Adeptus Custodes

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.

Detachments: Select All / Unselect All Total: 0DP
Hide listHide
Boarding Actions

Books

BookKindEditionVersionLast update
  Adeptus Custodes
  Adeptus CustodesApp112.8.1October 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025

Keywords

ADEPTUS CUSTODES (30);
AIRCRAFT (1);
ANATHEMA PSYKANA (6);
BATTLELINE (2);
CALADIUS (2);
CHARACTER (8);
DEDICATED TRANSPORT (1);
DREADNOUGHT (3);
EPIC HERO (3);
EXPLOSIVES (2);
FLY (11);
FRAME (6);
GRAV-ASSAULT (4);
IMPERIUM (36);
INFANTRY (21);
JUMP PACK (2);
MOUNTED (3);
SHIELD-CAPTAIN (3);
SMOKE (2);
TERMINATOR (4);
TRANSPORT (4);
TRUSTED SENTINEL (6);
VEHICLE (12);
WALKER (4)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

Martial Ka’tah

The Adeptus Custodes have developed many thousands of martial ka’tahs. Custodians are proficient in many of these arts, shifting stances according to the battlefield situation.

At the start of your Command phase, friendly ADEPTUS CUSTODES units with this ability are readied. While a friendly unit is readied, you can select one of the ka’tah abilities presented below for that unit to use. If you do, that unit is no longer readied.

Each ka’tah ability will tell you when that ka’tah ability can be used, and the effects that ka’tah ability has on the unit using it.

We recommend placing a token next to each readied unit, removing it when that unit is no longer readied.

Favoured Ka’tah

Many of the most prominent shield hosts favour a specific martial ka’tah above all others.

All detachments tagged ‘Unique: Shield Host’ state a Favoured Ka’tah. If you selected one of these detachments, the ka’tah ability that is the Favoured Ka’tah of that detachment grants the additional effect listed in that detachment.

Example: If you selected the Solar Watch detachment, when you select the Calistus ka’tah ability for a readied unit, that unit has +2" M in addition to the normal effect of Calistus.

CONSERVAI
KA’TAH ABILITY
WHEN: Your Command phase.
TARGET: One friendly readied unit.
EFFECT: Until the end of the turn:
CALISTUS
KA’TAH ABILITY
WHEN: Your Movement phase, when a friendly readied unit is selected to move.
TARGET: That readied unit.
EFFECT: When your unit makes a normal/advance/fall-back move, your unit can move through all types of model.
SALVUS
KA’TAH ABILITY
WHEN: Your Shooting phase, when a friendly readied unit is selected to shoot.
TARGET: That readied unit.
EFFECT: Your unit can ignore modifiers to your unit’s:
  • BS.
  • Hit rolls and wound rolls.
DACATARAI
KA’TAH ABILITY
WHEN: Start of the Fight phase.
TARGET: One friendly readied unit.
EFFECT: Your unit’s melee attacks that target an enemy unit (excluding MONSTER/VEHICLE units) can re-roll hit rolls of 1.
KAPTARIS
KA’TAH ABILITY
WHEN: Start of the Fight phase.
TARGET: One friendly readied unit.
EFFECT: Melee attacks that target your unit have -1 to hit rolls.
RENDAX
KA’TAH ABILITY
WHEN: Fight phase, when a friendly readied unit is selected to fight.
TARGET: One friendly readied unit.
EFFECT: Your unit’s melee attacks have [Lethal Hits: Monster/Vehicle].

Aegis of the Emperor

The Adeptus Custodes are the shield of the Emperor: indomitable and nigh unbreakable.

Friendly ADEPTUS CUSTODES units with this ability have Feel No Pain 5+ against mortal wounds.

Aquila Commander

Shield-Captains who bear the title Aquila Commander have proven themselves true masters of battlefield tactics.

At the start of the battle round, if a model with this ability is your WARLORD, gain 1CP.

Daughters of the Abyss

Bearers of the Pariah gene, Null Maidens are inured to psychic powers. Their Warp-smothering aura also provides limited protection for the Custodians at whose side they fight.

  • Friendly ANATHEMA PSYKANA units with this ability have Feel No Pain 3+ against psychic attacks.
  • Friendly ANATHEMA PSYKANA units with this ability have the following ability:
Psychic Null (Aura): Friendly ADEPTUS CUSTODES units within 6" of this unit have Feel No Pain 5+ against psychic attacks.


Anathema Psykana

Though the Adeptus Custodes often fight alongside the Silent Sisterhood, they take orders only from their own commanders, or from the Emperor Himself.

You can include ANATHEMA PSYKANA units in your army, even though they do not have the ADEPTUS CUSTODES faction keyword.

When mustering your army, unless otherwise stated:
  • You cannot select ANATHEMA PSYKANA as your army faction.
  • You cannot select an ANATHEMA PSYKANA model to be your WARLORD.

Special Move Types

The following are special move types that certain or all of your units are eligible to make.

SHOCK DISEMBARK MOVE18.07
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
AFTER MOVING: Your unit is not eligible to declare a charge until the end of the turn.

Guardians of the Throne3DP

FEW FOES CAN STAND AGAINST A COMBINED-ARMS FORCE OF CUSTODIANS

Detachment Rules

Martial Mastery

The Custodians are masters of all forms of war. There is no foe, no matter how numerous or powerful, that they cannot lay low.

In the Fight phase, when a friendly ADEPTUS CUSTODES unit is selected to fight, that unit’s melee attacks have:
  • [Sustained Hits 1].
  • Or: [Lethal Hits].

Enhancements

  • Bane of Abominations 20 pts

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

ADEPTUS CUSTODES model only. This model’s attacks that target an enemy CHARACTER/MONSTER/VEHICLE unit have +1 to wound rolls.

  • Emperor's Light 15 pts

This masterwork misericordia is believed to flood the hearts of its victims with searing holy radiance.

ADEPTUS CUSTODES model only. This model has the following weapon:

MELEE WEAPONS
RANGE
A
WS
S
AP
D
Emperor's Light EXTRA ATTACKS
Emperor's Light EXTRA ATTACKS
Melee
3
2+
5
-2
2
  • Castellan's Mark 25 pts

Awarded to the Custodian with the greatest tally of victories in the Blood Games, this finely worked pauldron denotes its bearer as a superlative strategic genius.

ADEPTUS CUSTODES model only. When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS CUSTODES units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.

  • Eagle's Eye 30 pts

The sensorium gheists within this helm shriek technomantic warnings to the wearer whenever danger threatens.

ADEPTUS CUSTODES model only.

  • This model has +1 W.
  • (Once per battle, per army) When attacks are allocated to this model, you can use this ability. If you do, this model has 3+ InSv.


Stratagems

SHIELD OF HONOUR
1CP
Guardians of the Throne Stratagem
Coming to the aid of beleaguered allies, these Custodians issue challenges to their foes. Few possess the resolve to ignore these bellicose cries, and even those who refuse to respond are left shaken.
WHEN: Start of the Fight phase.

TARGET: One friendly ADEPTUS CUSTODES INFANTRY/MOUNTED unit.

EFFECT: When an enemy model engaged with your unit selects targets, if that enemy model does not select your unit as the target of all of its attacks, that enemy model’s attacks have:
  • -1 to hit rolls.
  • -1 to wound rolls.
SUPERHUMAN FOCUS
1CP
Guardians of the Throne Stratagem
Ever watchful and alert, these warriors switch seamlessly between martial ka’tah.
WHEN: End of any phase.

TARGET: One friendly ADEPTUS CUSTODES unit that is not readied.

EFFECT: Your unit is readied.

RESTRICTIONS: You cannot select the same unit as the target of this Stratagem more than once per battle round.
IN AURAMITE CLAD
1CP
Guardians of the Throne Stratagem
Even the most potent of attacks struggle to penetrate the auramite plate of these warriors.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS CUSTODES unit (excluding CUSTODIAN WARDENS units).

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
PRIME TARGET
1CP
Guardians of the Throne Stratagem
When a threat to the Golden Throne is identified, the Adeptus Custodes will bend every fibre of their being to ensure its destruction.
WHEN: Your Shooting phase, when a friendly ADEPTUS CUSTODES unit is selected to shoot.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s ranged attacks can:
  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.
UNLIMITED ENDURANCE
1CP
Guardians of the Throne Stratagem
Possessed of great endurance, Custodian sodalities willl pursue their targets to the ends of the galaxy. No matter how hard they might try, none can flee from their wrath.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit ends an advance move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn:
SWIFT AS THE EAGLE
1CP
Guardians of the Throne Stratagem
Every Custodian is devastatingly fast on the battlefield, with preternatural reactions to match. The greatest among them are outstanding, even by these lofty standards.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged TRUSTED SENTINEL unit.

TARGET: That TRUSTED SENTINEL unit.

EFFECT: Your unit can make a normal move of up to D3+3".
UNIQUE: SHIELD HOST

Aquilan Shield1DP

THE AQUILAN SHIELD ARE AN UNBREAKABLE FORTRESS OF AURAMITE

Detachment Rules

Gilded Guardians

Resilient experts of ranged warfare, the Aquilan Shield give no ground and punish advancing enemies with their mastery of the Salvus Ka’tah.

While a friendly ADEPTUS CUSTODES unit (excluding MONSTER/VEHICLE units) is within range of an objective, ranged attacks that target that unit with a S greater than that unit’s T have -1 to wound rolls.

Favoured ka’tah: SALVUS
Additional Effect: Your unit’s ranged attacks have +6" R.

Enhancements

  • Not a Shell Wasted 10 pts

Every volley these warriors fire is calculated to inflict the maximum amount of damage upon the foe.

ADEPTUS CUSTODES INFANTRY model only. This unit’s ranged attacks have +1 A.

  • Pareldor's Caducatrix 30 pts

This immeasurably ancient auto-medicae device meshes seamlessly with any suit of armour, dispensing panacaeic elixirs in response to mental or physical trauma.

ADEPTUS CUSTODES model only. (Once per battle, per army) At the start of any phase, this model heals D3+3 wounds.


Stratagems

MANOEUVRE AND FIRE
1CP
Aquilan Shield Stratagem
The Adeptus Custodes never take the pressure off their foes, maintaining punishing fire even as they manoeuvre to new positions.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit is selected to make a fall-back move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: That move does not prevent your unit from being eligible to shoot/declare a charge.
TIP OF THE TALON
1CP
Aquilan Shield Stratagem
Fighting at the forefront of the battle, these Custodians hit their victims with perfectly timed volleys the instant before they tear into their ranks.
WHEN: Your Shooting phase, when a friendly ADEPTUS CUSTODES unit is selected to shoot.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s ranged attacks that target an enemy unit within 9" of your unit have +1 S.
RAPID REACTIONS
1CP
Aquilan Shield Stratagem
Forcing their outmatched enemies to fall back, Custodians level their guardian spears and cut down fleeing opponents with volleys of bolter fire.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a fall-back move.

TARGET: One friendly ADEPTUS CUSTODES INFANTRY unit that was engaged with that enemy unit at the start of the phase.

EFFECT: Your unit shoots using normal shooting, but while doing so your unit can only target that enemy unit.
UNIQUE: SHIELD HOST

Dread Host1DP

THE DREAD HOST UNLEASHES THE EMPEROR’S WRATH UPON THE FOE

Detachment Rules

Instruments of the Emperor’s Wrath

Favouring the aggressive Dacatarai fighting style, the Custodians of the Dread Host seek to outmatch their enemies in bloody melee combat.

Friendly ADEPTUS CUSTODES units can re-roll charge rolls.

Favoured ka’tah: DACATARAI
Additional Effect: When an enemy unit engaged with your unit makes a pile-in/consolidation move, -2" from that pile-in/consolidation move.

Enhancements

  • Flawless Bladework 15 pts

This Custodian’s skills in close-quarters combat are awe-inspiring to behold.

ADEPTUS CUSTODES model only. This model’s melee attacks have [Sustained Hits 1].

  • Auric Exemplar 15 pts

This champion’s physical might is exceptional, even for a Custodian. Each swing of their blade carves a bloody swathe through the foe.

ADEPTUS CUSTODES model only. This model’s melee attacks have [Cleave 1].


Stratagems

LIGHTNING WRATH
1CP
Dread Host Stratagem
Rushing forward with terrifying speed, Custodian sodalities leave their foes no opportunity to escape.
WHEN: Fight phase, when a friendly ADEPTUS CUSTODES unit is selected to make a pile-in move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: When making that pile-in move, your unit can move up to D3+3".
GOLDEN LIGHT OF THE MOIRAIDES
2CP
Dread Host Stratagem
The Dread Host goes to battle aboard the trio of terrifying pre-Heresy warships known as the Moiraides. These potent vessels teleport their passengers straight into battle amidst an eruption of dazzling golden light.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit is selected to make an ingress move.

TARGET: That ADEPTUS CUSTODES Unit.

EFFECT: Until the start of your next turn:
  • Attacks that target your unit have -1 to hit rolls.
  • Enemy units cannot target your unit with snap shooting attacks.
PRETERNATURAL RAPIDITY
1CP
Dread Host Stratagem
The warriors of the Adeptus Custodes are relentless in their pursuit of the Throneworld’s foes.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit ends an advance move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: That advance move does not prevent your unit from being eligible to declare a charge.
UNIQUE: SHIELD HOST

Emperor’s Chosen1DP

MOST SHIELD HOSTS ARE TEMPORARY, BUT ALL PLAY A VITAL ROLE IN THE EMPEROR’S SERVICE

Detachment Rules

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.

When a friendly ADEPTUS CUSTODES unit is selected to attack, that unit’s attacks can:
  • Re-roll one hit roll.
  • Re-roll one wound roll.

Favoured ka’tah: RENDAX
Additional Effect: You can select one enemy MONSTER/VEHICLE unit engaged with your unit and roll one D6:
  • On a 1-2, that enemy unit suffers 1 mortal wound.
  • On a 3-5, that enemy unit suffers D3 mortal wounds.
  • On a 6, that enemy unit suffers 3 mortal wounds.

Enhancements

  • From the Hall of Armouries 15 pts

The armouries of the Adeptus Custodes contain some of the most finely crafted and deadly close-quarters weaponry wielded by any warrior of the Imperium.

ADEPTUS CUSTODES model only. This model’s melee attacks have [Devastating Wounds].

  • Radiant Mantle 40 pts

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

ADEPTUS CUSTODES INFANTRY model only. Attacks that target this unit have -1 to hit rolls.


Stratagems

IN AURAMITE CLAD
1CP
Emperor's Chosen Stratagem
Even the most potent of attacks struggle to penetrate the auramite plate of these warriors.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS CUSTODES unit (excluding CUSTODIAN WARDENS units).

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
SUPERHUMAN FOCUS
1CP
Emperor's Chosen Stratagem
Ever watchful and alert, these warriors switch seamlessly between martial ka’tah.
WHEN: End of any phase.

TARGET: One friendly ADEPTUS CUSTODES unit that is not readied.

EFFECT: Your unit is readied.

RESTRICTIONS: You cannot select the same unit as the target of this stratagem more than once per battle round.
IMPENETRABLE BASTION
1CP
Emperor's Chosen Stratagem
When holding ground, a sodality of Custodians becomes a living fortress whose gilded walls are nigh impossible to breach.
WHEN: End of your Movement phase.

TARGET: One friendly ADEPTUS CUSTODES unit (excluding MONSTER/VEHICLE units).

EFFECT: Select one objective your unit is controlling. That objective is secured.
UNIQUE: SHIELD HOST

Emissaries Imperatus1DP

THE EMISSARIES IMPERATUS WILL GO TO ANY LENGTHS TO DELIVER THE EMPEROR’S WORD

Detachment Rules

Heralds of the Throne

The Emissaries Imperatus prioritise the mission over individual actions. Their favoured ka’tah, Conservai, similarly emphasises strategy.

Friendly ADEPTUS CUSTODES units have Fights First.

Favoured Ka’tah: CONSERVAI
Additional Effect: Until the end of the turn, being selected to make an advance/fall-back move does not prevent your unit from being eligible to start an action.

Enhancements

  • Edge of the Blade 15 pts

This auric champion always strives to be first into the fray.

Adeptus Custodes model only. If this unit made a charge move this turn, this model’s attacks can:

  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.

  • Auriferous Orb 20 pts

When this sphere of solid gold detonates, it unleashes beams of radiating light that blind those they do not kill.

ADEPTUS CUSTODES model only. This model has the following weapon:

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Auriferous Orb ANTI-non-MONSTER/VEHICLE 2+ BLINDING LIGHT DEVASTATING WOUNDS
Auriferous Orb ANTI-non-MONSTER/VEHICLE 2+ BLINDING LIGHT DEVASTATING WOUNDS
12"
3
2+
1
0
1

[BLINDING LIGHT]: In your Shooting phase, when this unit has shot, select one enemy unit hit by this unit’s Auriferous Orb weapon. That enemy unit’s attacks have -1 to hit rolls until the start of your next turn.

Stratagems

BEARERS OF HIS LIGHT
1CP
Emissaries Imperatus Stratagem
No matter how far they stray from the Golden Throne, all Custodians carry with them the Emperor’s light, drawing upon His guidance in the midst of battle.
WHEN: Fight phase, when a friendly ADEPTUS CUSTODES unit is selected to fight.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s melee attacks can ignore modifiers to hit rolls and wound rolls.
SLAYERS OF NIGHTMARES
1CP
Emissaries Imperatus Stratagem
In an age plagued by monstrous foes, primordial horrors from the darkest void circle Humanity’s dying light. These hideous aberrations the Adeptus Custodes engage without hesitation.
WHEN: Fight phase, when a friendly ADEPTUS CUSTODES unit is selected to fight.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s melee attacks that target a unit with a T greater than this unit’s T have +1 to wound rolls.
SELFLESS SERVICE
1CP
Emissaries Imperatus Stratagem
Any of the Ten Thousand would place themselves in peril to protect a fellow Custodian without a moment’s hesitation.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged ADEPTUS CUSTODES unit within 6" of an enemy unit. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Declare a charge with your unit:
  • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
  • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
UNIQUE: SHIELD HOST

Shadowkeepers1DP

THE SHADOWKEEPERS SEEK TO DESTROY OR CONTAIN THAT WHICH SHOULD NOT BE

Detachment Rules

Wardens of the Dark Cells

Inured to the most nightmarish and esoteric threats, the Shadowkeepers will not be swayed from their duty.

While a friendly ADEPTUS CUSTODES unit (excluding MONSTER/VEHICLE units) is within range of an objective, melee attacks that target that unit with a S greater than that unit’s T have -1 to wound rolls.

Favoured ka’tah: KAPTARIS
Additional Effect: You can select one enemy unit engaged with your unit. That enemy unit must make a battle-shock roll, with -1 to that battle-shock roll. You cannot select the same enemy unit for this effect more than once per phase.

Enhancements

  • Unstoppable Destroyer 25 pts

This Custodian unleashes upon their opponents the Emperor’s own fury, pursuing enemy warriors with relentless determination and allowing none to flee the field.

ADEPTUS CUSTODES INFANTRY model only. When this unit is selected to make a pile-in/consolidation move:

  • This unit can move up to 4".
  • You can select any consolidation mode for that consolidation move, regardless of that consolidation move’s Before Moving restrictions.

  • Genalchemic Warding 30 pts

The genetic alchemy that saturates this warrior’s physiology has been tempered in wars beyond count. There are few hardships or hurts such a warrior cannot endure.

ADEPTUS CUSTODES model only. This model has Feel No Pain 5+.


Stratagems

GRIM RESPONSIBILITY
1CP
Shadowkeepers Stratagem
The Shadowkeepers strive to bring the most monstrous and malevolent of the Emperor’s foes to justice, striking them down with ruthless efficiency.
WHEN: Fight phase, when a friendly ADEPTUS CUSTODES INFANTRY unit is selected to fight.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Your unit’s melee attacks have [Lethal Hits: Character/Monster].
NO ESCAPE
2CP
Shadowkeepers Stratagem
Those Custodians who have served among the Shadowkeepers pursue their prey with dogged determination and will see them captured or slain.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a fall-back move.

TARGET: One friendly unengaged ADEPTUS CUSTODES INFANTRY unit that is within 6" of that enemy unit.

EFFECT: Declare a charge with your unit. When selecting charge targets, you can only select enemy units that made a fall-back move this phase and are within the maximum distance.
INDOMITABLE GUARDIANS
1CP
Shadowkeepers Stratagem
No volume of fire or aggression will pry the Custodians from their objectives. Those who attempt to do so are subjected to the fullest extent of their violent fury.
WHEN: Your opponent’s Fight phase, when an enemy unit has fought.

TARGET: One friendly ADEPTUS CUSTODES unit that is within range of an objective and is eligible to fight.

EFFECT: Your unit has Fights First and must be the next unit you select to fight.
UNIQUE: SHIELD HOST

Solar Watch1DP

GUARDIANS OF THE SOL SYSTEM, THE SOLAR WATCH FAVOUR RAPID WARFARE

Detachment Rules

Talon Sortie

The Solar Watch utilise speed, mobility and the adaptable Calistus Ka’tah to confound and eviscerate opposing armies.

When a friendly ADEPTUS CUSTODES unit makes a fall-back move, that fall-back move does not prevent that unit from being eligible to charge.

Favoured ka’tah: CALISTUS
Additional Effect: Your unit has +2" M.

Enhancements

  • Sally Forth 30 pts

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.

ADEPTUS CUSTODES SHIELD-CAPTAIN model only. At the start of your Charge phase, select one friendly ADEPTUS CUSTODES INFANTRY unit within 6" of this model. If that unit made an advance move this turn, that advance move does not prevent that unit from being eligible to declare a charge.

  • Auric EagleUPGRADE 15 pts

Embodying the raptors of ancient Terra, this champion of the Golden Throne descends upon their prey swiftly, with talons unsheathed.

ADEPTUS CUSTODES INFANTRY/MOUNTED unit only (excluding TERMINATOR units). This unit has +1 to advance rolls and charge rolls.


Stratagems

INEXORABLE
1CP
Solar Watch Stratagem
No obstacle, physical or otherwise, can halt the advance of the Solar Watch, nor stay their wrath.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit is selected to move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit can ignore modifiers to your unit’s:
AT SPEAR'S LENGTH
1CP
Solar Watch Stratagem
Duty to the Golden Throne overrides all else. When called to strike a new target, Custodian sodalities withdraw from the fight in close order, keeping their spears leveled towards their foes and holding them at bay with close-range volleys of bolter fire.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES unit is selected to make a fall-back move.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: That fall-back move does not prevent your unit from being eligible to shoot.
GRAVIMETRIC GRENADE
1CP
Solar Watch Stratagem
Carried by many Custodians, these explosive devices detonate on impact, creating a field of gravitic energy that immobilises those caught in the blast radius.
WHEN: Start of your opponent’s Charge phase.

TARGET: One friendly unengaged ADEPTUS CUSTODES unit.

EFFECT: Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls.

Honoured Companions1DP

Detachment Rules

Companion’s Watch

Among the Companions and the Sentinel Guard, vigilance is the most crucial of attributes.

While a friendly TRUSTED SENTINEL unit is within range of an objective, that unit’s attacks can re-roll wound rolls of 1.

Enhancements

  • Arae-Shrike 20 pts

Built into this Custodian’s armour, this aviform artefact is a relic of the Dark Age of Technology. It projects electromagnetic distortion to corrupt and confound homing beacons, teleportation technology and other methods of translocation.

ADEPTUS CUSTODES INFANTRY model only. Enemy units that are selected to make an ingress move cannot be set up within 12" of this unit.

  • Celeritous SentriesUPGRADE 15 pts

Even while standing statue-still upon their endless watch, these Custodians are ready to spring instantly into violent action.

TRUSTED SENTINEL unit only. (Once per phase, per unit) You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.


Stratagems

EMPEROR'S DOMAIN
1CP
Honoured Companions Stratagem
There are those territories that must remain in the hands of the Imperium and be free of foes, regardless of the cost.
WHEN: Fight phase, when a friendly TRUSTED SENTINEL unit is selected to make a consolidation move.

TARGET: That TRUSTED SENTINEL unit.

EFFECT: You can select the objective consolidation mode for that consolidation move, regardless of that consolidation move’s Before Moving restrictions.

This means your unit can move out of engagement range with enemy units, provided it meets the conditions of the objective consolidation mode.
AVENGE THE FALLEN
1CP
Honoured Companions Stratagem
The loss of a single Custodian is commemorated by the tolling of the Bell of Lost Souls on Terra, and by their comrades’ bloody vengeance on the battlefield.
WHEN: Fight phase, when a friendly TRUSTED SENTINEL unit that is below starting strength is selected to fight.

TARGET: That TRUSTED SENTINEL unit.

EFFECT: Your unit’s melee attacks (excluding those made by CHARACTER models) have +2 A.
SWIFT AS THE EAGLE
1CP
Honoured Companions Stratagem
Every Custodian is devastatingly fast on the battlefield, with preternatural reactions to match. The greatest among them are outstanding, even by these lofty standards.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged TRUSTED SENTINEL unit.

TARGET: That TRUSTED SENTINEL unit.

EFFECT: Your unit can make a normal move of up to D3+3".

Auric Champions1DP

THE GREATEST OF THE ADEPTUS CUSTODES’ CHAMPIONS SEEK TO SLAY THE MIGHTIEST FOES

Detachment Rules

Assemblage of Might

The Emperor’s Custodians will gladly test their mettle against the worst the galaxy has to offer.

In your Command phase, you can select one enemy unit to be a dreadful foe unit until the start of your next Command phase. Friendly ADEPTUS CUSTODES CHARACTER models’ attacks that target a dreadful foe unit have +1 to wound rolls.

Enhancements

  • Shroud of the Hidden Blade 20 pts

Long-forgotten technologies shroud this cloak’s bearer.

ADEPTUS CUSTODES model only. This model has:

  • Stealth
  • Lone Operative.

  • Superior Creation 30 pts

The cellular alchemy by which this heroic warrior was forged has rendered them breathtakingly resilient.

ADEPTUS CUSTODES INFANTRY model only. (Once per battle, per army) At the end of a phase in which this model is destroyed, roll one D6:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.

Errata

Show
AURIC CHAMPIONS, SUPERIOR CREATION
Change to:

ADEPTUS CUSTODES INFANTRY model only. (Once per battle, per army) At the end of a phase in which this model is destroyed, roll one D6:
  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.
  • Inspirational Exemplar 10 pts

A master orator, this Custodian’s battle cries light fires of defiance in the hearts of their allies.

ADEPTUS CUSTODES INFANTRY model only. (Once per battle round, per army) At the start of any phase, you can select one friendly battle-shocked ADEPTUS CUSTODES unit within 9" of this model. That unit is no longer battle-shocked.


Stratagems

GILDED CHAMPION
1CP
Auric Champions Stratagem
The shining champions of the Adeptus Custodes are looked upon in awe by all who witness their grim arts. Their judgement is without flaw, and their tactical acumen utterly impeccable.
WHEN: Any phase, when a friendly ADEPTUS CUSTODES CHARACTER model has used a (Once per battle, per unit) datasheet ability.

TARGET: That ADEPTUS CUSTODES CHARACTER model.

EFFECT: Your model can use that (Once per battle, per unit) datasheet ability one additional time, but not in the same phase.

RESTRICTIONS: You cannot use this stratagem on the same ADEPTUS CUSTODES CHARACTER model more than once per battle.
DUTY UNTO DEATH
1CP
Auric Champions Stratagem
Even as death is certain, the Emperor’s Ten Thousand will not relent, fighting to their last breath in defence of the Golden Throne.
WHEN: Fight phase, when an enemy unit targets a friendly ADEPTUS CUSTODES unit.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if that model is a CHARACTER model:
  • On a 3+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.

Lions of the Emperor1DP

THE CHAMPIONS OF THE THARANATOI ORDER APPEAR IN BURSTS OF GOLDEN LIGHT

Detachment Rules

On Gilded Wings

Terminator sodalities are swept up by golden drop craft, ready to be deployed once more as battle demands.

At the end of your opponent’s Fight phase, if a friendly ADEPTUS CUSTODES TERMINATOR unit is unengaged, you can place that unit in strategic reserves.

Enhancements

  • Lightning Descent 20 pts

This Shield-Captain knows well the value of intelligence, utilising data harvested by agents of the Golden Throne to strike like a bolt of golden lightning before the foe can bring their strength to bear.

SHIELD-CAPTAIN IN ALLARUS TERMINATOR ARMOUR model only. In your first Movement phase, this unit can make an ingress move.

  • Leonine Ferocity 20 pts

This Shield-Captain demands boundless aggression from the warriors at their command. Each movement by the foe is seized upon and punished with furious countercharges.

SHIELD-CAPTAIN IN ALLARUS TERMINATOR ARMOUR model only. (Once per phase, per army) You can target this unit with the Rapid Ingress stratagem, regardless of any other uses of that stratagem this phase. If you do:

  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.


Stratagems

VIGIL UNENDING
2CP
Lions of the Emperor Stratagem
So long as their duty remains unfulfilled, the Adeptus Custodes remain defiant in the face of their opponents.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS CUSTODES TERMINATOR unit.

TARGET: That ADEPTUS CUSTODES TERMINATOR unit.

EFFECT: Attacks that target your unit have -1 D until that enemy unit has attacked.
UNLEASH THE LIONS
1CP
Lions of the Emperor Stratagem
Terminator-armoured Custodian champions fight alone and unaided, engaging entire formations in unrelenting battle.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS CUSTODES TERMINATOR unit that has 2+ models.

EFFECT: Your unit is split into separate units, each containing one model. These new units each have a starting strength of 1.
FURY OF THE EMPEROR
1CP
Lions of the Emperor Stratagem
For all their physical might, it is the wrathful fury of the Adeptus Custodes that renders them truly terrifying. This is a gift they owe to the Emperor, who vested them with but a sliver of His terrible fury.
WHEN: Your Charge phase, when a friendly ADEPTUS CUSTODES TERMINATOR unit that made an ingress move this turn is selected to declare a charge.

TARGET: That ADEPTUS CUSTODES TERMINATOR unit.

EFFECT: Your unit has +2 to charge rolls.

Might of the Moritoi1DP

STRIDING TO WAR, THE MORITOI BRING TO BEAR WEAPONS OF TERRIBLE DESTRUCTION

Detachment Rules

Moritoi Ancients

The auramite giants of the Moritoi are terrifying to behold, moving with the grace of mortal warriors. Wounds serve only to increase the ferocity with which they slaughter their foes.

  • While a friendly ADEPTUS CUSTODES DREADNOUGHT unit is at starting strength, that unit has +2 OC.
  • While a friendly ADEPTUS CUSTODES DREADNOUGHT unit is below starting strength, that unit’s attacks can re-roll hit rolls of 1.
  • While a friendly ADEPTUS CUSTODES DREADNOUGHT unit is below half-strength, that unit’s attacks can:
    • Re-roll hit rolls of 1.
    • Re-roll wound rolls of 1.

Enhancements

  • Memento Moritoi (one per army)UPGRADE 30 pts

This reliquary contains drops of blood, promethium and amniotic fluid harvested from the fractured form of a fallen Dreadnought. Said to be infused with the remaining fury of fallen warrior and war machine, this device inspires wrathful fury in those who bear it to war.

ADEPTUS CUSTODES DREADNOUGHT model only. This model’s melee attacks have +1 A, S and D.

  • Augury Uplink (one per army)UPGRADE 30 pts

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

ADEPTUS CUSTODES DREADNOUGHT model only. This model has Feel No Pain 5+.


Stratagems

HONOURED INTERRED
1CP
Might of the Moritoi Stratagem
To fight in the shadow of the Moritoi is inspirational for any Custodian.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One friendly ADEPTUS CUSTODES DREADNOUGHT unit.

EFFECT: Your unit has the following ability:
Honoured Interred (Aura): Friendly ADEPTUS CUSTODES units within 6" of this unit can re-roll hit rolls of 1.
UNCEASING ONSLAUGHT
1CP
Might of the Moritoi Stratagem
Drawing upon the full extent of their organic and mechanical might, this Dreadnought advances with unrelenting aggression, dispensing death with archeotech weaponry and crushing fist alike.
WHEN: Your Movement phase, when a friendly ADEPTUS CUSTODES DREADNOUGHT unit ends an advance move.

TARGET: That ADEPTUS CUSTODES DREADNOUGHT unit.

EFFECT:
  • Your unit’s ranged attacks have [Assault] until the end of the turn.
  • That move does not prevent your unit from being eligible to declare a charge.
UNSTOPPABLE MOMENTUM
1CP
Might of the Moritoi Stratagem
Few obstacles can impede a Custodian Dreadnought in full flow. Those that do are smashed down to clear a path.
WHEN: Your Movement/Charge phase, when a friendly ADEPTUS CUSTODES DREADNOUGHT unit is selected to move or declares a charge.

TARGET: That ADEPTUS CUSTODES DREADNOUGHT unit.

EFFECT: Your unit has MOBILE.

Grav-Assault Force1DP

SWIFT AND AGILE, ADEPTUS CUSTODES GRAV-VEHICLES CAN INFLICT UNTOLD DESTRUCTION

Detachment Rules

Flare Shields

Many Adeptus Custodes vehicles are fitted with flare shields: relics of the Dark Age of Technology that can deflect incoming fire.

Friendly GRAV-ASSAULT units have 4+ InSv against ranged attacks.

Enhancements

  • Anti-gravitic MobilityUPGRADE 15 pts

The grav-tanks of the Adeptus Custodes are exceptionally mobile, enabling their skilled crews to fade in and out of contact with the foe whilst keeping up a constant stream of killing fire.

GRAV-ASSAULT unit only. When this unit makes a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot.

  • Combat DeploymentUPGRADE 20 pts

Custodian vehicle crews are as consummately skilled as their infantry counterparts, delivering sodalities into the thick of the fight and suppressing foes with turret-mounted weapons to prevent incoming fire.

GRAV-ASSAULT TRANSPORT model only. When a friendly ADEPTUS CUSTODES unit is selected to make a disembark move from this unit, until the end of the turn:

  • That unit can re-roll charge rolls.
  • Enemy units cannot target that unit with snap shooting attacks.


Stratagems

VICTORY BEFORE DEATH
1CP
Grav-Assault Force Stratagem
Scrambling from the burning wreckage of their vehicles, Custodian crews use the last of their strength to claim their assigned objectives before succumbing to their wounds.
WHEN: Any phase, when a friendly GRAV-ASSAULT unit within range of an objective is destroyed.

TARGET: That GRAV-ASSAULT unit. You can target that unit with this stratagem even though it is destroyed.

EFFECT: Select one objective that:
  • Your unit was controlling when it was destroyed.
  • Has no enemy units (excluding AIRCRAFT units) within range of it.
That objective is secured.
ADVANCED STABILISERS
1CP
Grav-Assault Force Stratagem
Adeptus Custodes grav-vehicles possess highly efficient weapon stabilisation systems, enabling them to fire accurately even when travelling at maximum speed.
WHEN: Your Shooting phase, when a friendly GRAV-ASSAULT unit is selected to shoot.

TARGET: That GRAV-ASSAULT unit.

EFFECT: Your unit’s ranged attacks have [Assault].
INEVITABLE ANNIHILATION
1CP
Grav-Assault Force Stratagem
The preternatural dexterity and reaction times of Custodian pilots and gunners, paired with the superlative targeting augury and terrifying speed of Adeptus Custodes grav-tanks, conspire to ensure that prey have little hope of escaping their fiery doom.
WHEN: Your Shooting phase, when a friendly GRAV-ASSAULT unit is selected to shoot.

TARGET: That GRAV-ASSAULT unit.

EFFECT: Your unit can ignore modifiers to your unit’s:
  • BS.
  • Hit rolls.

Null Maiden Vigil1DP

NULL MAIDENS COMBINE DREAD POWERS AND MARTIAL SKILL TO DEFEAT THEIR FOES

Detachment Rules

Silent Sisterhood

The Null Maidens of the Silent Sisterhood bring with them the nightmare pall of their collective null aura, afflicting their opponents with a creeping sense of dread.

  • When mustering your army, you can select a friendly ANATHEMA PSYKANA CHARACTER model to be your WARLORD.
  • Friendly PROSECUTOR SQUAD units have BATTLELINE.
  • Friendly ANATHEMA PSYKANA units have the following ability:
Creeping Dread (Aura): In the Battle-shock step of your opponent’s Command phase, each enemy unit within 12" of this unit that is a PSYKER unit/below starting strength makes a battle-shock roll, with -1 to that battle-shock roll.

Enhancements

  • Oblivion Knight 15 pts

Knights-Centura of the Chamber of Oblivion demonstrate exceptional prowess with whichever weapons they opt to wield. Woe betide any witch who crosses their path.

ANATHEMA PSYKANA model only. This unit’s attacks have:

  • +1 to hit rolls.
  • Or: If this unit targets a PSYKER/battle-shocked unit, +1 to hit rolls and wound rolls.

  • Huntress' Eye 10 pts

This ancient bionic focuses the bearer’s null aura into a horrifying stare that can terrify foes to death.

ANATHEMA PSYKANA model only. In your Movement phase, you can select one visible enemy unit within 12" of this unit. That unit makes a battle-shock roll, with -1 to that battle-shock roll.


Stratagems

ANATHEMA BLADEMASTERY
1CP
Null Maiden Vigil Stratagem
Vigilators train tirelessly in the art of the blade, demonstrating a skill-at-arms as terrifying as their soulless aura.
WHEN: Fight phase, when a friendly VIGILATOR SQUAD unit is selected to fight.

TARGET: That VIGILATOR SQUAD unit.

EFFECT: Your unit’s attacks have:
  • [Sustained Hits 1]
  • Or: [Lethal Hits].
PSY-CHAFF VOLLEY
1CP
Null Maiden Vigil Stratagem
Prosecutors can fire psy-chaff bolts whose esoteric emissions weaken those targets not slain outright.
WHEN: Your Shooting phase, when a friendly PROSECUTOR SQUAD unit has shot.

TARGET: That PROSECUTOR SQUAD unit.

EFFECT: Select one enemy unit hit by those attacks. That unit is prosecuted until the end of the turn:
  • Attacks that target a prosecuted unit have +1 AP.
PURGATION SWEEP
1CP
Null Maiden Vigil Stratagem
The role of the Witchseeker on the battlefield is simple: to reduce their intended targets to ash.
WHEN: Your Shooting phase, when a friendly WITCHSEEKER SQUAD unit is selected to shoot.

TARGET: That WITCHSEEKER SQUAD unit.

EFFECT: Your unit’s [Torrent] attacks have:

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Voyagers in Darkness

Some shield companies of the Adeptus Custodes set sail into the darkness between the stars, either guided by visions of the Emperor’s will or believing that they can do the most to defend Terra by seeking out and destroying distant threats.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
  • CUSTODIAN GUARD (4 or 5 models)
You can include up to one of each of the following units:
You can include up to one of each of the following units:
* The total number of all of these units cannot be more than the total number of ALLARUS CUSTODIANS, CUSTODIAN GUARD and CUSTODIAN WARDEN units.

Rules Adaptations

  • ADEPTUS CUSTODES units cannot perform the Secure Site Tactical Manoeuvre.
  • The ALLARUS CUSTODIANS unit loses the From Golden Light ability.
  • The BLADE CHAMPION model loses the Martial Inspiration ability.
  • The SHIELD-CAPTAIN model loses the Master of the Stances ability.

Army Rule

Focused Ka’tah

In the claustrophobic battlegrounds of voidship interiors, even the lone champions of the Adeptus Custodes find benefit in focussing their efforts upon certain, particularly beneficial fighting styles.

Units from your army with the Martial Ka’tah ability retain that ability and gain this one.

However, you no longer select a Ka’tah Stance each time a unit with the Martial Ka’tah ability is selected to fight. Instead, at the start of the Fight phase, you can select one Ka’tah Stance. Until the end of the phase, the selected Stance is active for your army and units from your army with the Martial Ka’tah ability gain the relevant ability. Each Ka’tah Stance can only be selected once per battle.

Detachment Rule

Overwhelming Magnificence

To confront the towering, auramite-clad warriors of the Adeptus Custodes across an open battlefield is terrifying enough. To meet them in the cramped confines of a voidship is so overwhelming as to render many foes witless.

While an enemy unit is within Engagement Range of one or more ADEPTUS CUSTODES units from your army, subtract 1 from the Objective Control characteristic of models in that enemy unit.

Enhancements

Voidstrider

At home in voidborne warfare, this superhuman warrior is able to move with marked purpose and speed.

Add 2" to the bearer’s Move characteristic.

Mantle of the Emissary

This ancient cloak symbolises its wearer’s dedication to a vision-sent mission from the Emperor, and fills them with overwhelming purpose and determination.

The bearer has an Objective Control characteristic of 5.

Stratagems

INESCAPABLE VENGEANCE
1CP
Voyagers in Darkness – Strategic Ploy Stratagem
The incredible sensory acuity of the Custodians' wargear coupled with their superhuman senses means no foe can hide from them.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can ignore Walls and other models for the purposes of determining which enemy units are visible to its own.
BREACHING BEHEMOTHS
1CP
Voyagers in Darkness – Strategic Ploy Stratagem
When unleashed aboard an enemy voidship, Custodians simply smash a path through any who stand against them by their sheer armoured might.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. In addition, any Desperate Escape tests taken for models in your unit are automatically passed.
ARTIFICER ROUNDS
1CP
Voyagers in Darkness – Battle Tactic Stratagem
These hand-crafted bolt shells are made to fragment with particular ferocity, making them ideal for boarding actions.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding ballistus grenade launchers) have the [SUSTAINED HITS 1] ability while targeting units within 6".
AURIC STORM
1CP
Voyagers in Darkness – Strategic Ploy Stratagem
Even the boldest foes falter before the sudden and unstoppable onslaught of the Allarus Terminators.
WHEN: Your Charge phase, just after an ALLARUS CUSTODIANS unit from your army ends a Charge move.

TARGET: That ALLARUS CUSTODIANS unit.

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result.

Black Ship Guardians

Whether fighting furiously to prevent enemies from boarding one of the sinister Black Ships and freeing its psyker inmates, or sweeping into an enemy vessel or installation to seize and imprison powerful witches, the Sisters of Silence are a force to be reckoned with in void warfare.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
If you include only one other CHARACTER unit, you can include up to one of the following units:
You can include up to three of each of the following units:
You can include up to one of the following unit:

Rules Adaptations

  • The SHIELD-CAPTAIN model loses the Master of the Stances ability.

Army Rule

Focused Ka’tah

In the claustrophobic battlegrounds of voidship interiors, even the lone champions of the Adeptus Custodes find benefit in focussing their efforts upon certain, particularly beneficial fighting styles.

Units from your army with the Martial Ka’tah ability retain that ability and gain this one.

However, you no longer select a Ka’tah Stance each time a unit with the Martial Ka’tah ability is selected to fight. Instead, at the start of the Fight phase, you can select one Ka’tah Stance. Until the end of the phase, the selected Stance is active for your army and units from your army with the Martial Ka’tah ability gain the relevant ability. Each Ka’tah Stance can only be selected once per battle.

Detachment Rule

Priority Quarry

With merciless efficiency, the Sisters of Silence mark their priority prey amidst the maelstrom of shiphoard combat, then focus on their elimination above all else.

At the start of the first battle round, you can select up to two enemy units to be your army’s quarry, one of which must be your opponents WARLORD. Each time an ANATHEMA PSYKANA unit from your army makes an attack that targets one of your army’s quarries, re-roll a Hit roll of 1. Each time an ANATHEMA PSYKANA unit from your army declares a charge, it can include one or more of your army’s quarries as targets of that charge, even if they are not visible to it.

Enhancements

The Vratine Aquila (Aura)

This ancient device is said to have been crafted for use during a vital conclave during the waning days of the Great Crusade, wreathing its bearer in energy veils.

ANATHEMA PSYKANA model only. While a friendly ANATHEMA PSYKANA unit is within 3" of the bearer, models in that unit have a 4+ invulnerable save.

Sinister Presence (Aura)

So deeply unsettling is the null aura surrounding this warrior that it causes unreasoning paranoia to spread amongst her foes, shattering their focus.

ANATHEMA PSYKANA model only. While an enemy unit is within 6" of the bearer (when measuring this distance, Walls and closed Hatchways are ignored), that unit cannot Seize objective markers and, in your opponent’s Command phase, that unit must take a Battle-shock lest. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.

Stratagems

BLADES OF THE VIGILATORS
1CP
Black Ship Guardians – Battle Tactic Stratagem
Though intended for lopping the heads from witches, the Vigilators' long blades also allow for skilful parrying of incoming attacks.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One VIGILATORS, ALEYA or KNIGHT-CENTURA equipped with an executioner greatblade unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
FOCUSED FEAR
1CP
Black Ship Guardians – Battle Tactic Stratagem
Fighting in the confines of a voidship heightens the fearful aura of the Sisters of Silence, fouling their foes'aim and weakening their sword arms.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CORNERED PREY
1CP
Black Ship Guardians – Strategic Ploy Stratagem
Once they have their quarry trapped within a section of the voidship, the Silent Sisters relentlessly run them to ground.
WHEN: Your Movement phase, just after an ANATHEMA PSYKANA unit from your army Falls Back.

TARGET: That ANATHEMA PSYKANA unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
PUNISHMENT OF THE PROSECUTORS
1CP
Black Ship Guardians – Battle Tactic Stratagem
The Prosecutors cut down without mercy all who dare stand between the Silent Sisters and their prey.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes a ranged attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1.

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

Aircraft

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

Infantry Epic Hero
Infantry Character
Dedicated Transports

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

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

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

The DEDICATED TRANSPORT keyword is used in the following Adeptus Custodes datasheets:

Dedicated Transports

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

The EPIC HERO keyword is used in the following Adeptus Custodes datasheets:

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

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

Aircraft
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes

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

Dedicated Transports

The GRAV-ASSAULT keyword is used in the following Adeptus Custodes datasheets:

The JUMP PACK keyword is used in the following Adeptus Custodes datasheets:

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

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

Infantry Epic Hero

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

Dedicated Transports

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

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

Dedicated Transports

The TRUSTED SENTINEL keyword is used in the following Adeptus Custodes datasheets:

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

Dedicated Transports
Aircraft

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

01.02.09 Tokens
Tokens are gaming aids that some rules instruct you to place next to model/unit to remind you and your opponent that a model/unit either has a limited-use ability or is under the effects of a particular rule. Tokens are not counted as models for any purposes (even if they are being represented by a model). If another model needs to move into the space occupied by a token, reposition the token to allow that move to be made.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
01.02.11 All Types of Model
When a rule mentions ‘all types of model’, this is inclusive of friendly and enemy models and all keywords, e.g. MONSTER/VEHICLE models.
02.02.02 Ignore Modifiers
Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

Unless otherwise stated, that rule allows you to ignore modifiers to the unit’s rolls and the unit’s profile and weapon characteristics.

When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit’s M characteristic will only be modified by the +2" M.

Example: Your unit’s ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
Q:When a model overhangs the edge of the battlefield, how does that affect its visibility?
A:
That model’s controlling player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[EXTRA ATTACKS]24.11

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
Martial Ka’tah

The Adeptus Custodes have developed many thousands of martial ka’tahs. Custodians are proficient in many of these arts, shifting stances according to the battlefield situation.

At the start of your Command phase, friendly ADEPTUS CUSTODES units with this ability are readied. While a friendly unit is readied, you can select one of the ka’tah abilities presented below for that unit to use. If you do, that unit is no longer readied.

Each ka’tah ability will tell you when that ka’tah ability can be used, and the effects that ka’tah ability has on the unit using it.

We recommend placing a token next to each readied unit, removing it when that unit is no longer readied.

Favoured Ka’tah

Many of the most prominent shield hosts favour a specific martial ka’tah above all others.

All detachments tagged ‘Unique: Shield Host’ state a Favoured Ka’tah. If you selected one of these detachments, the ka’tah ability that is the Favoured Ka’tah of that detachment grants the additional effect listed in that detachment.

Example: If you selected the Solar Watch detachment, when you select the Calistus ka’tah ability for a readied unit, that unit has +2" M in addition to the normal effect of Calistus.

CONSERVAI
KA’TAH ABILITY
WHEN: Your Command phase.
TARGET: One friendly readied unit.
EFFECT: Until the end of the turn:
CALISTUS
KA’TAH ABILITY
WHEN: Your Movement phase, when a friendly readied unit is selected to move.
TARGET: That readied unit.
EFFECT: When your unit makes a normal/advance/fall-back move, your unit can move through all types of model.
SALVUS
KA’TAH ABILITY
WHEN: Your Shooting phase, when a friendly readied unit is selected to shoot.
TARGET: That readied unit.
EFFECT: Your unit can ignore modifiers to your unit’s:
  • BS.
  • Hit rolls and wound rolls.
DACATARAI
KA’TAH ABILITY
WHEN: Start of the Fight phase.
TARGET: One friendly readied unit.
EFFECT: Your unit’s melee attacks that target an enemy unit (excluding MONSTER/VEHICLE units) can re-roll hit rolls of 1.
KAPTARIS
KA’TAH ABILITY
WHEN: Start of the Fight phase.
TARGET: One friendly readied unit.
EFFECT: Melee attacks that target your unit have -1 to hit rolls.
RENDAX
KA’TAH ABILITY
WHEN: Fight phase, when a friendly readied unit is selected to fight.
TARGET: One friendly readied unit.
EFFECT: Your unit’s melee attacks have [Lethal Hits: Monster/Vehicle].
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

The SHIELD HOST tag is used in the following Adeptus Custodes detachments:

02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
NORMAL SHOOTING10.04
ELIGIBLE IF: Your unit is unengaged and did not make an advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks (04).
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
OVERRUN FIGHT12.06
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.
EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).

OVERRUN FIGHTS
When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
PILE-IN MOVE12.03
MAXIMUM DISTANCE: 3".
ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit:
  • It is engaged.
  • It made a charge move this turn.
  • It was selected to make an overrun fight this phase (12.06).
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select pile-in targets:
  • If your unit is engaged, select every enemy unit it is engaged with.
  • Otherwise, select one or more enemy units within 5" of your unit.
WHILE MOVING:
  • Models in base-contact with one or more enemy models cannot be moved.
  • Each model that is moved must end its move closer to the closest pile-in target, and engaged with it if possible.
AFTER MOVING:
  • Your unit must be engaged.
  • Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be unengaged and within range of the selected objective.
[CLEAVE]24.06

With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes

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

Infantry Epic Hero
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).

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

Infantry Epic Hero
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.

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

RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.

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

13.06.01 Solid Terrain and Movement
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).

SEE ALSO
  • Solid Terrain and Movement 13.06.01
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

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

Infantry Epic Hero
Infantry Character
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

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

Infantry Epic Hero

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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2026