Adeptus Custodes – Caladius Grav-tank
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12

Caladius Grav-tank

NoNAME  M WS BS S T W! A Ld Sv
225
Caladius Grav-tank
1
225
Caladius Grav-tank
14" 6+ 2+ 6 7 8-14 3 9 3+
10" 6+ 3+ 6 7 4-7 D3 9 3+
8" 6+ 4+ 6 7 1-3 1 9 3+
A Caladius Grav-tank is equipped with: twin iliastus accelerator cannon; twin lastrum bolt cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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 Iliastus accelerator cannon
Twin Iliastus accelerator cannon
60"
Heavy 8
7
-3
2
-
Twin lastrum bolt cannon
Twin lastrum bolt cannon
36"
Heavy 6
6
-2
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin iliastus accelerator cannon can be replaced with 1 twin arachnus heavy blaze cannon.
ABILITIES
ABILITIES
Flare Shielding: This model has a 5+ invulnerable save.
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before amoving it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, FLY, CALADIUS GRAV-TANK

Datasheet-related Stratagems

1CP

INDOMITABLE ENGINES

Adeptus Custodes Stratagem

So indomitable are the war engines of the Adeptus Custodes that they can shrug off even the most devastating hits without any obvious harm.

Use this Stratagem in any phase, when an ADEPTUS CUSTODES VEHICLE model from your army would lose a wound as a result of a mortal wound. Roll one D6; on a 5+ that wound is not lost. In addition, until the end of that phase, when this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

This datasheet has Heavy Support Battlefield Role. Full list of Adeptus Custodes units sharing same Battlefield Role follows:

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.
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.
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.
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.

Twin lastrum bolt cannon used in following datasheets:

Heavy Support
Dedicated Transport
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.
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.
© Vyacheslav Maltsev 2013-2021