminder of the Adeptus Custodes greatest failing.

Model equipped with a misericordia only. This Relic replaces a misericordia and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Misery’s Burden
Misery’s Burden
Melee
Melee
User
-
-
Abilities: Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 2 mortal wounds on the target and the attack sequence ends.


Battle Scars

When an ADEPTUS CUSTODES CORE or ADEPTUS CUSTODES CHARACTER unit gains a Battle Scar, you can select the relevant Battle Scar below instead of determining one from the Warhammer 40,000 Core Book. All the normal rules for Battle Scars apply (e.g. a unit cannot have the same Battle Scar more than once). As with any Battle Scar, make a note on the unit’s Crusade card, but unlike other Battle Scars, do not decrease a unit’s Crusade points for acquiring one of the Battle Scars listed below.

Atonement in Battle

When the Custodes believe themselves to have made an error in judgement, or to have failed in any way, they will stop at nothing to atone for their actions.

  • In your Charge phase, each time this unit declares a charge, you can only select the closest enemy unit as the target of its charge.
  • This unit is eligible to perform Heroic Interventions as if it were a CHARACTER unit.
  • If this unit is able perform a Heroic Intervention, it must do so.
  • Each time a model in this unit makes a melee attack, you can re-roll a wound roll of 1.

Honour Blemished

If a Shield-Captain’s honour is in any way blemished, the warrior will fight ferociously to regain his standing amongst his peers.

SHIELD-CAPTAIN unit only.
  • This unit loses its Inspirational Fighter ability.
  • Each time this model makes a melee attack, re-roll a hit roll and wound roll of 1.

Study the Martial Ka’tahs

On occasion, warriors of the Adeptus Custodes will believe they have made an error in their bladework. When this occurs, they redouble their effort to ensure such an event never occurs again, to the exclusion of almost anything else.

INFANTRY unit only.
  • This unit cannot have the Objective Secured ability.
  • Each model in this unit counts as one model when determining control of an objective marker.
  • When a martial ka’tahs stance is active for your army, this unit treats both of that ka’tahs stances as being active.

Name Generators

A Custodian’s name is earned through great acts and prestigious feats. Symbolic epithets, their names are masterfully inscribed onto the plates of their armour. Custodians with many centuries of service typically earn dozens of names, each an honourable recounting of their service to the Golden Throne.

You can generate names for your ADEPTUS CUSTODES models using the name generator table below. You can generate additional names at your discretion when they accomplish deeds you feel make them worthy of a new name, such as those described in the Earning of a Name Requisition or the Inspirational Example Endeavour Reward. Below is also a name generator for the Sisters of Silence.

To generate a name from the Custodian table, select the one(s) you feel most appropriate, or roll one D6 to determine the table, followed by a D66. To roll a D66, simply roll two D6, one after the other - the first represents tens, and the second represents digits, giving you a result between 11 and 66. For your Custodians, feel free to use the tables as many times as you like. For the Sisters of Silence table, roll once on (or choose once from) the left table for a forename, then the second table for a surname.

ADEPTUS CUSTODES
D66NAME (D6 1-3)D66NAME (D6 4-6)
11Tybalus11Drund
12Aetheus12Koumadra
13Dalat13Calaxor
14Kariyan14Uremedes
15Basillaeus15Desh
16Tristraen16Cassabar
21Erasmian21D’essa
22Heracal22Ganorth
23Tauramacchis23Valorian
24Nurthias24Bastoris
25Hasturias25Daryth
26Artoris26Ganyth
31Nathadian31Gallimadean
32Io32Ossian
33Harkhas33Urdanesh
34Constantin34Vadrian
35Eratorius35Helsates
36Archimallus36Maxin
41Telchor41Constor
42Kallisarian42Valdus
43Lencilius43Tasolian
44Darian44Steale
45Lytanus45Thursk
46Rothrian46Loque
51Leotydus51Feldorus
52Parradon52Tychor
53Borsa53Ganestus
54Alhoris54Desmondages
55Yortar55Talorn
56Sanash56Launceddre
61Pydanoris61Calligus
62Manastus62Cheim
63Jaehari63Lychansis
64Heraclast64Dat-Hastael
65Aesoth65Ghau
66Tybaris66Uriaxes
SISTERS OF SILENCE
D66FORENAMED66SURNAME
11Amandera11Dakkin
12Terena12Kybus
13Alyssah13Van Loricha
14Verynech14Respus
15Lyssora15Farrondal
16Eryvane16Vydorin
21Charaleys21Lespus
22Sibella22Thrent
23Phoenica23Syrennik
24Myrella24Kyre
25Charleth25Tasmus
26Siavorna26Ghorvash
31Morgwenna31Shayde
32Zenna32Opaline
33Trinness33Maskus
34Elevor34Krenn
35Argweth35Skayde
36Jalyani36Tastrok
41Kasheyka41Klayne
42Myrelle42Masren
43Verenika43Vastys
44Elyze44Vydal
45Sophea45Ultorian
46Mariatte46Weskyn
51Bethemone51Ulmachu
52Persephyka52Nastorus
53Kariadh53Tallobere
54Rosale54Klorica
55Lorettian55Cheynne
56Channia56Dostobreyl
61Eryka61Lengh
62Brenadh62Kendal
63Maurih63Stryke
64Wynetta64Raskus
65Tasmasin65Endrycca
66Leandra66Gaspuss

Boarding Actions

The Adeptus Custodes are the gilded guardians of the Emperor and the most indomitable of the Golden Throne’s emissaries. Along with the sinister witch hunters of the Sisters of Silence, they stand amongst Mankind’s greatest warriors.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is ADEPTUS CUSTODES, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the ‘mustering a Boarding Patrol’ rules.
  • All <SHIELD HOST> units in your Boarding Patrol must be from the same Shield Host.
  • You can include one Fast Attack slot, but only if it is a WITCHSEEKERS unit.
  • You can include a CUSTODIAN WARDENS unit if its Starting Strength is 3 or 6 models. When forming Boarding Squads, if a CUSTODIAN WARDENS unit has a unit size of 6, split it into two units containing 3 models each.
  • You can include an ALLARUS CUSTODIANS unit if its Starting Strength is 1, 2 or 3 models. When forming Boarding Squads, you can choose to split an ALLARUS CUSTODIANS unit into multiple units, each containing 1 model.
  • You can only add a KNIGHT-CENTURA model if your Boarding Patrol Detachment includes at least one other ANATHEMA PSYKANA unit.
  • You cannot upgrade a model in your army to have the Unstoppable Destroyer Captain-Commander ability.

Rules Adaptations

If your Faction is ADEPTUS CUSTODES, then the following rules adaptations apply to Adeptus Custodes rules found in Codex: Adeptus Custodes.
  • When a PSYKER unit takes a Psychic test, the total is only affected by units with the Daughters of the Abyss rule that are visible to that PSYKER unit.
Note that Trajann ValorisCaptain-General rule does not allow him to gain any Enhancements.

Enhancements

If your WARLORD has the ADEPTUS CUSTODES or ANATHEMA PSYKANA keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

SHARD OF MAJESTY

A single ray of the magnificence that shines from the Golden Throne was refracted and focused upon this auramite helm for a thousand years. Borne into the darkest of environments, the helm is said to shine brightest when direst danger coils most close.

Once per battle, before making a saving throw for the bearer, the bearer can activate this Enhancement’s guardian radiance. If it does so, then until the end of the phase, the bearer has a 3+ invulnerable save.

MANTLE OF SEQUESTERED MOTIONS

Woven into a heavy cloak or threaded through the very fabric of armour plating, this mass of psycho-crystalline circuitry thrums with the wisdoms of swordmistresses and master duellists of ages past. A warrior may subconsciously draw upon the Mantle’s inspirational teachings, filling them with an energistic vigour and granting them a speed almost too quick to follow.

  • You can re-roll Advance and charge rolls made for the bearer.
  • The bearer is eligible to charge in a turn in which it Advanced.

JUDGEMENT OF THE VOID

The crawling otherness that bleeds from the most potent of the Silent Sisterhood’s psychic blanks is magnified in the dark and claustrophobic confines of shipboard combat.

KNIGHT-CENTURA model only. At the end of your Movement phase, you can select one enemy unit within 9" of and visible to the bearer. Until the start of your next Movement phase, that enemy unit loses the Objective Secured ability. If that unit was performing the Secure Site action (see Arks of Omen: Abaddon), that action fails.


Boarding Action Stratagems

If your Faction is ADEPTUS CUSTODES, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

ARCANE GENETIC ALCHEMY2CP
Adeptus Custodes – Boarding Actions – Battle Tactic Stratagem

The Adeptus Custodes are individually engineered on a molecular level using secrets of genetic alchemy that render them virtual demigods amidst brutal boarding actions.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
DUTY BEFORE THE THRONE1CP
Adeptus Custodes – Boarding Actions – Epic Deed Stratagem

Only in death does duty end, and the Custodians and Silent Sisters who stand as the Emperors vigilant guard are determined that every second of their lives will be spent committed to him.

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES or ANATHEMA PSYKANA unit from your army that has not already been selected to fight this phase is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
SENSE OF SANCTION1CP
Adeptus Custodes – Boarding Actions – Epic Deed Stratagem

Whether via arcane auspicators or their own instinct as hunters of the malefic, the Sisters of Silence are drawn inexorably towards the unclean, seeking them out for sanction even when they cannot see them amidst the maze-like passages of a void ship.

Use this Stratagem in your Charge phase. Select one ANATHEMA PSYKANA unit from your army. Until the end of the phase, that unit can declare a charge against PSYKER units that are not visible to it.
OATH-BOUND PROTECTORS1CP
Adeptus Custodes – Boarding Actions – Strategic Ploy Stratagem

Any Talon of the Emperor would place themselves in peril to protect their comrades without a moment’s hesitation.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one ADEPTUS CUSTODES or ANATHEMA PSYKANA unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention as if it were a CHARACTER unit. If that unit is already eligible to perform a Heroic Intervention, it is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6".
RAPID REACTIONS2CP
Adeptus Custodes – Boarding Actions – Strategic Ploy Stratagem

As Custodians push back the enemy one bulkhead at a time, they gun them down with their artificer-wrought auric weapons.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that was within Engagement Range of an ADEPTUS CUSTODES unit from your army when it was selected to move finishes a Fall Back move. If that ADEPTUS CUSTODES unit is not within Engagement Range of any other enemy units, it can shoot as if it were your Shooting phase, but it can only target that enemy unit. Until that ADEPTUS CUSTODES unit has finished making those shooting attacks, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
TALONS BARED1CP
Adeptus Custodes – Boarding Actions – Strategic Ploy Stratagem

With spears and crackling blades poised, the Talons of the Emperor are prepared for any foul foe lurking in the dark, and launch their crushing assault before their opponents can react.

Use this Stratagem in your Movement phase, when a Hatchway is opened by an ADEPTUS CUSTODES or VIGILATORS unit from your army. Until the end of the turn, if that unit is now within Engagement Range of one or more enemy units as a result of that Hatchway being opened, it counts as having made a charge move this turn.

Relics

If your army is led by an ADEPTUS CUSTODES or ANATHEMA PSYKANA WARLORD, you can, when mustering your army, give one of the following Relics of Terra to an ADEPTUS CUSTODES CHARACTER model from your army, or one of the following Relics of the Vigil to an ANATHEMA PSYKANA CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

When a model from your army is given a Relic of Terra, replace all instances of the <SHIELD HOST> keyword in that Relic’s rules (if any) with the name of the shield host that your model is assigned to.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of Terra and Relics of the Vigil your models have on your army roster.


Relics of Terra

AURIC AQUILAS

Incorporating forbidden secrets of ancient archeotech from the Dark Age of Technology, Auric Aquilas is a truly magnificent gravitic jetbike. Swift as thought, it bears its rider swiftly into battle.

BIKER model only.
  • You can re-roll charge rolls made for the bearer. If you could already re-roll charge rolls made the bearer (e.g. the bearer has the Instruments of the Emperor’s Wrath fighting style), add 1 to charge rolls made for the bearer instead.
  • In your Movement phase, when the bearer is selected to move, it can boost. If it does so, until the end of the phase, double its Move characteristic, and it is not eligible to shoot or declare a charge with this turn.

CASTELLAN’S MARK

This finely worked pouldron is awarded to whichever living Custodian currently holds the greatest tally of victories in the Blood Games. It is rare, of course, that even the resourceful warriors of the Adeptus Custodes succeed in these endeavours, and so to honour one who has done so more times than any other is only right. He who bears the Castellan’s Mark is guaranteed to be a superlative strategic genius - an expert in spotting and exploiting weaknesses with merciless efficiency.

At the start of the first battle round, you can select up to two friendly <SHIELD HOST> units. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

EAGLE’S EYE

This magnificent helm incorporates sensorium-gheists, trapped within micro-reliquaries and compelled to shriek their technomantic warnings to the wearer whenever danger threatens.

INFANTRY model only.
  • Add 1 to the Wounds characteristic of the bearer.
  • Once per battle, before making a saving throw for the bearer, the bearer can activate this helm’s sensorium-gheists. If it does so, then until the end of the phase, the bearer has a 3+ invulnerable save.

FULMINARIS AGGRESSOR

This vexilla was fashioned after the fall of Goge Vandire to honour the wrath of the Emperor in punishing traitors and tyrants. Its microthundercoil generatorum crackles with barely restrained power that arcs out to annihilate nearby foes.

VEXILUS PRAETOR model only. The bearer gains the following ability: ‘Fulminaris Aggressor (Aura): While a friendly <SHIELD HOST> CORE or <SHIELD HOST> CHARACTER unit is within 6" of this model, each time a model in that unit makes an attack, the target does not receive the benefits of Heavy or Light Cover against that attack.’

GATEKEEPER

This potent weapon thrums with barely contained power. Its machine spirits are capable of near-prescient predictive targeting, allowing the wielder to mow down the enemy before they can come within blade’s reach.

Model equipped with a guardian spear only. This Relic replaces a guardian spear and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Gatekeeper (shooting)
Gatekeeper (shooting)
24"
Rapid Fire 2
5
-2
2
Abilities (shooting): Each time a ranged attack is made with this weapon, that attack automatically hits the target.
Gatekeeper (melee)
Gatekeeper (melee)
Melee
Melee
+2
-3
2

OBLITERATUM

This dread vambrace weapon incorporates several forbidden technologies whose possession would be death to any beyond the Adeptus Custodes. It fires concentrated antimatter, compressed within splinterglass canisters that shatter upon impact. Victims are annihilated on a molecular level - vanishing in terrifying eruptions - by the night-black blasts caused by this weapon’s fire.

Model equipped with a balistus grenade launcher only. This Relic replaces a balistus grenade launcher and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Obliteratum
Obliteratum
18"
Assault 1
10
-4
D3+3

PRAETORIAN PLATE

This suit of Allarus Terminator armour - itself a handcrafted relic of great antiquity - has been adapted to incorporate a still more ancient empyric beacon and archeotech teleport-shunter that allows its wearer to leap directly through the warp, to the aid of those he is sworn to defend.

TERMINATOR model only.
  • Add 1 to the bearer’s Toughness characteristic.
  • Once per battle, in the Heroic Interventions step of your opponent’s Charge phase, if the bearer is not within Engagement Range of any enemy units, it can perform a teleport-shunt. Remove the bearer from the battlefield and set it up within 3" of a friendly unit (excluding VEHICLE units) and within Engagement Range of an enemy unit. If that is not possible, it cannot perform the teleport-shunt. The bearer cannot perform a Heroic Intervention in the same turn in which it performs a teleport-shunt.

VEILED BLADE

An ancient weapon that burns with a bitterly cold and dark energy, the Veiled blade is bestowed upon a Custodian who has vowed to recover that which should remain hidden from Humanity, and return it to the Dark Cells.

Model equipped with a sentinel blade only. This Relic replaces a sentinel blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Veiled blade (shooting)
Veiled blade (shooting)
12"
Pistol 2
4
-1
2
Veiled blade (melee)
Veiled blade (melee)
Melee
Melee
+1
-4
2
Abilities (melee): Each time the bearer fights, it makes 2 additional attacks with this weapon.

WRATH ANGELIS

This ancient and expertly crafted vexilla was created for the battle against the Orks upon the world of Ullanor. During that conflict, pinpoint fire support was key to victory. Thus, this vexilla incorporates a multi-spectral targeting shrine that links to warships in orbit and guides in trans-atmospheric strikes with remarkable accuracy.

VEXILUS PRAETOR model only. Once per battle, in your Command phase, if the bearer is on the battlefield, select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of the marker and subtracting 1 if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers D6 mortal wounds. The marker is then removed.


Relics of the Vigil

ENHANCED VOIDSHEEN CLOAK

Now rare, enhanced voidsheen cloaks were worn by commanders of the Sisters of Silence during the Great Crusade and Horus Heresy. They are made from micro-vitrious mesh designed to diffract and absorb attacks, and include inbuilt refractor fields.

  • The bearer has a 4+ invulnerable save.
  • Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll and wound roll.

EXCRUCIATUS FLAMER

The Sisters of Silence are in possession of all manner of rare wargear issued to them for their unique modus operandi. This includes fuels for flamers that burn hotter and longer - for some foes standard promethium is not enough to stop them.

Model equipped with a witchseeker flamer only. This Relic replaces a witchseeker flamer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Excruciatus flamer
Excruciatus flamer
12"
Assault 6
6
-3
1
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target.

RAPTOR BLADE

The Raptor Guard were once a proud order of the Silent Sisterhood. Though the formation no longer exists as it once did ten thousand years ago, some wargear of its members lives on still. The Raptor blade is one such relic, and is as razor sharp as it was on the day of its forging.

Model equipped with an executioner greatblade only. This Relic replaces an executioner greatblade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Raptor blade
Raptor blade
Melee
Melee
+3
-4
2

Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Achillus dreadspear (shooting)
Achillus dreadspear (shooting)
24"
Heavy 2
8
-2
3
-
Adrasite spear (shooting)
Adrasite spear (shooting)
18"
Assault 1
5
-3
3
-
Adrastus bolt caliver
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Adrastus bolt caliver
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Bolt volley
 - Bolt volley
36"
Assault 3
5
-1
2
-
 - Disintegration beam
 - Disintegration beam
15"
Assault 1
5
-3
3
-
+5
Adrathic devastator
+5
Adrathic devastator
18"
Heavy 2
6
-3
3
-
Arachnus heavy blaze cannon
Before selecting targets, select one of the profiles below to make attacks with.
Arachnus heavy blaze cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Beam
 - Beam
48"
Heavy 1
9
-4
D3+3
Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
 - Burst
 - Burst
36"
Heavy 4
7
-2
1
-
Arachnus magna-blaze cannon
Before selecting targets, select one of the profiles below to make attacks with.
Arachnus magna-blaze cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Beam
 - Beam
72"
Heavy D3
14
-4
D3+6
Blast
Blast
 - Burst
 - Burst
48"
Heavy 3
9
-3
D3
-
+15
Arachnus storm cannon
Before selecting targets, select one of the profiles below to make attacks with.
+15
Arachnus storm cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Beam
 - Beam
36"
Heavy 2
8
-4
3
Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
 - Burst
 - Burst
24"
Heavy 6
7
-2
1
-
Balistus grenade launcher
Balistus grenade launcher
18"
Assault D3
5
-3
1
Blast
Blast
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Castellan axe (shooting)
Castellan axe (shooting)
24"
Rapid Fire 1
4
-1
2
-
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Galatus warblade (shooting)
Galatus warblade (shooting)
12"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Gnosis (shooting)
Gnosis (shooting)
24"
Rapid Fire 1
4
-1
2
-
Guardian spear (shooting)
Guardian spear (shooting)
24"
Rapid Fire 1
4
-1
2
-
+0..5
Hunter-killer missile
+0..5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Hurricane bolter
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
Iliastus accelerator culverin
Iliastus accelerator culverin
48"
Heavy 4
7
-3
2
-
+10
Infernus firepike
+10
Infernus firepike
15"
Heavy D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Infernus incinerator
+10
Infernus incinerator
12"
Heavy D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Kheres-pattern assault cannon
Kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
Kinetic destroyer
Kinetic destroyer
18"
Pistol 2
6
-2
2
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
Lastrum bolt cannon
Lastrum bolt cannon
36"
Heavy 3
6
-2
1
-
Lastrum storm bolter
Lastrum storm bolter
24"
Rapid Fire 2
5
-1
1
-
Master-crafted boltgun
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
Multi-melta
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Pyrithite spear (shooting)
+5
Pyrithite spear (shooting)
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Salvo launcher
+5
Salvo launcher
24"
Heavy 1
8
-4
D3+3
-
Sentinel blade (shooting)
Sentinel blade (shooting)
12"
Pistol 2
4
-1
2
-
Spiculus bolt launcher
Spiculus bolt launcher
24"
Heavy 5
5
-1
1
Each time this weapon is selected to shoot with, if this model has not moved this turn, change this weapon's Type to Heavy 10.
Each time this weapon is selected to shoot with, if this model has not moved this turn, change this weapon's Type to Heavy 10.
Spiculus heavy bolt launcher
Spiculus heavy bolt launcher
48"
Heavy 3
7
-1
2
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+10
Twin adrathic destructor
+10
Twin adrathic destructor
18"
Assault 2
5
-3
3
-
Twin arachnus blaze cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin arachnus blaze cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Beam
 - Beam
36"
Heavy 2
7
-4
3
Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
 - Burst
 - Burst
24"
Heavy 6
5
-2
1
-
Twin arachnus heavy blaze cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin arachnus heavy blaze cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Beam
 - Beam
48"
Heavy 2
9
-4
D3+3
Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
 - Burst
 - Burst
36"
Heavy 8
7
-2
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin Iliastus accelerator cannon
Twin Iliastus accelerator cannon
60"
Heavy 8
7
-3
2
-
+15
Twin las-pulser
+15
Twin las-pulser
24"
Heavy 4
8
-2
D3
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Twin lastrum bolt cannon
Twin lastrum bolt cannon
36"
Heavy 6
6
-2
1
-
Twin plasma projector
Twin plasma projector
12"
Heavy 2D3
6
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Venatari lance (shooting)
Venatari lance (shooting)
12"
Assault 2
6
-2
2
-
Watcher’s Axe (shooting)
Watcher’s Axe (shooting)
24"
Rapid Fire 1
5
-1
2
-
Witchseeker flamer
Witchseeker flamer
12"
Assault D6
4
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Achillus dreadspear (melee)
Achillus dreadspear (melee)
Melee
Melee
x2
-3
D3+3
-
Adrasite spear (melee)
Adrasite spear (melee)
Melee
Melee
+1
-3
2
-
Castellan axe (melee)
Castellan axe (melee)
Melee
Melee
+3
-2
2
-
+0..5
Executioner greatblade
+0..5
Executioner greatblade
Melee
Melee
+2
-3
2
-
Galatus warblade (melee)
Galatus warblade (melee)
Melee
Melee
User
-3
3
Each time the bearer fights, it makes D3 additional attacks with this weapon.
Each time the bearer fights, it makes D3 additional attacks with this weapon.
Gnosis (melee)
Gnosis (melee)
Melee
Melee
+2
-4
2
Each time an attack made with this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
Each time an attack made with this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
Guardian spear (melee)
Guardian spear (melee)
Melee
Melee
+2
-3
2
-
Interceptor lance
Interceptor lance
Melee
Melee
+2
-3
2
Each time the bearer makes a melee attack with this weapon, if it made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
Each time the bearer makes a melee attack with this weapon, if it made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
Misericordia
Misericordia
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Pyrithite spear (melee)
+5
Pyrithite spear (melee)
Melee
Melee
+1
-3
2
-
Sentinel blade (melee)
Sentinel blade (melee)
Melee
Melee
+1
-3
2
-
Solerite power gauntlet
Solerite power gauntlet
Melee
Melee
x2
-4
2
-
Solerite power talon
Solerite power talon
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Somnus
Somnus
Melee
Melee
+3
-3
2
-
Tarsus buckler
Tarsus buckler
Melee
Melee
+1
-2
1
-
Telemon caestus
Telemon caestus
Melee
Melee
x2
-3
4
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Vaultswords
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Vaultswords
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Behemor
 - Behemor
Melee
Melee
+2
-4
2
Each time an attack is made with this weapon profile against a MONSTER or VEHICLE unit, an unmodified hit roll of 4+ automatically wounds the target.
Each time an attack is made with this weapon profile against a MONSTER or VEHICLE unit, an unmodified hit roll of 4+ automatically wounds the target.
 - Hurricanis
 - Hurricanis
Melee
Melee
User
-1
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Victus
 - Victus
Melee
Melee
+1
-4
3
Each time an attack is made with this weapon profile against a CHARACTER unit, you can re-roll the wound roll.
Each time an attack is made with this weapon profile against a CHARACTER unit, you can re-roll the wound roll.
Venatari lance (melee)
Venatari lance (melee)
Melee
Melee
+1
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Watcher’s Axe (melee)
Watcher’s Axe (melee)
Melee
Melee
x2
-3
3
-

Other Wargear

OTHER WARGEAR
ABILITIES 
Galatus shield
This model has a 4+ invulnerable save. Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
Galatus shield
This model has a 4+ invulnerable save. Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
Infernus firebombs
Once per turn, after the bearer has moved, you can select one point on the battlefield the bearer moved across. Roll one D6 for each unit within 6" of that point (subtracting 1 if that model is a non-VEHICLE or non-MONSTER CHARACTER); on a 4+, that unit suffers D3 mortal wounds.
Infernus firebombs
Once per turn, after the bearer has moved, you can select one point on the battlefield the bearer moved across. Roll one D6 for each unit within 6" of that point (subtracting 1 if that model is a non-VEHICLE or non-MONSTER CHARACTER); on a 4+, that unit suffers D3 mortal wounds.
+0..10
Praesidium shield
Add 1 to armour saving throws made for the bearer.
+0..10
Praesidium shield
Add 1 to armour saving throws made for the bearer.
Tarsus buckler
The bearer has a Save characteristic of 2+.
Tarsus buckler
The bearer has a Save characteristic of 2+.
Vexilla defensor
The bearer has the following aura ability: ‘Vexilla Defensor (Aura): While a friendly CORE or CHARACTER unit is within 6" of this model, it has the benefits of Light Cover.’
Vexilla defensor
The bearer has the following aura ability: ‘Vexilla Defensor (Aura): While a friendly CORE or CHARACTER unit is within 6" of this model, it has the benefits of Light Cover.’
Vexilla imperius
The bearer has the following aura ability: ‘Vexilla Imperius (Aura): While a friendly CORE or CHARACTER unit is within 6" of this model, add 1 to the Attacks characteristic of each model in its unit.’
Vexilla imperius
The bearer has the following aura ability: ‘Vexilla Imperius (Aura): While a friendly CORE or CHARACTER unit is within 6" of this model, add 1 to the Attacks characteristic of each model in its unit.’
Vexilla magnifica
The bearer has the following aura ability: ‘Vexilla Magnifica (Aura): While a friendly CORE or CHARACTER unit is within 6" of this model, it has the benefits of Dense Cover.’
Vexilla magnifica
The bearer has the following aura ability: ‘Vexilla Magnifica (Aura): While a friendly CORE or CHARACTER unit is within 6" of this model, it has the benefits of Dense Cover.’

Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

ADEPTUS CUSTODES Detachment: A Detachment in a Battle-forged army where every model has the ADEPTUS CUSTODES keyword (excluding models with the ANATHEMA PSYKANA, AGENT OF THE IMPERIUM or UNALIGNED keywords).

Adeptus Custodes and Anathema Psykana secondary objectives: Additional secondary objectives that can be used in certain matched play mission packs if every Detachment in your army is an ADEPTUS CUSTODES or ANATHEMA PSYKANA Detachment.

ANATHEMA PSYKANA Detachment: A Detachment in a Battle-forged army where every model has the ANATHEMA PSYKANA keyword (excluding models with the VALERIAN, AGENT OF THE IMPERIUM or UNALIGNED keywords).

Any number of models can each have their Weapon A replaced with Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have their weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Artefacts of the Vaults: Crusade Relics available if you have claimed Magisterium Lex Ultima.

Auric weapon: An auric weapon is one of the following weapons, or any Relic that replaces such a weapon: castellan axe; Gnosis; guardian spear; sentinel blade; Watcher’s Axe.

Captain-Commander: An upgrade that can be applied to SHIELD-CAPTAIN models (excluding named characters).

Dishonour: Adverse effects for your Crusade force if you claim Magisterium Lex Ultima and abandon your endeavour.

Endeavour: A collection of imperatives, Endeavour Rewards and Dishonours if you claim Magisterium Lex Ultima.

Endeavour Rewards: Crusade bonuses you can earn by claiming Magisterium Lex Ultima and completing imperatives.

Imperatives: Crusade objectives you must complete over a series of games if you have claimed Magisterium Lex Ultima.

Ka’tah Stance: Different abilities available from Martial Ka’tah.

Magisterium Lex Ultima: Crusade rules available to Crusade forces that include TRAJANN VALORIS or any SHIELD-CAPTAIN units.

Martial Ka’tah: An ability that Adeptus Custodes models have, and can use if every model in your army has the ADEPTUS CUSTODES keyword (excluding models with the ANATHEMA PSYKANA, AGENT OF THE IMPERIUM or UNALIGNED keywords), and every unit that is assigned to a shield host is assigned to the same shield host.

Relic of Terra: A type of Relic that can be given to ADEPTUS CUSTODES CHARACTER models.

Relic of the Vigil: A type of Relic that can be given to ANATHEMA PSYKANA CHARACTER models.

Shield Host Fighting Style: Detachment ability for ADEPTUS CUSTODES Detachments. Gained by <SHIELD HOST> models based on the shield host they are assigned to, if all models in that Detachment that are assigned to a shield host are assigned to the same shield host.

Reference

Below you will find a bullet-pointed summary of several Adeptus Custodes and Anathema Psykana rules.

ADEPTUS CUSTODES DETACHMENT ABILITIES
  • Such Detachments gain the Emperor’s Legion, Host of Heroes and Watchers of the Throne abilities.
  • ADEPTUS CUSTODES units gain the Shield Host fighting style ability.
  • ADEPTUS CUSTODES INFANTRY units and ANATHEMA PSYKANA Troops units gain the objective secured.
  • ADEPTUS CUSTODES models count as one additional model when determining control of an objective marker.
  • For the purposes of determining whether all units in an ADEPTUS CUSTODES Detachment have a Faction keyword in common, ANATHEMA PSYKANA units in that Detachment are treated as having the ADEPTUS CUSTODES Faction keyword.

AEGIS OF THE EMPEROR
  • The model has a 4+ invulnerable save.
  • Each time the model would lose a wound as a result of a mortal wound, roll one D6: on a 6, that wound is not lost.

CALISTUS
  • Stance 1: Roll one additional D6 and discard one of the results when the unit Advances.
  • Stance 2: Each time the unit makes a Normal Move or Advances, it counts as having Remained Stationary in your following Shooting phase.

CONSERVAI
  • Stance 1: The unit can Advance or Fall Back and still perform actions.
  • Stance 2: The unit can perform an action and shoot without the action failing.

DACATARAI
  • Stance 1: Subtract 2" from an enemy unit’s pile-in or consolidate move if it starts the move within Engagement Range of this unit.
  • Stance 2: When the unit fights, you can add 1 to its Attacks characteristic but its Damage characteristic is changed to 1.

DAUGHTERS OF THE ABYSS
  • The unit cannot be targeted or affected by psychic powers.
  • Subtract 1 from psychic tests for each unit with this ability within 18" (max. of -3).
  • Each time a model in the unit makes an attack against a PSYKER or DAEMON unit, add 1 to the wound roll.

EMPEROR’S LEGION
  • You cannot include more ANATHEMA PSYKANA Troops units than you do ADEPTUS CUSTODES Troops units in this Detachment.
  • You cannot include more ANATHEMA PSYKANA HQ units than you do ADEPTUS CUSTODES HQ units in this Detachment.
  • You cannot select an ANATHEMA PSYKANA model as your WARLORD.

FROM GOLDEN LIGHT
  • During deployment, you can set this unit up in a teleportarium chamber instead of setting them up on the battlefield.
  • The unit can then arrive during the Reinforcements step of one of your Movement phases.
  • When the unit arrives, set it up on the battlefield more than 9" away from any enemy models.

HOST OF HEROES
  • You can include a maximum of one of each type of SHIELD-CAPTAIN in this Detachment.

KAPTARIS
  • Stance 1: Each time a melee attack is made against this unit, the hit roll cannot be re-rolled
  • Stance 2: If an enemy unit (excluding VEHICLE and MONSTER units) within Engagement Range of an INFANTRY unit with this ability would Fall Back, roll off, adding 1 to your opponent’s result if their unit can Fly. If you win, they can’t Fall Back.

MARTIAL KA’TAH
  • After deployment, before determining first turn, select a primary, secondary and tertiary Martial Ka’tah for your army to use.
  • Martial Ka’tah’s are as follows: Calistus; Conservai; Dacatarai; Kaptaris; Rendax; Salvus.
  • In each Command phase, you can select a martial ka’tah’s stance to become active for your army.
  • You cannot select a stance more than once; you must select a primary ka’tah’s stance first; you cannot select a tertiary ka’tah’s stance until you have selected a secondary ka’tah’s stance; you cannot select a stance from a ka’tah used earlier in the battle.

RENDAX
  • Stance 1: Each time a model in the unit makes an attack against a VEHICLE or MONSTER unit, an unmodified hit roll of 6 automatically wounds.
  • Stance 2: Each time a model in the unit makes a melee attack against a VEHICLE or MONSTER unit, if the unit charged, was charged or performed a Heroic Intervention this turn, add 1 to the attack’s Strength characteristic.

SALVUS
  • Stance 1: Add 4" to the Range characteristic of this unit’s ranged weapons.
  • Stance 2: If this unit is an INFANTRY unit that did not Advance and is not within Engagement Range of enemy units, it can shoot twice with auric weapons.

<SHIELD HOST> KEYWORD
  • When you include a unit with the <SHIELD HOST> keyword, nominate which shield host it is assigned to.
  • Replace every instance of the <SHIELD HOST> keyword on that unit’s datasheet with the name of your chosen shield host.
  • A Detachment cannot include units from two different shield hosts.

WATCHERS OF THE THRONE
  • For the Look Out, Sir rule, ADEPTUS CUSTODES INFANTRY and BIKER models count as two models for friendly CHARACTER models of the same <SHIELD HOST>.

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

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

PRAETORIAN PLATE

This suit of Allarus Terminator armour - itself a handcrafted relic of great antiquity - has been adapted to incorporate a still more ancient empyric beacon and archeotech teleport-shunter that allows its wearer to leap directly through the warp, to the aid of those he is sworn to defend.

TERMINATOR model only.
  • Add 1 to the bearer’s Toughness characteristic.
  • Once per battle, in the Heroic Interventions step of your opponent’s Charge phase, if the bearer is not within Engagement Range of any enemy units, it can perform a teleport-shunt. Remove the bearer from the battlefield and set it up within 3" of a friendly unit (excluding VEHICLE units) and within Engagement Range of an enemy unit. If that is not possible, it cannot perform the teleport-shunt. The bearer cannot perform a Heroic Intervention in the same turn in which it performs a teleport-shunt.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

AURIC EXEMPLAR

The warlord embodies all the greatest traits of the Adeptus Custodes, and is admired by Custodians and others alike. Brave, loyal, steadfast and strong, they are among Humanity’s finest. In battle, this warlord strikes down foe after foe with incredible precision.

Each time this WARLORD fights, after resolving all of its attacks, it can make a number of additional attacks equal to the number of enemy models destroyed as a result of its attacks during that fight (to a maximum of 4 additional attacks).

VIGIL UNENDING2CP
Adeptus Custodes – Epic Deed Stratagem

Only in death does duty end, and the Custodes are determined that every second of their lives will be spent committed to the Emperor.

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed ADEPTUS CUSTODES CHARACTER model’s attacks, it is then removed.

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

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Psychic Powers
All PSYKERS know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each PSYKER knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A PSYKER unit generates their powers before the battle.

  • All PSYKERS know Smite.
  • PSYKERS will know additional psychic powers, as described on their datasheets.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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

Dedicated Transport
Fast Attack
Rendax

Masters of Rendax are superlative monster and war machine hunters.

Stance 1: Each time a model in this unit makes an attack against a VEHICLE or MONSTER unit, an unmodified hit roll of 6 automatically wounds the target.

Stance 2: Each time a model in this unit makes a melee attack against a VEHICLE or MONSTER unit, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.
Dacatarai

This aggressive fighting style has been adapted for the Custodes to deal with hordes of foes who vastly outnumber them.

Stance 1: Each time an enemy unit piles in or consolidates, if it starts that move within Engagement Range of this unit, subtract 2" from the distance models in that enemy unit can move for that pile-in or consolidation move.

Stance 2: Each time this unit fights, it can use this ability. If it does so, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit and change the Damage characteristic of melee weapons they are equipped with to 1.
Calistus

Calistus is the art of keeping up relentless fire while advancing against the enemy.

Stance 1: Each time this unit Advances, roll one additional D6 and discard one of the results.

Stance 2: Each time this unit makes a Normal Move or Advances in your Movement phase, in your following Shooting phase, it counts as having Remained Stationary.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

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

Dedicated Transport
Fast Attack
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

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

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

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

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

Fast Attack
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

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

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

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

Kaptaris is optimised to trap enemy units in close combat with the Custodes, where the elite warriors can eliminate them.

Stance 1: Each time a melee attack is made against this unit, the hit roll cannot be re-rolled.

Stance 2: Each time an enemy unit (excluding VEHICLE and MONSTER units) that is within Engagement Range of any INFANTRY units from your army with this ability is selected to Fall Back, roll off with your opponent, adding 1 to your opponent’s roll if their unit can FLY. If you win, that enemy unit cannot Fall Back this turn.
From Golden Light

The Adeptus Custodes are undisputed masters of the teleportation strike. Plunging deep within enemy ranks, they slaughter the foe before they even have time to react.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Salvus

Masters of Salvus are preternaturally skilled marksmen.

Stance 1: Add 4" to Range characteristic of ranged weapons models in this unit are equipped with.

Stance 2: If this unit is INFANTRY and does not Advance in your Movement phase, in the following Shooting phase, if it is not within Engagement Range of any enemy units, models in this unit can shoot twice with auric weapons they are equipped with.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Conservai

Conservai emphasises seeing the bigger strategic picture over and above the slaughter of enemies.

Stance 1: This unit can perform an action in a turn in which it Advanced or Fell Back.

Stance 2: While this unit is performing an action, it can shoot without that action failing.

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

ETERNAL PENITENT1CP
Adeptus Custodes – Requisition Stratagem

Custodians tainted by dishonour seek penance through voluntary entombment in a Dreadnought's sarcophagus.

Use this Stratagem before the battle, when you are mustering your army. Select one ADEPTUS CUSTODES DREADNOUGHT unit from your army.
  • Add 1 to that unit’s Attacks characteristic.
  • You can re-roll charge rolls made for that unit. If you could already re-roll charge rolls made that unit (e.g. if it has the Instruments of the Emperor’s Wrath fighting style) add 1 to charge rolls made for that unit instead.
You can only use this Stratagem once.

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

OPEN THE VAULTS1CP
Adeptus Custodes – Requisition Stratagem

In dire need, the warriors of the Adeptus Custodes bear into battle weapons not used since the siege of the Imperial Palace.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS CUSTODES or ANATHEMA PSYKANA keyword. Select one ADEPTUS CUSTODES CHARACTER model from your army and give them one Relic of Terra, or select one ANATHEMA PSYKANA CHARACTER model from your army and give them one Relic of the Vigil. In either case, this must be a Relic they could have. Each Relic from your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
THE EMPEROR’S HEROES1CP
Adeptus Custodes – Requisition Stratagem

Champions of the Talons of the Emperor could lead entire armies.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS CUSTODES or ANATHEMA PSYKANA keyword. Select one ADEPTUS CUSTODES CHARACTER model or one ANATHEMA PSYKANA CHARACTER model from your army and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait from your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
VICTOR OF THE BLOOD GAMES1CP
Adeptus Custodes – Requisition Stratagem

What foe can withstand a warrior who has overcome the defences of Holy Terra itself?

Use this Stratagem before the battle, after a Warlord Trait is determined for an ADEPTUS CUSTODES CHARACTER model from your army (excluding named characters). You can generate one additional Warlord Trait for them. Each Warlord Trait from your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
FROM GOLDEN LIGHT THEY COME1CP
Adeptus Custodes – Strategic Ploy Stratagem

Through use of ancient Godstrike-pattern teleportariums, the Custodians can deploy straight into the heart of battle.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one ADEPTUS CUSTODES INFANTRY, ADEPTUS CUSTODES BIKER or ADEPTUS CUSTODES DREADNOUGHT unit from your army. That unit gains the From Golden Light ability.

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

DEATH MARK1CP
Adeptus Custodes – Battle Tactic Stratagem

When Vigilators mark a target for death, its destruction is assured.

At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, each time a model in a VIGILATORS unit from your army makes an attack against that enemy unit, you can re-roll the hit roll.
INTO THE DARKNESS2CP/3CP
Emissaries Imperatus – Battle Tactic Stratagem

The Emissaries Imperatus hear the word of the Emperor himself. They will fulfil his will no matter the opposition, and brave the darkest regions of the galaxy to complete the tasks given to them.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one EMISSARIES IMPERATUS CORE unit from your army. That unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains 4 or more models, this Stratagem costs 3CP; otherwise, it costs 2CP. You can only use this Stratagem once.

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

Fast Attack
CREEPING DREAD1CP
Adeptus Custodes – Strategic Ploy Stratagem

Foes shrink from the Null-Maidens' unsettling presence.

Use this Stratagem at the start of any phase. Select one ANATHEMA PSYKANA INFANTRY unit from your army. Until the end of the phase, this unit gains the following ability: ‘Creeping Dread (Aura): While an enemy unit is within 6" of this unit, each time a model in that enemy unit makes an attack, subtract 1 from that attack’s hit roll.’
TALONS OF THE EMPEROR1CP
Adeptus Custodes – Battle Tactic Stratagem

The Talons of the Emperor strike with deadly unity.

Use this Stratagem in any phase, after shooting or fighting with an ADEPTUS CUSTODES unit from your army. Select one friendly ANATHEMA PSYKANA unit within 6" of it. Until the end of the phase, each time a model in that ANATHEMA PSYKANA unit makes an attack, add 1 to that attack’s hit roll.
MARTIAL DISCRETION1CP/2CP
Adeptus Custodes – Strategic Ploy Stratagem

Adeptus Custodes fight in whatever manner necessary to achieve victory.

Use this Stratagem in your Command phase, after selecting a ka’tah stance to be active for your army. Select one ADEPTUS CUSTODES unit from your army that has the Martial Ka’tah ability, then select one ka’tah stance that is not active for your army. Until the start of your next Command phase, that unit benefits from that stance, instead of the active ka’tah stance(s) of your army. If that ADEPTUS CUSTODES unit contains 4 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

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

Dedicated Transport
RETRIBUTION OF THE MACHINE SPIRIT1CP
Adeptus Custodes – Epic Deed Stratagem

There are many tales of machine spirits wreaking havoc on the foe, even after their crew are slain and their critical systems are failing.

Use this Stratagem in your Command phase. Select one ADEPTUS CUSTODES MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

The ALLARUS and CUSTODIANS keywords are used in the following Adeptus Custodes datasheets:

UNLEASH THE LIONS1CP/2CP
Adeptus Custodes – Strategic Ploy Stratagem

Heroic bands of Allarus Custodians engage armies in fierce battle.

Use this Stratagem in your Command phase. Select one ALLARUS CUSTODIANS unit from your army that is on the battlefield and contains 2 or more models. Until the end of the battle, each model in that unit becomes its own unit. In Crusade battles, treat that unit as if it has the Combat Squads ability, even if it could be more than 2 squads. If that ALLARUS CUSTODIANS unit contains 3 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
WISDOM OF THE MORITOI1CP
Adeptus Custodes – Epic Deed Stratagem

Each fallen champion who rests within the sarcophagus of a Dreadnought has seen a thousand battles and slain foes beyond counting. All such noble warriors are immensely inspiring to Custodes around them.

Use this Stratagem in your Command phase. Select one ADEPTUS CUSTODES DREADNOUGHT model from your army. Until the start of your next Command phase, that model gains either the Inspirational Warrior or the Aggressive Precision ability, as shown below:

Inspirational Warrior (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.

Aggressive Precision (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
ESTEEMED AMALGAM1CP
Emperor’s Chosen – Strategic Ploy Stratagem

Assemblies of Adeptus Custodes include warriors with an enormous range of combat experience against myriad foes. Together, these warriors are much greater than the sum of their parts.

Use this Stratagem in your Command phase. Select one EMPEROR’S CHOSEN unit from your army, then select one other shield host’s fighting style. Until the start of your next Command phase, the models in that unit have the traits of that shield host fighting style instead of the traits of the Magna Imperator fighting style.
MANOEUVRE AND FIRE1CP
Adeptus Custodes – Strategic Ploy Stratagem

The Custodes never take the pressure off their foes, maintaining punishing fire even as they manoeuvre to new positions.

Use this Stratagem in your Movement phase, when an ADEPTUS CUSTODES unit from your army that can FLY Falls Back. Until the end of the turn, that unit is eligible to shoot even though it Fell Back.

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

The VEXILUS PRAETOR keyword is used in the following Adeptus Custodes datasheets:

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

TELEPORT HOMER1CP
Adeptus Custodes – Wargear Stratagem

This equipment produces a signal that can lock on to armour and ensure warriors teleport exactly where needed.

Use this Stratagem in your Movement phase, when an ADEPTUS CUSTODES TELEPORT HOMER unit from your army is selected to move. Remove that unit from the battlefield. In the Reinforcements step of that Movement phase, set that unit back up on the battlefield within 3" of a friendly VEXILUS PRAETOR or ALEYA model (that model must not have been set up as Reinforcements this turn) and more than 9" away from any enemy models. If the battle ends and that ADEPTUS CUSTODES TELEPORT HOMER unit is not on the battlefield, it is destroyed.
TALONS BARED1CP
Adeptus Custodes – Boarding Actions – Strategic Ploy Stratagem

With spears and crackling blades poised, the Talons of the Emperor are prepared for any foul foe lurking in the dark, and launch their crushing assault before their opponents can react.

Use this Stratagem in your Movement phase, when a Hatchway is opened by an ADEPTUS CUSTODES or VIGILATORS unit from your army. Until the end of the turn, if that unit is now within Engagement Range of one or more enemy units as a result of that Hatchway being opened, it counts as having made a charge move this turn.
GOLDEN LIGHT OF THE MOIRAIDES2CP
Dread Host – Strategic Ploy Stratagem

The Dread Host go to battle aboard the trio of terrifying pre-heresy warships known as the Moiraides. These potent vessels teleport their passengers straight into battle, so that the Adeptus Custodes can begin their charge aboard a warship, and complete it surging from an explosion of golden light into the enemy's midst.

Use this Stratagem in your Movement phase, when a DREAD HOST unit from your army is set up on the battlefield using the From Golden Light ability. Until the start of your next turn:
TANGLEFOOT GRENADE1CP
Adeptus Custodes – Wargear Stratagem

These rare grenades cause localised distortions in gravity, space and time that send the enemy stumbling in disarray.

Use this Stratagem at the start of your opponent’s Movement or Charge phase. Select one enemy unit (excluding units that can FLY) within 12" of and visible to an ADEPTUS CUSTODES INFANTRY unit from your army and roll one D6. If it is your opponent’s Movement phase, subtract an equivalent number of inches from that enemy unit’s Move characteristic for this phase (to a minimum of 0"). If it is your opponent’s Charge phase, subtract the result from charge rolls made for that unit this phase (to a minimum of 0). You can only use this Stratagem once per turn.
RAPID REACTIONS1CP
Adeptus Custodes – Strategic Ploy Stratagem

As Custodes push back the enemy in melee, they gun them down with their guardian spears.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that was within Engagement Range of an ADEPTUS CUSTODES INFANTRY unit from your army when it was selected to move finishes a Fall Back move. That ADEPTUS CUSTODES INFANTRY unit can shoot as if it were your Shooting phase, but it can only target that enemy unit.
RAPID REACTIONS2CP
Adeptus Custodes – Boarding Actions – Strategic Ploy Stratagem

As Custodians push back the enemy one bulkhead at a time, they gun them down with their artificer-wrought auric weapons.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that was within Engagement Range of an ADEPTUS CUSTODES unit from your army when it was selected to move finishes a Fall Back move. If that ADEPTUS CUSTODES unit is not within Engagement Range of any other enemy units, it can shoot as if it were your Shooting phase, but it can only target that enemy unit. Until that ADEPTUS CUSTODES unit has finished making those shooting attacks, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
DESPERATION’S PRICE1CP
Adeptus Custodes – Strategic Ploy Stratagem

To overcome the Null-Maidens’ aura, enemy psykers overstretch themselves with horrible consequences.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER unit within 18" of an ANATHEMA PSYKANA INFANTRY unit from your army suffers Perils of the Warp. That PSYKER unit suffers an additional D3 mortal wounds.
EMPYRIC SEVERANCE1CP
Adeptus Custodes – Strategic Ploy Stratagem

The mere presence of Null-Maidens quashes psychic manifestations.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made (if any). If that enemy PSYKER unit is within 18" of any ANATHEMA PSYKANA INFANTRY units from your army, roll one D6: on a 4+, that psychic power is denied.
PSYK-OUT GRENADE1CP
Adeptus Custodes – Wargear Stratagem

Psyk-out grenades are produced using an extremely rare substance thought to be a by-product of the esoteric processes that sustain the Astronomican. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area.

Use this Stratagem in your Shooting phase, when an ANATHEMA PSYKANA INFANTRY unit from your army is selected to shoot. If that unit is not within Engagement Range of any enemy units, roll one D6: on a 2+, the closest enemy PSYKER unit that is within 6" of and visible to your unit suffers Perils of the Warp.

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

Fast Attack
PURGATION SWEEP1CP
Adeptus Custodes – Battle Tactic Stratagem

When set upon by the foe, Witchseekers stop at nothing to bring them down with torrents of burning promethium.

Use this Stratagem in your Shooting phase, when a WITCHSEEKERS unit from your army is selected to shoot, or in your opponent’s Charge phase, when a WITCHSEEKERS unit from your army is selected to fire Overwatch. Until the end of the phase, add 1 to the Strength characteristic of witchseeker flamers models in that unit are equipped with.
SHIELD OF HONOUR1CP
Aquilan Shield – Strategic Ploy Stratagem

It is second nature for the warriors of the Aquilan Shield to place themselves between their charges and potential peril.

Use this Stratagem in your opponent’s Shooting phase, when an enemy unit is selected to shoot with. Select one IMPERIUM INFANTRY CHARACTER unit from your army. Until the end of the phase, while that unit from your army is within 6" of a friendly AQUILAN SHIELD CORE unit, that IMPERIUM INFANTRY CHARACTER unit can use the Look Out, Sir rule even if this unit contains fewer than 3 models.
ARCANE GENETIC ALCHEMY1CP/2CP
Adeptus Custodes – 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.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the enemy model making the attack may have. If that ADEPTUS CUSTODES INFANTRY unit contains 3 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP. You cannot use both Arcane Genetic Alchemy and The Emperor’s Auspice Stratagems on the same unit in the same phase.

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

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

Dedicated Transport
COVERED ADVANCE1CP
Adeptus Custodes – Wargear Stratagem

Deploying their smoke launchers, transports screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS CUSTODES SMOKESCREEN or ANATHEMA PSYKANA SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
THE EMPEROR’S AUSPICE1CP/2CP
Adeptus Custodes – Strategic Ploy Stratagem

When the eye of the Emperor is upon his champions, no foul trickery of the foe can prevail.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES INFANTRY unit from your army is chosen as the target of an attack. Until the end of the phase, each time an attack is made against that unit, your opponent cannot re-roll the hit roll, wound roll or damage roll for that attack. If that ADEPTUS CUSTODES INFANTRY unit contains 4 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP. You cannot use both Arcane Genetic Alchemy and The Emperor’s Auspice Stratagems on the same unit in the same phase.
ARCANE GENETIC ALCHEMY2CP
Adeptus Custodes – Boarding Actions – Battle Tactic Stratagem

The Adeptus Custodes are individually engineered on a molecular level using secrets of genetic alchemy that render them virtual demigods amidst brutal boarding actions.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
GRIM RESPONSIBILITY1CP
Shadowkeepers – Battle Tactic Stratagem

The Shadowkeepers' role requires superhuman resolve and a fortitude of will so unbreakable that it is like unto a monolithic fortress. When set to their task, the Shadowkeepers shrug off the worst that their foes can throw at them, ignoring the sorest wounds through sheer force of determination. For their already outmatched enemies, it is a terrifying spectacle.

Use this Stratagem in any phase, when a SHADOWKEEPERS unit from your army (excluding VEHICLE units) is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Strength characteristic of that attack.
SENSE OF SANCTION1CP
Adeptus Custodes – Boarding Actions – Epic Deed Stratagem

Whether via arcane auspicators or their own instinct as hunters of the malefic, the Sisters of Silence are drawn inexorably towards the unclean, seeking them out for sanction even when they cannot see them amidst the maze-like passages of a void ship.

Use this Stratagem in your Charge phase. Select one ANATHEMA PSYKANA unit from your army. Until the end of the phase, that unit can declare a charge against PSYKER units that are not visible to it.
FRATERNITY OF HEROES1CP
Adeptus Custodes – Strategic Ploy Stratagem

Any Custodian would place himself in peril to protect his brothers without a moment’s hesitation.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one ADEPTUS CUSTODES unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention as if it were a CHARACTER unit. If that unit is already eligible to perform a Heroic Intervention, it is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6".
OATH-BOUND PROTECTORS1CP
Adeptus Custodes – Boarding Actions – Strategic Ploy Stratagem

Any Talon of the Emperor would place themselves in peril to protect their comrades without a moment’s hesitation.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one ADEPTUS CUSTODES or ANATHEMA PSYKANA unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention as if it were a CHARACTER unit. If that unit is already eligible to perform a Heroic Intervention, it is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6".
INDOMITABLE GUARDIANS1CP
Adeptus Custodes – Strategic Ploy Stratagem

Custodians will not be moved from their objective.

Use this Stratagem in the Fight phase, after an enemy unit has fought. Select one ADEPTUS CUSTODES unit from your army that is in range of an objective marker and is eligible to fight: that unit fights next.

The CUSTODIAN GUARD keyword is used in the following Adeptus Custodes datasheets:

PRAESIDIUM SHIELDWALL1CP
Adeptus Custodes – Battle Tactic Stratagem

When units of Custodes form a wall with their praesidium shields, the enemy can do little to break through.

Use this Stratagem in the Fight phase, when a CUSTODIAN GUARD unit from your army is selected as the target of a melee attack, and every model in that unit is equipped with a praesidium shield. Until the end of the phase, each time a melee attack is made against that unit, subtract 1 from that attack's hit roll.
SWEEPING ADVANCE1CP
Adeptus Custodes – Battle Tactic Stratagem

Custodes riding jetbikes smash apart their foes without slowing, racing to new positions as soon as they’ve broken through.

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES BIKER unit from your army consolidates. Until the end of the phase, each time a model in that unit makes a consolidation move, it can move an additional 3".
AVENGE THE FALLEN1CP
Adeptus Custodes – Battle Tactic Stratagem

The loss of a Custodian is commemorated by the tolling of the Bell of Lost Souls on Terra, and by their comrades’ bloody vengeance on the battlefield.

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES unit from your army is selected to fight. Until the end of the phase:
  • If that unit is below Starting Strength but not below Half-strength, add 1 to the Attacks characteristic of models in that unit.
  • If that unit is below Half-strength, add 2 to the Attacks characteristic of models in that unit instead.
SLAYERS OF NIGHTMARES1CP/2CP
Adeptus Custodes – Battle Tactic Stratagem

In an age plagued by monstrous foes, when primordial horrors from the darkest void circle Humanity's dying light, still the Adeptus Custodes stand strong!

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a unit with a higher Toughness characteristic than its own, add 1 to that attack’s wound roll. If that ADEPTUS CUSTODES unit contains 3 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
DUTY BEFORE THE THRONE1CP
Adeptus Custodes – Boarding Actions – Epic Deed Stratagem

Only in death does duty end, and the Custodians and Silent Sisters who stand as the Emperors vigilant guard are determined that every second of their lives will be spent committed to him.

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES or ANATHEMA PSYKANA unit from your army that has not already been selected to fight this phase is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.

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

Dedicated Transport
INDOMITABLE ENGINES1CP
Adeptus Custodes – Epic Deed Stratagem

The belligerency of some Adeptus Custodes machine spirits makes them unyielding foes to face.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES VEHICLE or ANATHEMA PSYKANA VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
SHOULDER THE MANTLE1CP
Adeptus Custodes – Strategic Ploy Stratagem

A comrade always stands ready to take a fallen leader's place.

Use this Stratagem when your WARLORD is destroyed. Select another ADEPTUS CUSTODES CHARACTER model from your army. Until the end of the battle, if that model does not have a Warlord Trait, it gains one Warlord Trait of that destroyed WARLORD. Then, until the end of the battle, that ADEPTUS CUSTODES CHARACTER model now counts as your WARLORD for all rules purposes. If any mission objective, secondary objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until after the new WARLORD is destroyed.
EARNING OF A NAME1CP
Adeptus Custodes – Epic Deed Stratagem

When a Custodian carries out a magnificent deed, he might earn a new name for his efforts.

Use this Stratagem when an enemy CHARACTER unit is destroyed as a result of a melee attack made by an ADEPTUS CUSTODES CHARACTER model (excluding named characters) from your army. Resolve one of the following for that ADEPTUS CUSTODES CHARACTER unit:
  • Select one trait of a shield host fighting style that unit does not have. Until the end of the battle, that unit gains that trait (in addition to any other fighting styles it has gained).
  • Select one stance of one martial ka’tah. Until the end of the battle, that unit always benefits from that stance (even if a martial ka’tah is not active for your army).
You can only use this Stratagem on each ADEPTUS CUSTODES CHARACTER unit from your army once. You cannot use this Stratagem in a Crusade battle; you must use the Earning of a Name Requisition instead.
THE EAGLE’S STRIKE1CP
Solar Watch – Strategic Ploy Stratagem

The Solar Watch prioritise the speedy elimination of their foes’ command assets, tearing the throat from their army. The enemy are left reeling and confused, their command structure collapsing even as the Solar Watch strike the killing blow.

Use this Stratagem in any phase, when an enemy WARLORD is destroyed by a SOLAR WATCH unit from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
EARNING OF A NAME1RP

Should a Custodian carry out a great and noble deed, he earns a new name.

Purchase this Requisition after a battle in which an enemy CHARACTER unit was destroyed by an ADEPTUS CUSTODES CHARACTER unit from your army of Battle hardened rank or higher. Determine an additional name for that ADEPTUS CUSTODES CHARACTER unit then select one of the following Earned Name effects for it:
  • Select one stance of one martial ka’tah. That unit always benefits from that stance (even if a ka’tah is not active for your army).
  • Select one trait of a shield host fighting style that unit cannot have. Each time that unit gains its shield host fighting style for a battle, it also gains that trait.
Increase that unit’s Crusade points total by 1 and make a note of its Earned Name effect in the Other Upgrades section of its Crusade card. Each time you use this Requisition on an ADEPTUS CUSTODES CHARACTER unit, the Earned Name effect selected replaces any previously selected Earned Name effect.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
CAPTAIN-COMMANDER1RP

Though an honorific more than an official rank, those named Captain-Commander richly deserve the accolade for their martial and strategic mastery.

Purchase this Requisition when a SHIELD-CAPTAIN unit from your Crusade force gains the Heroic or Legendary rank. That unit is upgraded to a Captain-Commander; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.

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

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

Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.

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

Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

The TRAJANN VALORIS keyword is used in the following Adeptus Custodes datasheets:

CHAMPION OF THE IMPERIUM

This warlord is amongst the finest champions in the entire Imperium, and their presence inspires all nearby to acts of heroism.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
  • Each time this WARLORD makes an attack, you can re-roll the hit roll.

MASTER OF MARTIAL STRATEGY

This warlord is immeasurably accomplished in the arts of war and in the Adeptus Custodes’ fighting formations.

  • While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem, you can roll one D6: on a 5+, that Command point is refunded.
  • Once per battle, in your Command phase, if units from your army are using the Martial Ka’tah ability, before selecting a ka’tah stance for your army, you can change the order of your martial ka’tahs, i.e. primary, secondary or tertiary. Note that this does not allow you to select ka’tah stances more than once.

The datasheets using PRIMARCH keyword can be found in the following Factions:

Chaos: Death Guard, Thousand Sons, World Eaters.
Imperium: Space Marines.

The PRIMARCH keyword is used in the following datasheets:

Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

IMPREGNABLE MIND

No blandishment or invasion by the enemy can overcome the fortress of this warlord's mind, and his strength of will can crush that of lesser beings.

  • In your opponent’s Psychic phase, this WARLORD can attempt to Deny the Witch once as if it were a PSYKER model. Each time a Deny the Witch test is taken for this WARLORD, add 1 to the result.
  • This WARLORD counts as two additional models when determining control of an objective marker. This is cumulative with any other rules that make it count as additional models.

The BLADE CHAMPION keyword is used in the following Adeptus Custodes datasheets:

JUDGEMENT DELIVERED
Adeptus Custodes Agenda

A devastating victory is a great deterrent to potential foes.

At the end of the battle, if there are no models from the enemy army remaining on the battlefield, each ADEPTUS CUSTODES and ANATHEMA PSYKANA unit from your army that is on the battlefield gains 3 experience points.
BOUND FOR THE DARK CELLS
Adeptus Custodes Agenda

Artefacts that pose a threat to the Emperor must be captured and sent to the Dark Cells.

After choosing deployment zones, your opponent selects one objective marker on the battlefield that you must secure for the Dark Cells.

If you selected this Agenda, INFANTRY units from your army can attempt the following action:

Runic Lock (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is in range of, and you control, the objective marker that you must secure for the Dark Cells. This action is completed at the start of your next Command phase or at the end of the battle (whichever comes sooner). If this action is successfully completed, that objective marker has been locked. It is no longer locked if your opponent controls that objective marker at the end of their turn or at the end of the battle (whichever comes sooner).

Your units gain experience points as follows:
  • At the end of the battle, if you control the objective marker that you must secure for the Dark Cells, you can select one ADEPTUS CUSTODES unit from your army that can control objective markers and is in range of that objective marker to gain 2 experience points.
  • If the objective marker that you must secure for the Dark Cells is locked, you can select one ADEPTUS CUSTODES unit from your army that completed the Runic Lock action to gain 2 experience points.
  • If you gain experience points from both of the above, your WARLORD gains 2 experience points.
THE GREAT TITHE
Adeptus Custodes Agenda

Psykers must be captured, whether to protect the Imperium from dangers or to fuel the Astronomican.

Keep a Great Tithe tally for each ANATHEMA PSYKANA INFANTRY unit from your army. Each time an enemy PSYKER unit is destroyed, place a Great Tithe marker as close as possible to where the last model in that enemy unit was removed from the battlefield. Add 1 to a unit’s Great Tithe tally each time it successfully completes the following action:

Capture for the Black Ships (Action): One or more ANATHEMA PSYKANA INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the centre of a different one of your Great Tithe markers. The action is completed at the end of your turn. If this action is completed, remove that Great Tithe marker.

Each unit gains 3 experience points for every mark on its Great Tithe tally (to a maximum of 6 experience points). In addition, if any units from your army earn experience points from this Agenda, you gain 1 Requisition point.
COUNTER-OFFENSIVE2CP
Core Stratagem
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

The KNIGHT-CENTURA keyword is used in the following Adeptus Custodes datasheets:

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
ARTEFACT OF THE VAULTS1RP

In the most dire of circumstances, the Custodes will draw artefacts and relics from the vaults in order to defeat the most dangerous foes.

Purchase this Requisition before a battle. Select one ADEPTUS CUSTODES CHARACTER model from your army (excluding named characters), then select one of the following for that model:
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the IMPERIUM and ADEPTUS ASTARTES Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.

The CUSTODIAN WARDENS keyword is used in the following Adeptus Custodes datasheets:

Daughters of the Abyss

There are few deadlier hunters of rogue psykers and alien witches. Against them, the proximity of the Sisters of Silence is a weapon and a shield unto itself - these warriors are immune to the kiss of the warp.

  • This unit cannot be targeted or affected by psychic powers.
  • Each time a Psychic test is taken for a unit, subtract 1 from the total for each unit with this ability within 18" of that unit (to a maximum of -3).
  • Each time an attack made by a model in this unit targets an enemy PSYKER or DAEMON unit within 6" of it, add 1 to that attack’s wound roll.
Secure Site
One or more units from your army with the Objective Secured ability can start to perform this action at the end of the Move Units step of your Movement phase, if they are within range of an objective marker that has no enemy models within range of it. Each unit performing this action must be within range of a different objective marker. The action is completed at the start of your next Command phase, provided the unit performing it is still within range of that objective marker. If completed, that objective marker remains under your control until the end of the battle, unless your opponent controls it at the end of any subsequent phase, even if there are no models from your army within range of it.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.

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

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Achillus dreadspear (shooting) used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Adrasite spear (shooting) used in the following datasheets:

Adrastus bolt caliver used in the following datasheets:

Adrathic devastator used in the following datasheets:

Fast Attack

Arachnus heavy blaze cannon used in the following datasheets:

Arachnus magna-blaze cannon used in the following datasheets:

Arachnus storm cannon used in the following datasheets:

Boltgun used in the following datasheets:

Combi-bolter used in the following datasheets:

Galatus warblade (shooting) used in the following datasheets:

Gnosis (shooting) used in the following datasheets:

Hunter-killer missile used in the following datasheets:

Dedicated Transport

Hurricane bolter used in the following datasheets:

Fast Attack

Iliastus accelerator culverin used in the following datasheets:

Infernus firepike used in the following datasheets:

Infernus incinerator used in the following datasheets:

Kheres-pattern assault cannon used in the following datasheets:

Kinetic destroyer used in the following datasheets:

Lastrum bolt cannon used in the following datasheets:

Lastrum storm bolter used in the following datasheets:

Master-crafted boltgun used in the following datasheets:

Multi-melta used in the following datasheets:

Pyrithite spear (shooting) used in the following datasheets:

Salvo launcher used in the following datasheets:

Fast Attack

Sentinel blade (shooting) used in the following datasheets:

Spiculus bolt launcher used in the following datasheets:

Spiculus heavy bolt launcher used in the following datasheets:

Storm bolter used in the following datasheets:

Dedicated Transport

Twin adrathic destructor used in the following datasheets:

Twin arachnus blaze cannon used in the following datasheets:

Dedicated Transport

Twin arachnus heavy blaze cannon used in the following datasheets:

Heavy Support

Twin heavy bolter used in the following datasheets:

Twin Iliastus accelerator cannon used in the following datasheets:

Heavy Support

Twin las-pulser used in the following datasheets:

Fast Attack

Twin lascannon used in the following datasheets:

Twin lastrum bolt cannon used in the following datasheets:

Heavy Support
Dedicated Transport

Twin plasma projector used in the following datasheets:

Venatari lance (shooting) used in the following datasheets:

Watcher’s Axe (shooting) used in the following datasheets:

Witchseeker flamer used in the following datasheets:

Fast Attack

Achillus dreadspear (melee) used in the following datasheets:

Adrasite spear (melee) used in the following datasheets:

Executioner greatblade used in the following datasheets:

Galatus warblade (melee) used in the following datasheets:

Gnosis (melee) used in the following datasheets:

Interceptor lance used in the following datasheets:

Pyrithite spear (melee) used in the following datasheets:

Sentinel blade (melee) used in the following datasheets:

Solerite power gauntlet used in the following datasheets:

Solerite power talon used in the following datasheets:

Somnus used in the following datasheets:

Tarsus buckler used in the following datasheets:

Telemon caestus used in the following datasheets:

Vaultswords used in the following datasheets:

Venatari lance (melee) used in the following datasheets:

Watcher’s Axe (melee) used in the following datasheets:

Galatus shield used in the following datasheets:

Infernus firebombs used in the following datasheets:

Praesidium shield used in the following datasheets:

Vexilla defensor used in the following datasheets:

Vexilla imperius used in the following datasheets:

Vexilla magnifica used in the following datasheets:

Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Martial Ka’tah
If every unit from your army has the ADEPTUS CUSTODES keyword (excluding ANATHEMA PSYKANA, AGENT OF THE IMPERIUM and UNALIGNED units), and every unit that is assigned to a shield host is assigned to the same shield host, this unit can use this ability and the following rules apply.

After both sides have deployed, but before you have determined who will have the first turn, you must select a primary, secondary and tertiary martial ka’tah from the list below for your army to use in the battle. Note this down secretly on your army roster.

In each of your Command phases, so long as one is available, you must select one ka’tah stance to become active for your army. Each time you do so, units from your army with this ability benefit from it until the start of your next Command phase. When selecting a ka’tah stance to become active, the following rules apply:
  • You cannot select a ka’tah stance more than once.
  • You must select a primary ka’tah stance first, and you cannot select a tertiary ka’tah stance until you have selected a secondary ka’tah stance.
  • Once you select a stance of a different martial ka’tah, you cannot select a stance of a previous martial ka’tah.
Example: Every model in Emily’s army has the ADEPTUS CUSTODES keyword. She selects Rendax as her primary ka’tah, Dacatarai as her secondary ka’tah and Calistus as her tertiary ka’tah. In her first command phase, she selects Rendax stance 2 to be active.

In her second Command phase, she can select Rendax stance 1 to be active, or she can instead select Dacatarai stance 1 or 2 to be active, as she has previously selected a primary ka’tah stance. She cannot select a Calistus stance, as she must select a secondary ka’tah’s stance before she can select a tertiary ka’tah’s stance. She selects Dacatarai stance 1 to be active.

In her third Command phase, she can select Dacatarai stance 2 to be active, or she can instead select Calistus stance 1 or 2 to be active, as she has previously selected a secondary ka’tah stance. She cannot select Rendax stance 1, as she cannot select a stance of a previous ka’tah. She selects Calistus stance 2 to be active.

In her fourth Command phase, she must select Calistus stance 1 to be active, as it is the only remaining stance she is able to select. Note that this means in the fifth Command phase, there would be no ka’tah stances available to her, so she does not select one.
Aegis of the Emperor

The cellular alchemy that creates the warriors of the Adeptus Custodes leaves them forever touched by a spark of the Emperor’s own greatness. Beyond their martial might and incorruptible nobility, this energy manifests itself as an almost supernatural warding, as though the Custodians were protected by the hand of the Emperor. Bullets and bolts are turned aside at the last moment, blades fail to strike home, and even the psychic powers of the foe can suddenly and inexplicably flicker away to nothing in the face of the Ten Thousand.

  • Models in this unit have a 4+ invulnerable save.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 6, that wound is not lost.

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

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