Imperium - Adeptus Custodes - Unnamed list - (1990 pts)
Army Roster (Imperium - Adeptus Custodes) (1990 pts)
Configuration
Battle Size Incursion (1000 Point limit)
Detachments Shield Host
Rules: Aegis of the Emperor
Show/Hide Options Titans are visible, Imperial Knights are visible, Agents of the Imperium are visible, Unaligned Fortifications are
visible, Unaligned Forces are visible, Legends are visible
Character (920 pts)
Blade Champion (1) Rules: Deep Strike, Leader, Martial Ka'tah, Precision, Sustained Hits, Devastating Wounds
(120 pts) Abilities: Invulnerable Save, Leader[1], Legacy of Combat, Martial Inspiration
Unit: Blade Champion
Melee Weapons: Vault sword - Behemor, Vault sword - Hurricanus, Vault sword - Victus
Blade Champion (1) Rules: Deep Strike, Leader, Martial Ka'tah, Precision, Sustained Hits, Devastating Wounds
(120 pts) Abilities: Invulnerable Save, Leader[1], Legacy of Combat, Martial Inspiration
Unit: Blade Champion
Melee Weapons: Vault sword - Behemor, Vault sword - Hurricanus, Vault sword - Victus
Blade Champion (1) Rules: Deep Strike, Leader, Martial Ka'tah, Precision, Sustained Hits, Devastating Wounds
(120 pts) Abilities: Invulnerable Save, Leader[1], Legacy of Combat, Martial Inspiration
Unit: Blade Champion
Melee Weapons: Vault sword - Behemor, Vault sword - Hurricanus, Vault sword - Victus
Shield-Captain in Allarus Terminator Guardian Spear
Armour (1)
(140 pts) Rules: Deep Strike, Leader, Martial Ka'tah, Blast, Assault
Unit: Shield-Captain in Allarus Terminator Armour
Abilities: Defiant to the Last, Invulnerable Save, Leader[2], Stategic Mastery
Ranged Weapons: Balistus grenade launcher, Guardian Spear
Melee Weapons: Guardian Spear[1]
Shield-Captain in Allarus Terminator Guardian Spear
Armour (1)
(140 pts) Rules: Deep Strike, Leader, Martial Ka'tah, Blast, Assault
Unit: Shield-Captain in Allarus Terminator Armour
Abilities: Defiant to the Last, Invulnerable Save, Leader[2], Stategic Mastery
Ranged Weapons: Balistus grenade launcher, Guardian Spear
Melee Weapons: Guardian Spear[1]
Shield-Captain in Allarus Terminator Guardian Spear
Armour (1)
(140 pts) Rules: Deep Strike, Leader, Martial Ka'tah, Blast, Assault
Unit: Shield-Captain in Allarus Terminator Armour
Abilities: Defiant to the Last, Invulnerable Save, Leader[2], Stategic Mastery
Ranged Weapons: Balistus grenade launcher, Guardian Spear
Melee Weapons: Guardian Spear[1]
Shield-Captain on Dawneagle Jetbike (1) Salvo launcher
(140 pts)
Rules: Leader, Martial Ka'tah, Lance
Abilities: Invulnerable Save, Leader[3], Stategic Mastery, Sweeping Advance
Unit: Shield-Captain on Dawneagle Jetbike
Melee Weapons: Interceptor lance
Ranged Weapons: Salvo launcher
Battleline (80 pts)
Prosecutors (4) • 3x Prosecutor
(40 pts) • Prosecutor Sister Superior
Rules: Rapid Fire
Abilities: Daughter of the Abyss, Purity of Execution
Unit: Prosecutor, Prosecutor Sister Superior
Ranged Weapons: Boltgun
Melee Weapons: Close combat weapon
Prosecutors (4) • 3x Prosecutor
(40 pts) • Prosecutor Sister Superior
Rules: Rapid Fire
Abilities: Daughter of the Abyss, Purity of Execution
Unit: Prosecutor, Prosecutor Sister Superior
Ranged Weapons: Boltgun
Melee Weapons: Close combat weapon
Infantry (990 pts)
Allarus Custodians (2) • 2x Allarus Custodian (Guardian Spear)
(130 pts)
Rules: Deep Strike, Martial Ka'tah, Assault, Blast
Abilities: From Golden Light, Invulnerable Save, Slayers of Tyrants
Unit: Allarus Custodian
Melee Weapons: Guardian Spear[2]
Ranged Weapons: Balistus grenade launcher, Guardian Spear
Allarus Custodians (2) • 2x Allarus Custodian (Guardian Spear)
(130 pts)
Rules: Deep Strike, Martial Ka'tah, Assault, Blast
Abilities: From Golden Light, Invulnerable Save, Slayers of Tyrants
Unit: Allarus Custodian
Melee Weapons: Guardian Spear[2]
Ranged Weapons: Balistus grenade launcher, Guardian Spear
Allarus Custodians (2) • 2x Allarus Custodian (Guardian Spear)
(130 pts)
Rules: Deep Strike, Martial Ka'tah, Assault, Blast
Abilities: From Golden Light, Invulnerable Save, Slayers of Tyrants
Unit: Allarus Custodian
Melee Weapons: Guardian Spear[2]
Ranged Weapons: Balistus grenade launcher, Guardian Spear
Custodian Wardens (4) • 4x Custodian Warden (Guardian Spear)
(200 pts)
Rules: Deep Strike, Martial Ka'tah, Feel No Pain, Assault
Abilities: Invulnerable Save, Living Fortress, Resolute Will
Unit: Custodian Warden
Melee Weapons: Guardian Spear[2]
Ranged Weapons: Guardian Spear
Custodian Wardens (4) • 4x Custodian Warden (Guardian Spear)
(200 pts)
Rules: Deep Strike, Martial Ka'tah, Feel No Pain, Assault
Abilities: Invulnerable Save, Living Fortress, Resolute Will
Unit: Custodian Warden
Melee Weapons: Guardian Spear[2]
Ranged Weapons: Guardian Spear
Custodian Wardens (4) • 4x Custodian Warden (Guardian Spear)
(200 pts)
Rules: Deep Strike, Martial Ka'tah, Feel No Pain, Assault
Abilities: Invulnerable Save, Living Fortress, Resolute Will
Unit: Custodian Warden
Melee Weapons: Guardian Spear[2]
Ranged Weapons: Guardian Spear
Rules:
Aegis of the Emperor ADEPTUS CUSTODES models have the Feel No Pain 4+ ability against Mortal Wounds and Critical Wounds caused by
attacks with the [DEVASTATING WOUNDS] ability.
Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, 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" horizontally away from all enemy models.
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Martial Ka'tah At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the
phase. While a Ka’tah Stance is active for your army, each unit from your army with this ability gains the relevant ability.
% KAPTARIS STANCE
Each time a melee attack targets this unit, subtract 1 from the Hit roll.
% DACATARAI STANCE
Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
% RENDAX STANCE
Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.
Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.
Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that
attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the
attacking unit have been allocated and resolved
Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.
Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the
bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Feel No Pain Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model
suffers damage and so would lose a wound.
Abilities
Daughter of the Abyss
This model has the Feel No Pain 3+ ability against Psychic Attacks
Defiant to the Last
If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after
the attacking model's unit has finished making its attacks, and is then removed from play.
From Golden Light
Once per battle, at the end of your opponent's turn, if this unit is not whithin Engagement Range of one or more enemy units, you can remove it from the
battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all
enemy models.
Invulnerable Save
4+
Leader[1]
This model can be attached to the following units:
% Custodian Guard
% Custodian Wardens
Leader[2]
This model can be attached to the following units:
% Allarus Custodians
Leader[3]
This model can be attached to the following units:
% Vertus Praetors
Legacy of Combat
You can target this model's unit with the Heroic Intervention Stratagem for 0 CP, and can do so even if you have already targeted a different unit with that
Stratagem this phase.
Living Fortress
Once per battle, at the start of any phase, this unit can use this ability. If it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability.
Martial Inspiration
While this model is leading a unit, you can re-roll the Advance and Charge rolls made for that unit. In addition, once per battle, this model's unit is eligible to
declare a charge in a turn win which it Advanced.
Purity of Execution
Each time a model in this unit makes a ranged attack that targets a Psyker unit, that attack has the PRECISION] and [DEVASTATING WOUNDS] abilities.
Resolute Will
While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness
characteristic of this unit, subtract 1 from the Wound roll.
Slayers of Tyrants
Each time a model in this unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
Stategic Mastery
Once per battle round, you can select one model from your army with this ability. That model's unit can be targeted with a Stratagem for 0 CP, even if that
Stratagem has already targeted another unit from your army this phase.
Sweeping Advance
While this model is leading a unit, each time that unit Consolidates, each model in that unit can move up to 6" instead of up to 3". In addition, once per battle,
at the end of the Fight phase, if this model's unit is within Engagement Range of one or more enemy units, it can Fall Back as if it were your Movement phase
or, if it is not within Engagement Range of one or more enemy units it can make a Normal move as if it were your Movement phase.
Unit M T SV W LD OC
Allarus Custodian 5" 7 2+ 4 6+ 2
Blade Champion 6" 6 2+ 6 6+ 2
Custodian Warden 6" 6 2+ 3 6+ 2
Prosecutor 6" 3 3+ 1 6+ 2
Prosecutor Sister Superior 6" 3 3+ 1 6+ 2
Shield-Captain in Allarus Terminator Armour 5" 7 2+ 7 6+ 2
Shield-Captain on Dawneagle Jetbike 12" 6 2+ 7 6+ 2
Melee Weapons Range A WS S AP D Keywords
Close combat weapon Melee 2 3+ 3 0 1 -
Guardian Spear[1] Melee 7 2+ 7 -2 2 -
Guardian Spear[2] Melee 5 2+ 7 -2 2 -
Interceptor lance Melee 6 2+ 7 -2 2 Lance
Vault sword - Behemor Melee 6 2+ 7 -2 2 Precision
Vault sword - Hurricanus Melee 9 2+ 5 -1 1 Sustained Hits 1
Vault sword - Victus Melee 5 2+ 6 -3 3 Devastating Wounds
Ranged Weapons Range A BS S AP D Keywords
Balistus grenade launcher 18" D6 2+ 4 -1 1 Blast
Boltgun 24" 1 3+ 4 0 1 Rapid Fire 1
Guardian Spear 24" 2 2+ 4 -1 2 Assault
Salvo launcher 24" 1 2+ 9 -2 3 -