9"
2+
2+
7
7
9
5
11
2+
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds
14"
6+
2+
6
7
14
3
11
3+
Instead of measuring distances to and from this model’s base, measure to and from the model’s hull or base (whichever is closer).
This model has a 5+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 6" suffers D3 mortal wounds.
10"
6+
3+
6
7
N/A
D3
11
3+
8"
6+
4+
6
7
N/A
1
11
3+
Instead of measuring distances to and from this model’s base, measure to and from the model’s hull or base (whichever is closer).
This model has a 5+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 6" suffers D3 mortal wounds.
*
6+
*
7
8
18
*
9
3+
6 ADEPTUS CUSTODES INFANTRY models
14"
6+
2+
7
8
18
3
11
3+
10"
6+
3+
7
8
N/A
D3
11
3+
6"
6+
4+
7
8
N/A
1
11
3+
24"
Heavy 2
8
-2
3
-
Melee
Melee
x2
-3
D3+3
60"
Heavy 8
7
-3
2
-
24"
Heavy 4
8
-2
D3
-
24"
Rapid Fire 2
5
-1
1
-
36"
Heavy 6
6
-2
1
-
This model has a 4+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6, it explodes and each unit within 6" suffers D3 mortal wounds.
8"
2+
2+
8
8
14
4
11
2+
6"
3+
3+
8
8
N/A
4
11
2+
4"
4+
4+
8
8
N/A
4
11
2+
12"
Heavy 2d3
6
-2
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
24"
Heavy 5
5
-1
1
Each time this weapon is selected to shoot with, if this model has not moved this turn, change this weapon's type to Heavy 10.
36"
Heavy 2
8
-4
3
When resolving an attack made with this weapon against a Vehicle unit, you can re-roll the wound roll.
24"
Heavy 6
7
-2
1
-
48"
Heavy 4
7
-3
2
Melee
Melee
x2
-3
4
Each time the bearer fights, it makes 1 additional attack with this weapon.
9"
2+
2+
7
7
9
5
11
2+
This model has a 4+ invulnerable save. When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll.
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds
Melee
Melee
User
-3
3
When the bearer fights, it makes D3 additional attacks with this weapon
12"
Heavy 2d6
6
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
12"
Heavy D6
6
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
18"
Assault 2
5
-3
3
6"
2+
2+
5
5
4
4
11
2+
15"
Heavy D6
6
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Melee
Melee
x2
-4
2
-
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Melee
Melee
+1
-3
2
-
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+2.
Melee
Melee
+1
-3
2
-
18"
Assault 1
5
-3
3
14"
2+
2+
5
6
4
4
11
2+
36"
Heavy 3
6
-2
1
-
18"
Heavy 2
6
-3
3
During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
12"
2+
2+
5
5
3
3
11
3+
Melee
Melee
+1
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
12"
Assault 2
6
-2
2
-
18"
Pistol 2
6
-2
2
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
Melee
Melee
+1
-2
1
-
The bearer has a save characteristic of 2+.
16"
6+
2+
5
6
8
2
9
3+
Instead of measuring distances to and from this model’s base, measure to and from the model’s hull or base (whichever is closer).
This model has a 5+ invulnerable save.
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wounds
36"
Heavy 2
7
-4
3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
24"
Heavy 6
5
-2
1
-
48"
Heavy 2
9
-4
D3+3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
36"
Heavy 8
7
-2
1
-
20-50"
6+
2+
8
8
22
6
11
3+
You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.
When this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
This model has a 5+ invulnerable save.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll
This model has a transport capacity of 12 ADEPTUS CUSTODES INFANTRY models or 7 ADEPTUS CUSTODES INFANTRY models and 1 CONTEMPTOR-ACHILLUS DREADNOUGHT, CONTEMPTOR-GALATUS DREADNOUGHT or VENERABLE CONTEMPTOR DREADNOUGHT model.
When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
20-40"
6+
3+
8
8
N/A
D6
11
3+
20-30"
6+
4+
8
8
N/A
D3
11
3+
48"
Heavy 1
9
-4
D3+3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
36"
Heavy 4
7
-2
1
-
48"
Heavy 3
7
-1
2
-
This model has a 5+ invulnerable save.
When this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll
You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
Once per turn after the bearer has moved you can select on point on the battle field the bearer has moved across. Roll a D6 for each unit in within 6" of that point (subtract 1 if that model is a non VEHICLE or non MONSTER CHARACTER), on a 4+ that model suffers D3 mortal wounds.
20-50"
6+
2+
8
8
22
6
11
3+
20-40"
6+
3+
8
8
N/A
D6
11
3+
20-30"
6+
4+
8
8
N/A
D3
11
3+
72"
Heavy D3
14
-4
D3+6
Blast
48"
Heavy 3
9
-3
D3
Before selecting targets, select one of the profiles below to make attacks with
Melee
Melee
+2
-4
2
Each time an attack is made with this weapon profile against a MONSTER or VEHICLE unit, an unmodified hit roll of 4+ automatically wounds the target.
Melee
Melee
User
-1
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Melee
Melee
+1
-4
3
Each time an attack is made with this weapon profile against a CHARACTER unit, you can re-roll the wound roll.
Use this Stratagem before the battle, when you are mustering your army. Select one ADEPTUS CUSTODES DREADNOUGHT unit from your army.
- Add 1 to that unit's Attacks characteristics.
- You can re-roll charge rolls made for that unit. If you could already re-roll charge rolls made for that unit (e.g. if it has the Instruments of the Emperor's Wrath fighting style on page 56) add 1 to charge rolls made for that unit instead.
You can only use this Stratagem once.
Use this Stratagem before the battle, after a Warlord Trait is determined for an ADEPTUS CUSTODES CHARACTER model from your army (excluding named characters). You can generate one additional Warlord Trait for them. Each Warlord Trait from your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
36"
Assault 3
5
-1
2
-
15"
Assault 1
5
-3
3
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
Melee
Melee
User
-
-
Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon. An unmodified wound roll of 2+ inflicts 2 mortal wounds on the target and the attack sequence ends.
This bearer cannot be selected as the target of a ranged attack unless the attacking model is within 12" of it.
Each time this model is selected to fight with, if it is within 3" of an objective marker or enemy Warlord model, re-roll hit rolls and wound rolls of 1 for those attacks.
- you can ignore any and all modifiers to the move characteristic of this model and advance and charge rolls made for it.
- each time a charge roll is made for this model, any distances of less than 7" count as 7"
Once per battle, when this model uses an adeptus custodes stratagem, that stratagem costs 0 CP
Each time a model in this unit makes an attack against a CHARACTER unit, you can re-roll the wound roll.
This unit can perform heroic interventions as if it were a CHARACTER. If another rule would allow this unit to perform a heroic intervention, this unit is eligible to perform a heroic intervention if it is within 6" horizontally and 5" vertically of any enemy unit, and when making that heroic intervention move it can move up to 6" instead of 3". All other rules for Heroic Interventions apply as normal.
While this unit is in your opponent's deployment zone, add 1 to the Attacks Characteristc of each model in this unit.
- This unit cannot be targeted or affects by psychic powers.
- Each time a Psychic test is taken for a unit, subtract 1 from the total for each unit with this ability within 18" of that unit (to a maximum of -3).
- Each time an attack made by a model in this unit targets an enemy PSYKER or DAEMON unit within 6" of it, add 1 to that attack's wound roll.
- Models in this unit have a 4+ invulnerable save.
- Each time a model in this unit would lose a wound as a result of a mortal wound, roll a D6: on a 6, that would is not lost.
Unless you're Henry Cavill, read ->
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
- You cannot include more ANATHEMA PSYKANA Troops units than you do ADEPTUS CUSTODES Troops units in each ADEPTUS CUSTODES Detachment from your army.
- You cannot include more ANATHEMA PSYKANA HQ units than you do ADEPTUS CUSTODES HQ units in each ADEPTUS CUSTODES Detachment from your army.
- You cannot select an ANATHEMA PSYKANA model as your WARLORD.
For the purposes of the Look Out, Sir rule, each ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER model counts as 2 models for friendly ADEPTUS CUSTODES CHARACTER models of the same <SHIELD HOST>.
You can include a maximum of one of each type of SHIELD-CAPTAIN (i.e. GUARDIAN, ALLARUS and VERTUS) unit in each ADEPTUS CUSTODES Detachment from your army.
Each shield host has its own way of waging war, suited to its particular combat traits. All ADEPTUS CUSTODES units with this ability, and all the models in them, gain a shield host fighting style so long as every unit in their Detachment that is assigned to a shield host is assigned to the same shield host. The fighting style gained depends upon which shield host they are assigned to, as shown on the following pages.
- ADEPTUS CUSTODES Deatchments gain the Emperor's Legion, Host of Heroes and Watchers of the Throne abilities.
- ADEPTUS CUSTODES units in ADEPTUS CUSTODES Detachments gain the Shield Host Fighting Style ability. Adeptus Custodes Core Infantry units and
- ADEPTUS CUSTODES INFANTRY and ANATHEMA PSYKANA Troops in ADEPTUS CUSTODES Detachments gain the Objective Secured ability (see the
Warhammer 40,000 Core Book).
- Each ADEPTUS CUSTODES model counts as one additional model when determining control of an objective marker. This is cumulative with any other rules that makes them count as additional models.
- For the purposes of determining whether all units in an ADEPTUS CUSTODES Detachment have a Faction keyword in common, ANATHEMA PSYKANA units in that Detachment are treated as having the ADEPTUS CUSTODES Faction keyword.
Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
You can re-roll failed morale tests for friendly IMPERIUM INFANTRY and BIKER units within 6" of this model. In addition, when you add this model to your army, choose one of the following vexillas for this model to carry:
Each time this model would lose a wound, roll one D6: on a 6, that wound is not lost.
This model has a 5+ invulnerable save.
Each time an attack is allocated to this model, subtract 1 from the damage characteristic of that attack (to a mininum of 1).
6"
2+
2+
5
5
7
6
11
3+
Each time a melee attack is made against this model, an unmodified hit roll of 1-3 always fails. Each time a melee attack is allocated to this model, add 1 to the armour saving throw.
Each time a friendly <SHIELD HOST> unit declares a charge against an enemy unit that is within Engagement Range of this unit, add 1 to the charge roll made for that unit.
At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase. This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time this model makes a Heroic Intervention move, so long as it ends that move closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
6"
2+
2+
5
5
4
4
11
2+
Each time this unit piles in or consolidates, each model in the unit can move towards an enemy CHARACTER model instead of the closest enemy model, so long as one or more models finish that move within Engagement Range of that CHARACTER model.
18"
Assault D3
5
-3
1
Blast
Melee
Melee
+3
-2
2
--
24"
Rapid Fire 1
4
-1
2
Melee
Melee
+2
-3
2
24"
Rapid Fire 1
4
-1
2
-
6"
2+
2+
5
5
8
6
11
2+
6"
2+
2+
5
5
7
4
11
2+
Your army can only include each type of vexilla (e.g. vexilla magnifica) once.
The bearer has the following aura ability: 'Vexilla Defensor (Aura): While a friendly <SHIELD HOST> CORE or <SHIELD HOST> CHARACTER unit is within 6" of this model, it has the benefits of light cover.'
The bearer has the following aura ability: 'Vexilla Imperius (Aura): While a friendly <SHIELD HOST> CORE or <SHIELD HOST> CHARACTER unit is within 6" of this model, add 1 to the Attacks characteristic of each model in its unit.
The bearer has the following aura ability: 'Vexilla Magnifica (Aura): While a friendly <SHIELD HOST> CORE or <SHIELD HOST> CHARACTER unit is within 6" of this model, it has the benefits of dense cover.'
7"
3+
3+
3
3
1
2
8
3+
7"
3+
3+
3
3
1
3
9
3+
Melee
Melee
+2
-3
2
-
7"
3+
3+
3
3
1
2
8
3+
7"
3+
3+
3
3
1
3
9
3+
7"
3+
3+
3
3
1
2
8
3+
7"
3+
3+
3
3
1
3
9
3+
7"
2+
2+
3
3
5
5
9
3+
Melee
Melee
+3
-3
2
-
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
While a friendly ANATHEMA PSYKANA CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
This model has a 5+ invulnerable save.
At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it fights first that phase. In addition, if this model is destroyed in the Fight phase before it has been selected to fight in that phase, do not remove it from play - it can fight after the attacking model's unit has finished making its attacks. After resolving this model's attacks, it is then removed.
7"
2+
2+
3
3
5
4
9
3+
6"
2+
2+
5
5
7
6
11
2+
Melee
Melee
+2
-4
2
Each time an attack made with this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
24"
Rapid Fire 1
4
-1
2
-
While a friendly <SHIELD HOST> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Each time an attack is made against the model, an unmodified wound roll of 1-3 always fails.
Once per battle round, you can re-roll a single hit roll, wound roll, charge roll or saving throw made for this model.
Melee
Melee
x2
-3
3
24"
Rapid Fire 1
5
-1
2
-
Each time this WARLORD fights, after resolving all of its attacks, it can make a number of additional attacks equal to the number of enemy models destroyed as a result of its attacks during that fight (to a maximum of 4 additional attacks).
Melee
Melee
+3
-5
2
-
24"
Rapid Fire 1
5
-1
2
-
Each time an attack made by this WARLORD is allocated to a CHARACTER unit, an invulnerable saving throw cannot be made against that attack.
SHADOWKEEPERS model only. At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
In your Command phase, if this WARLORD is on the battlefield, select this WARLORD or one DREAD HOST CORE unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, an unmodified hit roll of 6 scores 1 additional hit.
24"
Rapid Fire 1
5
-1
2
-
DREAD HOST model equipped with a castellan axe only. This Relic replaces a castellan axe.
Melee
Melee
+3
-3
3
-
Each time an attack is allocated to this WARLORD, halve the Damage characteristic of that attack (rounding up).
AQUILAN SHIELD model equipped with a praesidium shield only. Each time an attack is made against the bearer, subtract 1 from that attack's wound roll.
At the start of your Charge phase, select one friendly SOLAR WATCH INFANTRY unit within 6" of this WARLORD. Until the end of the phase, that unit is eligible to charge in a turn in which it Advanced.
Melee
Melee
+2
-4
2
-
SOLAR WATCH model equipped with a guardian spear only. The bearer can shoot and charge in a turn in which it Fell Back. This Relic replaces a guardian spear.
24"
Rapid Fire 1
4
-2
2
-
- Add 3" to the range of this WARLORD's aura abilities to a maximum of 12" (this has already been added to the Voice of the Emperor ability aura ability below).
- This WARLORD has the following ability: 'Voice of the Emperor (Aura): While a friendly ADEPTUS CUSTODES or ANATHEMA PSYKANA unit is within 9" of this model, add 1 to the Leadership characteristic of models in that unit.'
EMISSARIES IMPERATUS model only.
- The bearer has the following ability: 'Halo of the Torchbearer (Aura): While a friendly AMISSARIES IMPERATUS unit is within 3" of this model, it can ignore any or all modifiers to its Move characteristic, Advance rolls or charge rolls.'
- At the start of the Fight phase, roll one D6 for each enemy unit within 3" of this model. On a 3+, that enemy unit suffers 1 mortal wound, or D3 mortal wounds if that unit's Leadership characteristic is 7 or less.
In your Command phase, select one ADEPTUS CUSTODES CORE or ADEPTUS CUSTODES CHARACTER unit within 6" of this model. Until the start of your next Command phase, that unit benefits from both stances of your current ka'tah. This model can only use this ability if every unit from your army has teh ADEPTUS CUSTODES keyword (excluding ANATHEMA PSYKANA, AGENT OF THE IMPERIUM and UNALIGNED units).
This model is eligible to charge with in a turn in which it Advanced.
Add 3" to the range of this model's Inspirational Fighter ability (to a maximum of 12").
- Each time this model makes a pile-in or conslidation move, it can move an additional 1".
- Each time this model makes a pile-in or Heroic Intervention move, it can move in any direction, and can do so even if it is already touching an enemy model, so long as it finished the move within Engagement Range of an enemy unit.
Each time this model makes a melee attack against a MONSTER, VEHICLE or CHARACTER unit, add 1 to the wound roll.
- If this model has less than its starting number of wounds but more than half, add 1 to its Attacks characteristic.
- If this model has half or less of its starting number of wounds, add 2 to its Attacks characteristics.
Each time this model is selected to fight, after it piles in, if it is within 2" of six or more enemy models, then until that fight is resolved, add 2 to the Attacks characteristic of this model.
This model is eligible to declare a charge with in a turn in which it Fell Back.
Each time this model makes an attack, if it made a charge move or performed a Heroic Intervention this turn, you can re-roll hit rolls and wound rolls of 1.
Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.
If your army is Battle-forged, this model must be your army's WARLORD. If more than one model from your army has a rule to this effect, then one of these model's must be your army's WARLORD. If this model is your WARLORD and every unit from your army is ADEPTUS CUSTODES (excluding ANATHEMA PSYKANA, AGENT OF THE IMPERIUM and UNALIGNED units), you receive 1 additional Command point and this model gains 2 Warlord Traits instead of 1.
While a friendly ADEPTUS CUSTODES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll and wound roll of 1.
Once per battle, you can do one of the following:
- At the end of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight again.
- When a saving throw is failed for this model, the Damage characteristic of that attack is changed to 0.
- After an enemy unit has fought, if this model is eligible to fight, you can fight with it next.
6"
2+
2+
5
5
8
6
11
2+
Add 1 to armour saving throws made for the bearer.
Melee
Melee
+1
-3
2
-
12"
Pistol 2
4
-1
2
-
6"
2+
2+
5
5
7
6
11
2+
Melee
Melee
+2
-3
2
Each time the bearer makes an melee attack with this weapon, if it made a charge move or performed a Heroic Intervention this turn, add 1 to that attack's wound roll.
24"
Heavy 1
8
-4
D3+3
-
14"
2+
2+
5
6
9
6
11
2+
6"
2+
2+
5
5
3
3
11
2+
6"
2+
2+
5
5
3
4
11
2+
Each time a model in this unit would lose a wound, roll one D6: on a 6, that wound is not lost.
While a friendly <SHIELD HOST> CHARACTER unit is within 3" of this unit, that CHARACTER unit can use the Look Out, Sir rule even if this unit contains fewer than 3 models."
6"
2+
2+
5
5
6
4
11
2+
24"
Heavy 6
7
-1
1
-
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
14"
2+
2+
5
6
5
4
11
2+
9"
2+
2+
7
7
9
5
11
2+
When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
This model has a transport capacity of 5 <SHIELD HOST> INFANTRY models.
10"
6+
2+
8
8
16
6
11
2+
5"
6+
3+
8
8
N/A
D6
11
2+
3"
6+
4+
8
8
N/A
1
11
2+
Do not follow a Detachment's normal rules for Battlefield Role slots for this Dedicated Transport (see the Warhammer 40,000 Core Book). Instead, you can include one of this unit for each ANATHEMA PSYKANA INFANTRY unit in that Detachment.
This model has a transport capacity of 10 ANATHEMA PSYKANA INFANTRY models.
12"
6+
3+
6
7
10
3
8
3+
6"
6+
4+
6
7
N/A
D3
8
3+
3"
6+
5+
6
7
N/A
1
8
3+
- This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
- Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
- Each time this WARLORD makes an attack, you can re-roll the hit roll.
- In your opponent's Psychic phase, this WARLORD can attempt to Deny the Witch once as if it were a PSYKER model. Each time a Deny the Witch test is taken for this WARLORD, add 1 to the result.
- This WARLORD counts as two additional models when determining control of an objective marker. This is cumulative with any other rules that make it count as additional models.
While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem, you can roll one D6: on a 5+, that command point is refunded.
- Once per battle in the Command phase, if units from your army are using the Martial Ka'tah ability (pg 89), before selecting a ka'tah stance for your army, you can change the order of your martial ka'tahs, i.e. primary, secondary or tertiary. Note that this does not allow you to select ka'tah stances more than once.
- Each time this WARLORD makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
- Each time an attack made by this WARLORD is allocated to an enemy model, the saving throw cannot be re-rolled.
Each time an attack is made against this WARLORD, subtract 1 from that attack's hit roll.
Each time this WARLORD would lose a wound, roll one D6:on a 5+, that wound is not lost.
While a friendly ANATHEMA PSYKANA INFANRY unit is within 6" of this WARLORD:
- Each time a model in that ANATHEMA PSYKANA INFANTRY unit makes an attack, the target does not receive the benefits of Heavy or Light Cover against that attack.
- Add 3" to the Range characteristic of ranged weapons models in that ANATHEMA PSYKANA INFANTRY unit are equipped with.
- This WARLORD has the following ability: 'Oblivion Knight (Aura): Add 1 to Advance and charge rolls made for ANATHEMA PSYKANA INFANTRY units while they are within 6" of this model.'
- Each time this WARLORD makes an attack, re-roll a wound roll of 1.
While an enemy unit is within 3" of this WARLORD:
- Each time a Combat Attrition test is taken for that enemy unit, subtract 1 from that Combat Attrition test.
- That enemy unit loses the Objective Secured ability (see the Warhammer 40,000 Core Book).
- The bearer has a 4+ invulnerable save.
- Each time an attack is made against the bearer, subtract 1 from that attack's hit roll and wound roll.
Model equipped with a witchseeker flamer only. This Relic replaces a witchseeker flamer.
12"
Assault 6
6
-3
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Model equipped with an executioner greatblade only. This Relic replaces an executioner greatblade.
Melee
Melee
+3
-4
2
-
INFANTRY model only.
- Add 1 to the Wounds characteristic of the bearer.
- Once per battle, before making a saving throw for the bearer, the bearer can activate this helm's sensorium gheists. If it does so, then until the end of the phase, the bearer has a 3+ invulnerable save.
BIKER model only.
- You can re-roll charge rolls made for the bearer. If you could already re-roll charge rolls made by the bearer (e.g. the bear has the Instruments of the Emperor's Wrath fighting style on page 56), add 1 to charge rolls made for the bearer instead.
- In your Movement phase, when the bearer is selected to move, it can boost. If it does so, until the end of the phase, double its Move characteristic, and it is not eligible to shoot or declare a charge with this turn.
Model equipped with guardian spear only. This Relic replaces a guardian spear.
Melee
Melee
+2
-3
2
-
24"
Rapid Fire 2
5
-2
2
Each time a ranged attack is made with this weapon, that attack automatically hits the target.
Model equipped with a sentinel blade only. This Relic replaces a sentinel blade.
Melee
Melee
+1
-4
2
Each time the bearer fights, it makes 2 additional attacks with this weapon.
12"
Pistol 2
4
-1
2
-
Model equipped with a balistus grenade launcher only. This Relic replaces a balistus grenade launcher.
18"
Assault 1
10
-4
D3+3
-
VEXILUS PRAETOR model only. The bearer gains the following ability: 'Fulminaris Aggressor (Aura): While a friendly <SHIELD HOST> CORE or <SHIELD HOST> CHARACTER unit is within 6" of this model, each time a model in that unit makes an attack, the target does not receive the benefits of Heavy or Light Cover against that attack.'
TERMINATOR model only.
- Add 1 to the bearer's Toughness characteristic.
- Once per battle, in the Heroic Interventions step of your opponent's Charge phase, if the bearer is not within Engagement Range of any enemy units, it can perform a teleport-shunt. Remove the bearer from the battlefield and set it up within 3" of a friendly unit (excluding VEHICLE units) and within Engagement Ragne of an enemy unit. If that is not possible, it cannot perform the teleport-shunt. The bearer cannot perform a Heroic Intervention int he same turn in which is performs a teleport-shunt.
At the start of the first battle round, you can select up to two friendly <SHIELD HOST> units. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission uses the Strategic Reserves rules (see the Warhammer 40,000 Core Book), any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.
VEXILUS PRAETOR model only. Once per battle, in your Command phase, if the bearer is on the battlefield, select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding 1 if the unit being rolled for is within 3" of the centre of the marker and subtracting 1 if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds, on a 6+, that unit suffers D6 mortal wounds. The marker is then removed.
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS CUSTODES or ANATHEMA PSYKANA keyword. Select one ADEPTUS CUSTODES CHARACTER model from your army and give them one Relic of Terra, or select one ANATHEMA PSYKANA CHARACTER model from your army and give them one Relic of the Vigil. In either case, this must be a Relic they could have. Each Relic from your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case you can use this Stratagem three times).
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS CUSTODES or ANATHEMA PSYKANA keyword. Select one ADEPTUS CUSTODES CHARACTER model or one ANATHEMA PSYKANA CHARACTER model from your army and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait from your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
12"
Assault D6
4
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Trait 1: Each time a unit with this trait is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit's attacks.
Trait 2: Each time a model in a unit with this trait would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
Martial Ka'tah: Rendax
Trait 1: While an enemy unit is within Engagement Range of one or more units with this trait, subtract 1 from the Attacks characteristic of each model in that enemy unit.
Trait 2: Each time a model in a unit with this trait makes an attack against a CHARACTER unit, you can re-roll the wound roll.
Martial Ka'tah: Kaptaris
Trait 1: Each time a model in a unit with this trait makes an attack that targets an enemy unit within 9" of it, the Armour Penetration characteristic of that attack is improved by 1.
Trait 2: You can re-roll charge rolls made for units with this trait.
Martial Ka'tah: Dacatarai
Trait 1: CORE units with this trait are eligible to perform Heroic Interventions as if they were CHARACTERS.
Trait 2: Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in a unit with this trait, that attack has an Armour Penetration characteristic of 0 instead.
Marital Ka'tah: Salvus
Trait 1: Add 1 to Advance and charge rolls made for units with this trait. If a unit with this trait has the Implacable Vanguard ability, add 7" to the Move characteristic of models in this unit instead of 6".
Trait 2: Units with this trait are eligible to declare a charge in a turn in which they Fell Back.
Martial Ka'tah: Calistus
Trait 1: At the start of the Fight phase, if a unit with this trait is within Engagement Range of any enemy units, it can fight first that phase.
Trait 2: Each time a model in a unit with this trait makes an attack, you can ignore any or all modifiers to the hit roll and wound roll.
Martial Ka'tah: Conservai
At the start of the first battle round, before the first turn begins, this unit, or the ANATHEMA PSYKANA TRANSPORT it is embarked within, can make a Normal Move of up to 6" as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
6"
2+
2+
5
5
3
3
11
2+
In your Charge phase, each time this unit declares a charge, you can only select the closet enemy unit as the target of its charge.
This unit is eligible to perform a Heroic Intervention as if it were a Character unit.
If this unit is able to perform a Heroic Intervention, it must do so. Each time a model in this unit makes a melee attack, you can re-roll a wound roll of 1.
This unit loses its Inspirational Fighter ability. Each time this model makes a melee attack, re-roll a hit roll and wound roll of 1.
This unit cannot have the Objective Secured ability.
Each model in this unit counts as one model when determining control of an objective markers.
When a martial ka'tah's stance is active for your army, this unit treats both of the ka'tah's stances as being active.
When this unit gains this Battle Trait, select one martial ka'tah (pg 89) and make a note of it in the Other Upgrades section of this unit's Crusade card. When one of that martial ka'tah's stances are active for your army, this unit treats both of that ka'tah's stances as being active.
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire auric weapons (pg 101) always make double the number of attacks.
While this unit is in range of an objective marker, each time a model in this unit would lose a wound, roll one D6; on a 5+, that wound is not lost.
Each time a model in this unit makes an attack with a melee weapon, an unmodified hit roll of 6 automatically wounds the target.
Once per battle round, you can re-roll a single saving throw made for this unit.
In your opponent's Psychic phase, this unit can Deny the Witch once as if it were a Psyker unit (if this unit has the Impregnable Mind Warlord Trait (pg 66), it can Deny the Witch twice).
Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.
In your Movement phase, if this unit Ramains Stationary, it loses this ability until the start of your next Movement phase.
Each time a model in this unit makes a ranged attack that targets an enemy unit within 6" of it, add 1 to the Strength characteristic of that attack.
Change this unit's Implacable Vanguard ability to the following: 'Each time this unit Advances, do not make an Advance roll. Instead, uintl the end of the phase, add 10" to the Move characteristic of models in this unit, if this unit has trait 1 of the Talon Sortie fighting style (pg 58), add 11" instead.'
Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
You can re-roll Advance rolls and charge rolls made for this unit.
Each time this unit Advances, until the end of the turn, it counts as having made a Normal Move.
Once per turn, you can re-roll a saving throw made for the bearer.
The bearer has a 3+ invulnerable save.
Melee
Melee
+3
-5
2
Each time an attack is made with this weapon, an unmodified wound roll of 2+ is always successful.
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 2 attacks can be made with this weapon. Each time an attack is made with this weapon, if the wound roll is successful, the target suffers 1 mortal wound and the attack sequence ends.
24"
Assault 2
5
-2
2
Melee
Melee
x2
-4
3
Each time an attack is made with this weapon, on an unmodified wound roll of 4+, invulnerable saving throws cannot be made against that attack.
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.
While an enemy unit is within 12" of this model, the range of its aura abilities is reduced to 1".
Once per battle, when the bearer is selected to fight, it can activate the Mortis Gyre. If it does so, until that fight is resolved, each time it makes a melee attack, invulnerable saving throws cannot be made against that attack.
Once per battle, at the end of any of your phases, the bearer can use the Twilight Pallium. If it does so, remove the bearer from the battlefield and set it up again more than 1" away from any enemy models. The bearer is not eligible to charge in a turn in which it was set up in this manner unless it is more than 9" away from any enemy models.
The bearer has the following aura ability:
Anathematic Diadem (Aura):
- In your opponent's Psychic phase, while an enemy Psyker unit is within 18" of this model, each time that enemy Psyker unit attempts to manifest a phsychic power, subtract 1 from the Psychic test.
- In your opponent's Psychic phase, each time an enemy Psyker unit attempts to manifest a psychic power, if the result of that Psychic test was 7 or less and that enemy Psyker unit is within 18" of this model, this model can attempt to Deny the Witch as if it were a Psyker. This model can attempt to Deny the Witch in this manner twice in your opponent's Psychic phase.
Once per battle, in your Command phase, the bearer can regain up to D6 lost wounds.
Once per battle, at the start of the first battle round or in your Command phase, the bearer can deploy the Epoch Auspice. If it does so, until the start of your next Command phase, while a friendly Infantry or Biker unit is within 3" of the bearer, each time a range attack is made against that friendly unit, if the attacker is more than 12" away, subtract 1 from that attack's wound roll.
6"
Grenade D3
1
0
1
One use only. Blast. Each time an attack is made with this weapon, if the hit roll is successful, the target suffers D3 mortal wounds and is blinded until the start of your next turn. While a unit is blinded, each time it makes an attack, subtract 1 from that attack's hit roll.
While an enemy unit is within Engagement Range of a unit with this trait, substract 1 from the Attacks characteristic of each model in that enemy unit.
Each time a model in a unit with this trait would lose a wound as a result of a mortal wound, roll one D6; on a 4+, that wound is not lost.
Each time a model in a unit with this trait makes an attack against a Character unit, you can re-roll the wound roll.
Each time a model in a unit with this trait makes an attack that targets an enemy unit within 9" of it, the Armour Penetration characteristic of that attack is improved by 1.
You can re-roll charge rolls made for units with this trait.
Core units with this trait are eligible to perform Heroic Interventions as if they were Characters.
Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in a unit with this trait, that attack has an Armour Penetration characteristic of 0 instead.
Add 1 to Advance and charge rolls made for units with this trait. If a unit with this trait has the Implacable Vanguard ability, add 7" to the Move characteristic of models in this unit instead of 6".
Units with this trait are eligible to declare a charge in a turn in which they Fell Back.
Each time a model in a unit with this trait makes an attack, you can ignore any or all modifiers to the hit roll and wound roll.
At the start of the Fight phase, if a unit with this trait is within Engagement Range of any enemy units, it can fight first that phase.
Each time a unit with this trait is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit's attacks.
This unit can perform an action in a turn in which it Advanced or Fell Back.
Each time this unit makes a Normal Move or Advances in your Movement phase, in your following Shooting phase, it counts as having Remained Stationary.
Each time an enemy unit piles in or consolidates, if it starts that move within Engagement Range of this unit, subtract 2" from the distance models in that enemy unit can move for that pile-in or consolidation move.
If this unit is Infantry and does not Advance in your Movement phase, in the following Shooting phase, if it is not within Engagement Range of any eney units, models in this unit can shoot twice with auric weapons (pg 101) they are equipped with.
Add 4" to Range characteristic of ranged weapons models in this unit are equipped with.
Each time a model in this unit makes an attack against a Vehicle or Monster unit, an unmodified hit roll of 6 automatically wounds the target.
Each time a model in this unit makes a melee attack against a Vehicle or Monster unit, if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.
While this unit is performing an action, it can shoot without that action failing.
Each time this unit fights, it can use this ability. If it does so, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit and change the Damage characteristic of melee weapons they are equipped with to 1.
Each time an enemy unit (excluding Vehicle and Monster units) that is within Engagement Range of any Infantry units from your army with this ability is selected to Fall Back, roll off with your opponent, adding 1 to your opponent's roll if their unit can Fly. If you win, that enemy unit cannot Fall Back this turn.
Each time a melee attack is made against this unit, the hit roll cannot be re-rolled.
Each time this unit Advances, roll one additional D6 and discard one of the results.