Adeptus Custodes – Custodian Guard with Adrasite and Pyrithite Spears
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8

Custodian Guard with Adrasite and Pyrithite Spears

NoNAME  M WS BS S T W A Ld Sv
55
Custodian Guard
3‑5
55
Custodian Guard
6" 2+ 2+ 5 5 3 3 8 2+
If this unit contains 4 or more models, it has Power Rating 11. Every model is equipped with: adrasite spear.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Adrasite spear (shooting)
Adrasite spear (shooting)
18"
Assault 1
5
-3
3
-
+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.
Adrasite spear (melee)
Adrasite spear (melee)
Melee
Melee
+1
-3
D3
-
+3
Misericordia
+3
Misericordia
Melee
Melee
User
-2
1
When the bearer fights, it makes 1 additional attack with this weapon unless it is has a storm shield.
When the bearer fights, it makes 1 additional attack with this weapon unless it is has a storm shield.
+5
Pyrithite spear (melee)
+5
Pyrithite spear (melee)
Melee
Melee
+1
-3
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model’s adrasite spear can be replaced with 1 pyrithite spear.
 • Any model can be equipped with 1 misericordia.
ABILITIES
ABILITIES
Aegis of the Emperor
FACTION KEYWORDS: IMPERIUM, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: INFANTRY, CORE, CUSTODIAN GUARD

Datasheet-related Stratagems

1CP

SHIELD OF HONOUR

Aquilan Shield Stratagem

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

Use this Stratagem in any phase when an IMPERIUM CHARACTER unit (excluding VEHICLE units) from your army is chosen as the target of an opponent model’s attacks. Select one friendly AQUILAN SHIELD INFANTRY or AQUILAN SHIELD DREADNOUGHT unit within 3" of that IMPERIUM CHARACTER unit. Until the end of that phase, when resolving an attack made by a model in that enemy unit, measure range to that IMPERIUM CHARACTER unit, but resolve attacks made by models in that enemy model's unit against the unit you selected. If the unit you selected is destroyed, any remaining attacks are lost.
1CP

SUPERIOR FIRE PATTERNS

Adeptus Custodes Stratagem

Combining advanced targeting cogitators and their own sublimely honed reactions, the Custodians lay down a hail of fire worthy of an army many times their number.

Use this Stratagem in your Shooting phase, when an ADEPTUS CUSTODES INFANTRY unit from your army that did not Advance in your previous Movement phase is chosen to shoot with. Until the end of that phase, models in that unit make double the number of attacks with Rapid Fire and Pistol weapons.
1CP/3CP

FROM GOLDEN LIGHT THEY COME

Adeptus Custodes Stratagem

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

Use this Stratagem during deployment. Instead of placing them on the battlefield, you can set up one ADEPTUS CUSTODES INFANTRY, BIKER or DREADNOUGHT unit from your army in a Godstrike-pattern teleportarium array for 1 CP, or two such units for 3 CPs. At the end of any of your Movement phases these units can teleport into battle – set them up anywhere on the battlefield that is more than 9" away from any enemy models. This Stratagem can only be used once per battle.
1CP

TANGLEFOOT GRENADE

Adeptus Custodes Stratagem

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

Use this Stratagem at the beginning of your opponent’s Movement or Charge phase. Choose an enemy unit within 12" of an ADEPTUS CUSTODES INFANTRY unit from your army and roll a D6. Your opponent must reduce that unit’s Movement characteristic or charge distance by the result until the end of the phase. Units with the FLY keyword are not affected.
2CP

EVER VIGILANT

Adeptus Custodes Stratagem

They are the Emperor’s own vigilance. They see all.

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of an ADEPTUS CUSTODES INFANTRY unit from your army. That unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
1CP

SPARK OF DIVINITY

Adeptus Custodes Stratagem

The spark of divinity within every Custodian can sometimes unravel the sorcerous manifestations of the enemy.

Use this Stratagem when an enemy PSYKER manifests a psychic power within 12" of an ADEPTUS CUSTODES INFANTRY or BIKER unit from your army. You can take a Deny the Witch test for that unit as if it were a PSYKER.

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

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.
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.
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 with this ability have a 5+ invulnerable save. When a model with this ability would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 6 that wound is not lost.

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

The DREADNOUGHT keyword is used in following Adeptus Custodes datasheets:

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.
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.
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.

The BIKER keyword is used in 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.
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.
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.
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.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. 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.

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.
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.
© Vyacheslav Maltsev 2013-2021