Adeptus Custodes – Valerian and Aleya
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10

Valerian and Aleya

NoNAME  M WS BS S T W A Ld Sv
Valerian
1Valerian 6" 2+ 2+ 5 5 6 5 9 2+
Aleya
1Aleya 7" 2+ 3+ 3 3 5 4 9 3+
This unit contains 1 Valerian and 1 Aleya, Valerian is equipped with: Gnosis; misericordia. Aleya is equipped with: Somnus Blade; psyk-out grenades. You can only include one of this unit in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gnosis (shooting)
Gnosis (shooting)
24"
Rapid Fire 1
4
-1
2
-
Gnosis (melee)
Gnosis (melee)
Melee
Melee
+2
-3
D3
-
Misericordia
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.
Somnus Blade
Somnus Blade
Melee
Melee
+1
-3
D3
-
Psyk-out grenade
Psyk-out grenade
6"
Grenade D3
2
0
1
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
ABILITIES
ABILITIES
Talons of the Emperor: During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.
ABILITIES (Valerian)
ABILITIES (Valerian)
Aegis of the Emperor
Inspirational Fighter: You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model.
Golden Laurels: Once per battle, when resolving an attack made with Gnosis by this model, you can re-roll either the hit roll, the wound roll or the damage roll.
ABILITIES (Aleya)
ABILITIES (Aleya)
Witch Hunter: When resolving an attack made with a melee weapon by this model against a PSYKER unit, you can re-roll the wound roll.
Psychic Abomination: This model cannot be targeted or affected by psychic powers. In addition, when a Psychic or Deny the Witch test is taken for an enemy model, subtract 1 from the total for each unit from your army with this ability that is within 18" of that enemy model (to a maximum of-4).
WARLORD TRAIT!
WARLORD TRAIT!
Peerless Warrior: Each time you make a hit roll of 6+ for your Warlord in the Fight phase, they can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
FACTION KEYWORDS: IMPERIUM, ADEPTUS CUSTODES
KEYWORDS (Valerian): ADEPTUS CUSTODES, CHARACTER, INFANTRY, SHIELD-CAPTAIN, VALERIAN
KEYWORDS (Aleya): ASTRA TELEPATHICA, SISTERS OF SILENCE, CHARACTER, INFANTRY, ALEYA

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

TEN THOUSAND HEROES

Adeptus Custodes Stratagem

Every Custodian Guard is a storied hero; many amongst the ranks of their shield companies possess the most advanced mastery of war.

Use this Stratagem before the battle, after nominating your Warlord. Select one ADEPTUS CUSTODES CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle. If a model is given a Warlord Trait using this Stratagem, that model does not gain a second one if they are selected for the Shoulder the Mantle Stratagem during the battle.
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

CAPTAIN-COMMANDER

Adeptus Custodes Stratagem

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

Use this Stratagem before the battle. Select one SHIELD-CAPTAIN model from your army that is not a named character. Select one Captain-Commander Trait from the list to the left for that model. You can only use this Stratagem once per battle.
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

SHOULDER THE MANTLE

Adeptus Custodes Stratagem

Should the leader of an Adeptus Custodes army fall, a worthy comrade always stands ready to take his place.

Use this Stratagem when your Warlord is slain. Choose a SHIELD-CAPTAIN on the battlefield from your army. They become your Warlord – choose or generate a Warlord Traits for them immediately. For the purposes of the mission, your Warlord is not considered to have been slain while this model is on the battlefield.
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.
2CP

VICTOR OF THE BLOOD GAMES

Adeptus Custodes Stratagem

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

Use this Stratagem when you set up an ADEPTUS CUSTODES CHARACTER from your army during deployment. You can re-roll one hit roll, one wound roll or one save roll for this model in each turn.
2CP

EVEN IN DEATH...

Adeptus Custodes Stratagem

Even to their last breath, the heroic warriors of the Adeptus Custodes continue to fight on against those who would oppose the Master of Mankind.

Use this Stratagem when an ADEPTUS CUSTODES CHARACTER from your army is slain. Before removing the model from the battlefield, it can immediately either shoot as if it were the Shooting phase, or fight as if it were the Fight phase.
Price per unit
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.
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.
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.
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.
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.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
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.
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.
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.
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.
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.

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

The DREADNOUGHT keyword is used in following Adeptus Custodes datasheets:

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.
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.

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

1CP

SHOULDER THE MANTLE

Adeptus Custodes Stratagem

Should the leader of an Adeptus Custodes army fall, a worthy comrade always stands ready to take his place.

Use this Stratagem when your Warlord is slain. Choose a SHIELD-CAPTAIN on the battlefield from your army. They become your Warlord – choose or generate a Warlord Traits for them immediately. For the purposes of the mission, your Warlord is not considered to have been slain while this model is on the battlefield.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021