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Made in us
Never Forget Isstvan!






I have no clue how GW plans on messing up the talons codex, so im just writing my own. If you guys spot any errors let me know, and if anything seems a bit too eggregious be sure to shout it out to me.
I'll update as I finish. Consul is the new HQ unit btw. Also added Ephorai Assasin. UPDATED as of 10-4-21
Spoiler:
Talons of the Emperor
A 9th edition Codex

ABILITIES
The following abilitys is common to several Talons of the Emperor units.

TALONS OF THE EMPEROR
Talons of the Emperor Core units all gain the Objective Secured rule. In addition, if a Talons of the Emperor unit forgoes moving in the movement phase, it can preform an action and still fire its ranged weapons in the shooting phase. If it declares a charge, however, it will still fail its action.

AEGIS OF THE EMPEROR
The cellular alchemy that creates the warriors of the Adeptus Custodes leaves them forever touched by a spark of the Emperor’s own greatness. Beyond their martial might and incorruptible nobility, this energy manifests itself as an almost supernatural warding, as though the Custodians were protected by the hand of the Emperor. Bullets and bolts are turned aside at the last moment, blades fail to strike home, and even the psychic powers of the foe can suddenly and inexplicably flicker away to nothing in the face of the Ten Thousand.
Models with this ability have a 5+ invulnerable save and Terminator, Bike, and Character models have a 4+ invunerable save. When a unit with this ability is targeted with a Maeladiction or Witchfire psychic power, roll 1 D6; on a 5+ that power is ignored.

PSYCHIC ABOMINATION
This unit cannot be targeted or affected by psychic powers. When a Psychic test or a Deny the Witch test is taken for an enemy model, subtract 1 from the total for each unit from your army with this ability within 18" of that model (to a maximum of -4).

WITCH HUNTERS
When resolving an attack made by a model in this unit against a PSYKER unit, you can re-roll the wound roll.







SHIELD HOSTS
Multiple shield companies gather into larger forces known as shield hosts in times of dire need. Sometimes boasting hundreds of Custodians, shield hosts possess tremendous martial might. The greatest of them have long and established histories, unified heraldry and duties uniquely theirs to discharge.
If your army is Battle-forged and includes any TALONS OF THE EMPEROR Detachments, you can select which shield host each of those Detachments belongs to from the shield hosts listed below. If you do so, all ADEPTUS CUSTODES units from that Detachment (excluding CAPTAIN-GENERAL TRAJANN VALORIS, VALERIAN, OR ANY SISTERS OF SILENCE) gain the relevant Faction keyword.

For example, if your army includes a TALONS OF THE EMPEROR Detachment containing a Shield-Captain, Captain-General Trajann Valoris and three units of Custodian Guard, and you decide that Detachment is from the Shadowkeepers, those units (excluding Captain-General Trajann Valoris) would gain the SHADOWKEEPERS Faction keyword.

A TALONS OF THE EMPEROR Detachment that belongs to one of the shield hosts has access to the following rules (note that you do not gain the Shield host Trait unless your entire army is of the same Shield Host):



AQUILAN SHIELD
Certain servants of the Emperor bear great responsibilities deemed directly relevant to the safety of Terra. Such esteemed figures are afforded the protection of the Aquilan Shield, at least until their usefulness is thought to be at its end. Bodyguards and protectors without equal, these warriors devote every iota of their strength and will to the defence of their assigned charge, be that an Indomitus Crusade Fleetmaster or a lowly Astra Militarum Guardsman turned visionary prophet.

Shield Host trait: None Shall Pass
Enemy models (other than aircraft) cannot ignore any Aquilan Shield units in the movement phase and must go around them. If within engagement range of any other Aquilan Shield units, only models within engagement range of a character can allocate attacks to that character. If any enemy units pile in or consolidate within 6” of an Aquilan Shield unit, they must end their move closer to the closest unit, irreguardless of any rules or abilities that say otherwise. If an Aquilan shield model with the bodyguard keyword is next to a character, they may reroll save rolls of 1. If any Aquillan Shield units are within 3" of a Sisters of Silence unit, then enemy units may not target the Sisters of Silence unit unless they are the closest target.

WARLORD TRAIT: REVERED COMPANION
Years of interposing himself between his charges and the blades of their foes has left this warlord adept at turning and deflecting attacks.
When resolving an attack made against this Warlord, halve any damage inflicted (rounding up). Anytime this model receives a mortal wound it may roll a dice, and on a result of 5 or 6 ignore that wound.

RELIC OF TERRA: PRAESIDIUS
Fashioned by the great Terran armourer Annah Tsvochakin in the latter years of M32, the stunningly worked storm shield named Praesidius is a singular artefact. Not only is its auramite surface finely worked and layered at a molecular level for greater durability, but nestled within its graven bulk are a series of microshield generators. Employing a never again replicated modification of displacer technology, the shield generates small localised displacement bubbles at the point of impact, literally beaming bolts, bullets and the tips of blades harmlessly away from Praesidius’ bearer.
Model with a storm shield only. This model gains +1 to its invunerable (to a max of 3+) saving throw and when resolving an attack against a model with this Relic, subtract 1 from the wound roll.

1CP


SHIELD OF HONOUR
Aquilan Shield Stratagem
It is second nature to the warriors of the Aquilan Shield to place themselves between their charges and potential peril.
Use this Stratagem in any phase when an IMPERIUM CHARACTER unit (excluding VEHICLE units) from your army is chosen as the target of an opponent model’s attacks. Select one friendly AQUILAN SHIELD INFANTRY or AQUILAN SHIELD DREADNOUGHT unit within 3" of that IMPERIUM CHARACTER unit. Until the end of that phase, the selected unit gains the Bodyguard Rule.





DREAD HOST
Fear is a familiar weapon to the Imperium, used to deter enemies and keep seething populations in line. There is no terror as pure and absolute as that invoked when the Emperor’s own fury is unleashed to punish his foes. Such is the Dread Host, a weapon forged to strike at dawning threats and spread terror through absolute annihilation.

Shield Host TRAIT: Aggressive Insertion
If a unit of Dread Host adeptus Custodes make a charge move, you may re-roll 1’s. Any enemy units within that have been charged by a Dread Host unit loose any abilities that let them ignore Morale checks (and so can now fail morale) and they also loose any abilities that let them ignore combat attrition modifiers. In the morale phase, any units within engagement range of a Dread Host unit may not be selected as the target for the Insane Bravery stratagem.

WARLORD TRAIT: ALL-SEEING ANNIHILATOR
The Dread Host employ a near-prescient intelligence network to foresee their enemies’ plans and weaknesses. This warlord employs that amassed knowledge to best direct his comrades’ attacks.
When resolving an attack made with a melee weapon by a model in a friendly DREAD HOST unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.

RELIC OF TERRA: ADMONIMORTIS
This towering castellan axe was wrought for one purpose – to make a bloody example of those who dare to set themselves against the inviolate might of Terra.
Model with a castellan axe only. This Relic of Terra replaces a castellan axe and has the following profile:
WEAPON RANGE TYPE S AP D
Admonimortis (shooting) 24" Assault 3 4 -1 2
Admonimortis (melee) Melee Melee +3 -3 4

1/2CP


GOLDEN LIGHT OF THE MOIRAIDES
Dread Host Stratagem
The Dread Host go to battle aboard the trio of terrifying pre-heresy warships known as the Moiraides. These potent vessels teleport their passengers straight into battle, their systems so precise that the Adeptus Custodes can begin their charge aboard their warship and complete it by surging at a full run from an explosion of golden light in the enemy’s midst.
Use this Stratagem at the start of your Charge phase. Select one DREAD HOST unit from your army that teleported into battle this turn for 1CP, or up to three such units for 2CP. Until the end of that phase, when a charge roll is made for those units, roll one additional D6 and discard one of the dice. If a Dread Host Dreadnought unit successfully makes its charge move, roll 1d6. On a 2+ one unit that was charged suffers D3 mortal wounds.





EMISSARIES IMPERATUS
In the days of the Great Crusade, the Emperor often entrusted crucial messages or artefacts to be borne by his Custodians. It is a duty they still fulfil now, speaking, acting and making war with the absolute authority of the Master of Mankind himself.

Shield Host TRAIT: Word of the Emporer
When a Emissaries Imperatus unit is within 1” of an objective marker, any enemy models within engagement range of that unit loose objective secured. Emissaries Imperatus units also completely ignore any ability or psychic power that would reduce their movement or remove their own objective secured ability.

WARLORD TRAIT: VOICE OF THE EMPEROR
Where many amongst the Adeptus Custodes hold themselves remote and aloof from the lesser mortals around them, this warlord’s booming oratory and inspirational rhetoric are meant for the ears and hearts of all loyal Imperial servants.
Whilst they are within 9" of this Warlord, friendly IMPERIUM units can use this Warlord’s Leadership characteristic. Add 3" to the range of this Warlord’s aura abilities (this has already been added to this trait’s aura ability) and gain +1Ld.

RELIC OF TERRA: VEXILLA DOMINATUS
The Vexilla Dominatus blazes with an arcane light that illuminates the battlefield like the rays of Sol itself. Bathed in such blessed radiance, the Emperor’s servants stand tall indeed.
Model with a Vexilla Defensor only. Replace a model with this Relic’s Custodes Vexilla and Vexilla Defensor ability with the following:

Vexilla Dominatus: Whilst they are within 6" of a model with this Relic, you can re-roll failed Morale tests for friendly IMPERIUM INFANTRY and IMPERIUM BIKER units and those units are immune to any penalties on attrition tests. Whilst their unit is within 6" of a model with this Relic, friendly EMISSARIES IMPERATUS models count as 3 models for the purposes of determining who controls an objective marker and gain a +1 bonus to their armor saves.

1CP


THE EMPEROR’S HAND
Emissaries Imperatus Stratagem
Most Custodians who join the Emissaries Imperatus do so because they profess to see visions of the Emperor guiding them in their dreams. Some even find that this guidance flows through into their waking hours. They claim to feel the Emperor’s own hands upon their weapons and voice in their minds, exposing the weaknesses of their foes.
Use this Stratagem in any phase when an EMISSARIES IMPERATUS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, ignore any negative hit roll, wound roll and Armour Penetration characteristic modifiers and any benefit to the saving throw from any source.





SHADOWKEEPERS
The Shadowkeepers watch over the Dark Cells beneath the Imperial Palace and keep trammelled the dread entities and technologies sealed within. Should such potent and terrible manifestations appear abroad in the Imperium, it falls to the Shadowkeepers to capture and imprison them.

Shield Host TRAIT: Keepers of the Vault
Once per game, any Shadowkeepers unit that is within 6” of an enemy model with a relic can turn that relic off (the model looses all benefits and abilities granted by said relic until their next command phase). In addition, if a Shadowkeepers character model kills an enemy model with a relic in the fight phase, he gains a either +1 attack or heals for D3 wounds.

WARLORD TRAIT: LOCKWARDEN
The master of the Shadowkeepers is the Lockwarden, an especially stern guardian. He must be implacable in defence and unrelenting on the attack, a master gaoler feared by all his charges.
When resolving an attack made by a CHARACTER model against this Warlord, subtract 1 from the hit roll. When resolving an attack made by this Warlord against an enemy CHARACTER unit, subtract 1 from the saving throw (including invulnerable saves).

RELIC OF TERRA: STASIS OUBLIETTE
This unassuming, rune-inscribed piece of arcane technology entraps its victim in a shimmering stasis prison for capture and return to Terra.
At the start of the Fight phase, select one enemy CHARACTER unit within 6" of a model with this Relic. Until the end of that phase, all models in that unit loose half their attacks (including extra attacks granted by weapons and abilities) and when resolving an attack made by a friendly SHADOWKEEPERS model against that CHARACTER unit, re-roll a wound roll of 1.

1CP


GRIM RESPONSIBILITY
Shadowkeepers Stratagem
The Shadowkeepers’ role requires superhuman resolve and a fortitude of will so unbreakable that it is like unto a monolithic fortress. When set to their task, the Shadowkeepers shrug off the worst that their foes can throw at them, ignoring the sorest wounds through sheer force of determination. For their already outmatched enemies, it is a terrifying spectacle.
Use this Stratagem in any phase when a SHADOWKEEPERS unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the Strength characteristic of that attack.





SOLAR WATCH
The Solar Watch move fast and strike hard, launching their Talon Sorties to eliminate those threats in or around the Sol System itself. Their wrath is swift and terrible, delivered with a martial precision that few could match.

Shield Host TRAIT: Dusk and Dawn
Units in this detachment can reroll 1’s on advance rolls; and when they make a Fall Back move, they can ignore enemy models. If a Solar Watch dreadnought or bike unit is within 6” of another Solar Watch unit that suffers a casualty, the unit can immediately move 3" in any direction. If an Enemy psycher unit attempts to manifest a psychic power within 12" of a Solar Watch unit, a single Sisters of Silence unit in your army may move 7" in any direction.

WARLORD TRAIT: SALLY FORTH
This warlord excels in directing fast and deadly offensives designed to close rapidly with the enemy, then overwhelm them with a devastating concentration of force.
At the start of your Movement phase, add 1" to the Move characteristic of all friendly SOLAR WATCH units within 6" of this Warlord until the end of that phase. Whilst their unit is within 6" of this Warlord, models in friendly SOLAR WATCH units that have Advanced can shoot with Rapid Fire weapons in the following Shooting phase, but must subtract 1 from hit rolls for those attacks. They also suffer no penalty for shooting Assault weapons after advancing.

RELIC OF TERRA: THE SWIFTSILVER TALON
Perfectly balanced, wrought from lightweight zephyrgeldt alloys, this remarkable spear is also imbued with a ferociously predatory and quick-thinking machine spirit.
Model with a Guardian Spear only. A model with this Relic can shoot and charge in a turn in which it Advanced or Fell Back. This Relic of Terra replaces a Guardian Spear and has the following profile:
WEAPON RANGE TYPE S AP D
Swiftsilver Talon (shooting) 24" Assault 5 4 -1 2
Swiftsilver Talon (melee) Melee Melee +2 -3 2

0CP


THE EAGLE’S STRIKE
Solar Watch Stratagem
When the Solar Watch attack they prioritise the speedy elimination of their foes’ command assets, swooping like a great eagle and tearing the throat from the enemy army with talons and beak. The foe are left reeling and confused, their command structure collapsing even as the Solar Watch ready themselves to strike the killing blow.
Use this Stratagem in any phase when an enemy CHARACTER unit is destroyed as a result of an attack made by a SOLAR WATCH model from your army. The next time your opponent wishes to use a Stratagem, they must spend an extra CP to use that Stratagem. This Stratagem can be used once per player turn.



LORDS OF THE SHIELD HOSTS
Those who command the Shield Hosts in battle are inhumanly skilled warriors and commanders who have earned the eternal respect of their comrades through exemplary deeds beyond counting.
If your army is Battle-forged and includes any Talons of the Emperor Detachments, you can make the following purchases for any non-named Character models you have.
Captain-COMMANDER TRAITS (can be taken on one shield captain per detachment)

• +10pts Slayer of the Unclean: When resolving an attack made by this model, on an unmodified wound roll of 6, double the Damage characteristic of the weapon for that attack (e.g. D3 becomes 2D3).
• +10pts Swift as the Eagle: Add 1 to Advance and charge rolls made for this model. Add 1" to the Move characteristic of this model.
• +25pts Strategic Mastermind: Whilst this model is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this ability. Once per game you can use the Shoulder the Mantle or Even in Death Stratagem for one less CP.
• +15 pts Bane of Abominations: When resolving an attack made by this model against an enemy MONSTER unit or VEHICLE unit, you can re-roll the wound roll.
• + 15 pts Indomitable Constitution: Add 2 to the Wounds characteristic of this model. If this takes you over 9 wounds you can no longer benefit from Look Out Sir.
• +10 pts Master of Melee: Whilst this model is within 3” of a unit with 6 or more models, increase its Attacks characteristic by 2.
• +15pts Unstoppable Destroyer: When this model piles in, it can move up to D3+3" and can end the move closer to any enemy model within that distance of this model. When this model consolidates, it can move up to D3+3" in any direction and may ignore terrain features as though they were not there.
• +20pts Defiant to the Last: For each wound this model has lost, increase its Attacks characteristic by 1 (to a maximum of 3 additional attacks). When this model is on one wound remaining, it instead Doubles its attack characteristic.
+15 Inspirational Exemplar: Add 3" to the range of this model’s aura abilities and they can now effect all Talons of the Emporer’s units.

Shield-Consul TRAITS (can be taken on one shield consul per detachment)
• +15pts Tactical Accumen: In the command phase you can select one Adeptus Custodes Shield Host unit to benefit from Tactical Accumen. The next time a Stratagem is used on said unit, it costs 1 less CP (to a minimum of 1).
• +10pts First to the Fray: At the end of the charge phase, this consul may heroically intervene 6”. If he does so, he gains the Fights First rule.
• +5pts Astute Student: In the command phase you can select one Adeptus Custodes Shield host unit with 6”. The Selected unit can always receive the benefit from cover even if your opponent has an ability that ignores cover.


This message was edited 21 times. Last update was at 2021/10/04 20:22:03


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Made in us
Never Forget Isstvan!






Strats.

Spoiler:
STRATAGEMS
If your army is Battle-forged and includes any Talons of the Emporer detachments, you have access to the following Stratagems.

1CP


FROM GOLDEN LIGHT THEY COME
Adeptus Custodes Stratagem
Through use of ancient Godstrike-pattern teleportariums, the Custodians can deploy straight into the heart of battle.
Use this Stratagem during deployment. Instead of placing them on the battlefield, you can set up one ADEPTUS CUSTODES INFANTRY, BIKER or DREADNOUGHT unit from your army in a Godstrike-pattern teleportarium array for 1 CP. At the end of any of your Movement phasesthese units can teleport into battle – set them up anywhere on the battlefield that is more than 9" away from any enemy models. You can use this stratagem once in an Incursion game, or twice in a strike force game, or 3 times in an Onslaught game.


1CP


UNFLINCHING
Adeptus Custodes Stratagem
With glacial calm and superhuman reactions, the Custodians meet the enemy charge with a hail of deadly firepower.
Use this Stratagem in your opponent’s Charge phase. Choose an ADEPTUS CUSTODES unit from your army. When models in this unit are charged by enemy models they may fire Overwatch and they require a roll of 5+ (rather than 6) to successfully hit.


2CP


UNLEASH THE LIONS
Adeptus Custodes Stratagem
Many are the tales of heroic bands of Allarus Custodians engaging entire armies in fierce battle.
Use this Stratagem at the start of your Movement phase. Select a unit of Allarus Custodians from your army on the battlefield. That unit is immediately split into separate units, each containing a single model. If they make an Advance move this turn, any d6 roll of less than 3 becomes 3.


1CP


TANGLEFOOT GRENADE
Adeptus Custodes Stratagem
These rare grenades cause localised distortions in gravity, space and time that send the enemy stumbling in disarray.
Use this Stratagem at the beginning of your opponent’s Movement or Charge phase. Choose an enemy unit within 12" of an ADEPTUS CUSTODES INFANTRY unit from your army and roll a D6. Your opponent must reduce that unit’s Movement characteristic or charge distance by the result until the end of the phase. Units with the FLY keyword are not affected.


2CP


EVER VIGILANT
Adeptus Custodes Stratagem
They are the Emperor’s own vigilance. They see all.
Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 15" of an ADEPTUS CUSTODES INFANTRY unit from your army. That unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.


3CP


VEXILLA TELEPORT HOMER
Adeptus Custodes Stratagem
Custodes vexillas incorporate sophisticated teleport homers, allowing daring strikes into the heart of the enemy army.
Use this Stratagem at the end of your Movement phase. When you set up a teleporting ADEPTUS CUSTODES unit at the end of the phase, you can set it up wholly within 6" of a friendly VEXILUS PRAETOR (other than one that was set up in this turn) and more than 3" from enemy models. Any models that cannot be set up this way are destroyed.


1CP


OPEN THE VAULTS
Adeptus Custodes Stratagem
In dire need, the warriors of the Adeptus Custodes bear into battle weapons not used since the siege of the Imperial Palace.
Use this Stratagem before the battle. Your army can have one extra Relic of Terra for 1 CP. All of the Relics of Terra that you include must be different and be given to different ADEPTUS CUSTODES CHARACTERS. You can only use this stratagem once per battle in Incursion missions, twice in Strike force Missions, and three times in Onslaught missions.


1CP


AVATARS OF THE EMPEROR
Adeptus Custodes Stratagem
The sight of the Emperor’s vengeance embodied and unleashed on the foe is enough to steel the resolve of the most beleaguered armies.
Use this Stratagem at the beginning of the Morale phase. Choose an ADEPTUS CUSTODES unit from your army (other than a VEHICLE). You can use that unit’s Leadership characteristic when taking Morale tests for friendly IMPERIUM units within 9" of that unit in this phase.


1CP


SHOULDER THE MANTLE
Adeptus Custodes Stratagem
Should the leader of an Adeptus Custodes army fall, a worthy comrade always stands ready to take his place.
Use this Stratagem when your Warlord is slain. Choose a SHIELD-CAPTAIN on the battlefield from your army. They become your Warlord – choose or generate a Warlord Traits for them immediately. For the purposes of the mission, your Warlord is not considered to have been slain while this model is on the battlefield.


1CP


NETWORKED MACHINE SPIRITS
Adeptus Custodes Stratagem
The machine spirits of the Adeptus Custodes’ Land Raiders can be networked to provide almost supernatural accuracy.
Use this Stratagem in your Shooting phase. Choose a Venerable Land Raider from your army and at least one other friendly Venerable Land Raider within 6" of that model. None of the chosen models suffer any penalties to their hit rolls until the end of the phase.


1CP


INDOMITABLE GUARDIANS
Adeptus Custodes Stratagem
Once they have their objective, the warriors of the Adeptus Custodes will not be moved.
Use this Stratagem in your opponent’s Fight phase after an enemy unit that charged has fought. Choose one ADEPTUS CUSTODES unit from your army that is within Engagement Range of an enemy unit and within 3" of an objective marker and fight with it next.


1CP


INSPIRE FEAR
Adeptus Custodes Stratagem
To see the lions of the Emperor in all of their battle fury is to see one’s death, inevitable and swift approaching.
Use this Stratagem at the beginning of the Morale phase. Choose one of your ADEPTUS CUSTODES units (other than a VEHICLE). Your opponent must add 2 to Morale tests taken for enemy units within 3" of that unit in this phase.


2CP


SENTINEL STORM
Adeptus Custodes Stratagem
The Custodians fire their bolt casters point-blank into their foes even as they swing their sentinel blades, a lethal technique that only such skilled warriors could employ.
Use this Stratagem at the end of your opponent’s Charge phase. Choose one of your ADEPTUS CUSTODES units that is within 6" of an enemy unit. The unit you chose can shoot with its sentinel blades as if it were your Shooting phase.


1CP


BURST MISSILE NET
Adeptus Custodes Stratagem
Vertus Praetors are experts at lacing the skies with inescapable webs of flakk detonations.
Use this Stratagem in your Shooting phase, when choosing a unit of Vertus Praetors from your army to make their ranged attacks. If they all fire flakkburst missiles at the same target with the FLY keyword, you can re-roll failed wound rolls for these attacks.


1CP


SPARK OF DIVINITY
Adeptus Custodes Stratagem
The spark of divinity within every Custodian can sometimes unravel the sorcerous manifestations of the enemy.
Use this Stratagem when an enemy PSYKER manifests a psychic power within 12" of an ADEPTUS CUSTODES INFANTRY or BIKER Character unit from your army. You can take a Deny the Witch test for that unit as if it were a PSYKER with a +1 to the test.


1CP


PLANT THE VEXILLA
Adeptus Custodes Stratagem
When a Vexilus Praetor plants their vexilla in the ground, they can project the power of the ancient standard even further.
Use this Stratagem at the end of your Movement phase. Choose a VEXILUS PRAETOR from your army that did not advance or preform an action in that phase. You can increase the range of the Custodes Vexilla ability for that model by 6" until your next Movement phase. The VEXILUS PRAETOR that you chose cannot charge this turn.


1CP


PIERCING STRIKE
Adeptus Custodes Stratagem
Placing their spear blows perfectly, the Custodians pierce armour joints and vital systems to slay enemy war engines.
Use this Stratagem when you select an ADEPTUS CUSTODES unit from your army to attack in the Fight phase. If you have charged, add 1 to wound rolls made for that unit’s guardian spears until the end of the phase. If you were charged, roll 1d6 for every guardian spear in engagement range. On a 2+ you deal 1 mortal wound (to a maximum of 6) to the enemy unit that charged.


2CP


INESCAPABLE VENGEANCE
Adeptus Custodes Stratagem
The Allarus Custodians are single-minded when they have their target in their sight.
Use this Stratagem when you select a unit of Allarus Custodians from your army to make their attacks in the Shooting phase. Until the end of the phase, each time you select a target for a weapon a model in that unit is making an attack with, you can ignore the Look Out, Sir and Bodyguard Rules.


1CP


WISDOM OF THE ANCIENTS
Adeptus Custodes Stratagem
The Dreadnoughts of the Adeptus Custodes have seen millennia of war, and can guide their comrades with their wisdom.
Use this Stratagem at the start of the Command phase. Select an ADEPTUS CUSTODES DREADNOUGHT from your army. Until the end of the phase, you can re-roll hit rolls OR wound rolls of 1 for friendly ADEPTUS CUSTODES units within 6" of it.


1CP


CASTELLAN STRIKE
Adeptus Custodes Stratagem
The arcing strike of a castellan axe can be all but inescapable, and can hack open weak spots for other blades to exploit.
Use this Stratagem when you select one of your ADEPTUS CUSTODES units to attack in the Fight phase. As long as more than one model in the unit is attacking with a castellan axe, and they all target the same unit, improve the AP of that unit’s castellan axes to -3 until the end of the phase. For every unmodified roll of a 6 to wound, the damage from your castellan axes can spill over to one additional model (so you can only kill 2 models per strike maximum).


1CP


CONCUSSION GRENADES
Adeptus Custodes Stratagem
With the press of a rune, the balistus grenade launcher can switch to firing archeotech rounds designed to incapacitate.
Use this Stratagem in your Shooting phase, when choosing a unit of Allarus Custodians from your army to attack. Until the end of the phase, their balistus grenade launchers have an AP characteristic of 0, and INFANTRY units that are hit by these attacks are stunned until the end of the turn – they cannot fire Overwatch, are not effected by auras, and your opponent must subtract 1 from hit rolls made for the unit during the fight phase.


1CP


EYES OF THE EMPEROR
Adeptus Custodes Stratagem
The Adeptus Custodes strike suddenly, guided by intelligence offered by the Eyes of the Emperor.
Use this Stratagem when you generate a Tactical Objective. You can discard that Tactical Objective immediately and generate a new Tactical Objective.


2CP


VICTOR OF THE BLOOD GAMES
Adeptus Custodes Stratagem
What foe can withstand a warrior who has overcome the defences of Holy Terra itself?
Use this Stratagem when you set up an ADEPTUS CUSTODES CHARACTER from your army during deployment. You can re-roll one hit roll, one wound roll or one save roll for this model in each turn.


2CP


EVEN IN DEATH...
Adeptus Custodes Stratagem
Even to their last breath, the heroic warriors of the Adeptus Custodes continue to fight on against those who would oppose the Master of Mankind.
Use this Stratagem when an ADEPTUS CUSTODES CHARACTER from your army is slain. Before removing the model from the battlefield, it can immediately either shoot as if it were the Shooting phase (and may ignore Look out, sir), or fight as if it were the Fight phase.



1CP


AVENGE THE FALLEN
Adeptus Custodes Stratagem
The loss of a Custodian is commemorated by the tolling of the Bell of Lost Souls on Terra, and by their comrades’ bloody vengeance on the battlefield.
Use this Stratagem when you select an ADEPTUS CUSTODES unit from your army to attack in the Fight phase. Until the end of the phase, increase the Attacks characteristic of each model in the unit by 1 for each model from that unit that was slain this turn.


1CP


BRINGERS OF THE EMPEROR’S JUSTICE
Adeptus Custodes Stratagem
The Adeptus Custodes have never forgiven the Traitor Legions for their part in Horus’ rebellion. Whenever the chance arises, they exact vengeance with lethal efficiency.
Use this Stratagem when an ADEPTUS CUSTODES unit from your army is chosen to attack in the Fight phase. Each time you make a hit roll of 6+ for a model in that unit during this phase, it can, if it was targeting a HERETIC ASTARTES, CHAOS DAEMON or CHAOS KNIGHT unit, immediately make an extra attack against the same unit using the same weapon. If it was targeting a BLACK LEGION unit, it instead makes an extra attack on a hit roll of 4+. These extra attacks cannot themselves generate any further attacks.


2/3CP


STOOPING DIVE
Adeptus Custodes Stratagem
Guided by their predictive auguries and centuries of combat experience, the Vertus Praetors excel at swooping down to intercept threats the moment they manifest themselves.
Use this Stratagem at the end of your opponent’s Charge phase. Choose an ADEPTUS CUSTODES BIKER unit from your army that is within 12" of an enemy unit. You can declare a charge with that unit as if it were your Charge phase. If the unit’s charge is successful, that unit fights before all other units in the subsequent Fight phase – even before charging units. This costs 2 CP if using with a unit of 3 or less models, 3CP if otherwise. If your opponent has any units with similar abilities, take it in turns to resolve them, beginning with your opponent.

________________________________________


1CP


TEN THOUSAND HEROES
Adeptus Custodes Stratagem
Every Custodian Guard is a storied hero; many amongst the ranks of their shield companies possess the most advanced mastery of war.
Use this Stratagem before the battle, after nominating your Warlord. Select one ADEPTUS CUSTODES CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle in an Incursion mission, twice in a strike force mission, and 3 times in an Onslaught mission. If a model is given a Warlord Trait using this Stratagem, that model does not gain a second one if they are selected for the Shoulder the Mantle Stratagem during the battle.




1/2CP


ARCANE GENETIC ALCHEMY
Adeptus Custodes Stratagem
The Adeptus Custodes are individually engineered on a molecular level using secrets of genetic alchemy that render them virtual demigods in battle.
Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army that is not a VEHICLE is chosen as a target for an attack. Until the end of that phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack has. This costs 1 for any unit that consists of 3 or less models, and 2 for any other unit.


1CP


ETERNAL PENITENT
Adeptus Custodes Stratagem
Custodians tainted by dishonour seek penance through voluntary entombment in a Dreadnought’s sarcophagus.
Use this Stratagem before the battle. Select one ADEPTUS CUSTODES DREADNOUGHT unit from your army. Increase that unit’s Attacks characteristic by 1. You can re-roll charge rolls made for that unit. Each ADEPTUS CUSTODES DREADNOUGHT unit from your army can only be selected for this Stratagem once.


2CP


VENGEANCE OF THE MACHINE SPIRIT
Adeptus Custodes Stratagem
Not easily are the war engines of the Adeptus Custodes slain, and even then they do not pass quietly.
Use this Stratagem in any phase, when an ADEPTUS CUSTODES vehicle (excluding Dreadnoughts) model from your army is destroyed. That model can either automatically explode , shoot with its ranged weapons as if it were your Shooting phase, or choose to safely disembark any models inside. If it chooses to safely disembark, then models that are embarked cannot suffer any casualties due to the wreck.


2CP


SLAYERS OF NIGHTMARES
Adeptus Custodes Stratagem
In an age plagued by monstrous foes, when primordial horrors from the darkest void circle Humanity’s dying light, still the Adeptus Custodes stand strong!
Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a unit with a higher Toughness characteristic than its own, you can add 1 to the wound roll. Also, any to wound rolls of a natural 6 have their damage increased by 1.


1CP


FORTRESS OF WILLPOWER
Adeptus Custodes Stratagem
Unclean tendrils of witchcraft slither in futile frustration across the indomitable souls of the Adeptus Custodes, never finding a single crack to give them purchase.
Use this Stratagem in your opponent’s Psychic phase, when an ADEPTUS CUSTODES unit from your army is selected as the target of a Psychic power that was successfully manifested this turn. Add 1 to the result of that units Aegis of the Emporer ability. If that unit is a CUSTODIAN WARDENS unit; add 3 to the roll.


1CP


INDOMITABLE ENGINES
Adeptus Custodes Stratagem
So indomitable are the war engines of the Adeptus Custodes that they can shrug off even the most devastating hits without any obvious harm.
Use this Stratagem in any phase, when an ADEPTUS CUSTODES VEHICLE model from your army would lose a wound as a result of a mortal wound. Roll one D6; on a 5+ that wound is not lost. In addition, until the end of the players turn, when this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.


1/2CP


SUPERIOR FIRE PATTERNS
Adeptus Custodes Stratagem
Combining advanced targeting cogitators and their own sublimely honed reactions, the Custodians lay down a hail of fire worthy of an army many times their number.
Use this Stratagem in your Shooting phase, when an ADEPTUS CUSTODES INFANTRY unit from your army that did not Advance in your previous Movement phase is chosen to shoot with. Until the end of that phase, models in that unit make double the number of attacks with Rapid fire, Assault, and Pistol weapons. This costs 1 CP for a unit with 3 or less models, and 2CP otherwise.


2CP


THE EMPEROR’S AUSPICE
Adeptus Custodes Stratagem
When the eye of the Emperor is upon his champions, no foul trickery of the foe can prevail.
Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, your opponent cannot re-roll any dice for that attack. Note that rolls that occur before the attack (such as number of shots) are not effected.


1/2CP


BLOOD GAMES VETERANS
Adeptus Custodes Stratagem
What better way to defend one’s master against assassins than to be one’s self a masterful assassin?
Use this Stratagem in your Shooting phase. Select one ADEPTUS CUSTODES unit from your army. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, an unmodified hit roll of 6 successfully wounds the target (do not make a wound roll) and has its AP increased by 1. This costs 1 CP for a unit of 5 or less models and 2CP otherwise.


1CP


ARCHEOTECH MUNITIONS
Adeptus Custodes Stratagem
The Adeptus Custodes have access to stockpiles of ancient and incredibly rare weaponry and ammunition.
Use this Stratagem in your Shooting phase, when an ADEPTUS CUSTODES unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon with a Damage characteristic of D6 by a model in that unit, roll one additional D6 and discard one of the dice.


1/2CP


AURAMITE AND ADAMANTIUM
Adeptus Custodes Stratagem
Allarus Custodians have been known to stride unharmed from the blasts of anti-Titan weapons.
Use this Stratagem in any phase, when an ADEPTUS CUSTODES TERMINATOR unit from your army is selected as the target of an attack. Until the end of that phase, when resolving an attack against that unit, reduce the Armour Penetration characteristic of that attack by 2. This costs 1CP for a unit of 3 or less models and 2CP otherwise.


1CP


FRATERNITY OF HEROES
Adeptus Custodes Stratagem
Any Custodian would place himself in peril to protect his brothers without a moment’s hesitation.
Use this Stratagem at the end of your opponent’s Charge phase. Select one ADEPTUS CUSTODES unit from your army currently not engaged by enemy models. That unit can immediately perform a Heroic Intervention as if it were a CHARACTER, but must finish that move within 1" of one or more enemy units. Adeptus Custodes character models may increase their heroic intervention range to 6”.
1CP


Gravitic Backwash
Adeptus Custodes Stratagem
Use this Stratagem at the start of your opponent’s Charge phase. Select one ADEPTUS CUSTODES grav tank from your army. Any and all charges declared against the selected grav tank suffer a -2 penalty to their charge rolls. Until your next command phase, any enemy units already in engagement range have their Pile-in and consolidate moves reduced by 2”.





STRATAGEMS
If your army is Battle-forged and includes any Talons of the Emperor Detachments that include any SISTERS OF SILENCE units, you can use the Stratagems on this page. These reflect the unique strategies and fighting styles of the Sisters of Silence.

1CP


EMPYRIC SEVERANCE
Sisters of Silence Stratagem
The mere presence of Null-Maidens is enough to quash the psychic manifestations of enemy witches.
Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER manifests a Witchfire or Maeladiction power within 18" of a SISTERS OF SILENCE INFANTRY unit from your army, after such attempts fail. Roll one D6; on a roll of a 4, 5, or 6, the psycher that failed their test can no longer preform any psychic tests or actions until its next turn.


1CP


TALONS
Sisters of Silence Stratagem
The Talons of the Emperor strike with deadly unity.
Use this Stratagem in any phase, after shooting or fighting with an ADEPTUS CUSTODES unit from your army. Select one friendly SISTERS OF SILENCE INFANTRY unit within 6" of that unit. Until the end of that phase, when resolving an attack made by a model in that SISTERS OF SILENCE unit, you can re-roll the hit roll.


1CP


PUNISHMENT FIRE
Sisters of Silence Stratagem
Prosecutor squads train to pummel the enemy.
Use this Stratagem in your Shooting phase, when a PROSECUTORS unit from your army is chosen to shoot with. Until the end of that phase, change the Range and Type characteristic of boltguns equipped on models in that unit to 18" and Assault 3 respectively and they gain the “ignores Cover” ability.


1CP


DESPERATION’S PRICE
Sisters of Silence Stratagem
To overcome the Null-Maidens’ aura, enemy psykers overstretch themselves with horrible consequences.
Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER unit within 18" of a SISTERS OF SILENCE INFANTRY unit from your army suffers Perils of the Warp. That PSYKER suffers an additional D3 mortal wounds.


1CP


CREEPING DREAD
Sisters of Silence Stratagem
Foes shrink from the Null-Maidens’ unsettling presence.
Use this Stratagem at the start of any phase. Select one SISTERS OF SILENCE INFANTRY unit from your army. Until the end of that phase, when resolving an attack made by a model in an enemy unit within 6” of that unit, subtract 1 from the hit roll.


1CP


DECAPITATING STRIKES
Sisters of Silence Stratagem
Vigilators train to lop their enemy’s heads from their necks, the better to separate witches from their powers.
Use this Stratagem in the Fight phase, when a VIGILATOR unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.


1/2CP


PURGATION SWEEP
Sisters of Silence Stratagem
Enough flame can make a pyre of anything.
Use this Stratagem in your Shooting phase. Select a WITCHSEEKER unit from your army that contains five or less models for 1CP, or six or more models for 2CP. Until the end of that phase, when determining the number of attacks made by flamer weapons that models in that unit are equipped with, any results of less than 4 count as 4. If this unit is chosen to overwatch in the opponents following charge phase, they gain AP-1.


1CP


IMMATERIAL DISSONANCE
Sisters of Silence Stratagem
Psyk-out grenades leave their targets reeling.
Use this Stratagem in your Shooting phase or your opponent’s Charge phase, after resolving an attack made with a psyk-out grenade by a SISTERS OF SILENCE model from your army against a PSYKER or DAEMON unit that scored a hit. Until the end of that turn, that PSYKER or DAEMON unit cannot fire Overwatch and when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

1CP Smoke Launcher
Sisters of Silence Stratagem
Use this stratagem when your opponent targets one of your Null-maiden Rhinos in the shooting phase. Any attacks resolved against this Rhino suffer a -1 to hit until the end of the phase.




This message was edited 4 times. Last update was at 2021/09/28 08:38:28


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WL traits, relics, and gear Plus Secondaries.
Spoiler:
WARLORD TRAITS
Those
Custodians that lead their brethren into battle are amongst the most accomplished warriors in the entire Imperium. Their mastery of strategy, tactics and every aspect of combat are second to none.
If the Warlord of your army is an ADEPTUS CUSTODES CHARACTER, you can pick their Warlord Trait from the Adeptus Custodes Warlord Traits table, or roll a D6 and consult the table to generate their Warlord Trait.
D6 WARLORD TRAIT
1 CHAMPION OF THE IMPERIUM
This Warlord is amongst the finest champions in the entire Imperium, and their presence inspires all nearby to acts of heroism.
Friendly Talons of the Emperor INFANTRY, BIKER and DREADNOUGHT units that are within 12" of your Warlord at the start of your opponent’s Charge phase can make Heroic Interventions this phase in the same manner as CHARACTERS. Other friendly Character models may make a 6” Heroic Intervention.
2 PEERLESS WARRIOR
With every masterful strike and artful parry, this Warlord proves himself the master of one-to-one combat against even the most terrible foes.
Each time you make a hit roll of 6+ for your Warlord in the Fight phase, they can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. Your Warlord also ignores all hit roll or wound roll penalties in the Fight Phase.
3 SUPERIOR CREATION
The cellular alchemy that went into the creation of this heroic warrior rendered him breathtakingly resilient.
Each time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound.
4 IMPREGNABLE MIND
No blandishment or invasion by the enemy can overcome the fortress of this Warlord’s mind, and his strength of will can crush that of lesser beings.
Your Warlord can attempt to Deny the Witch once in each of your opponent’s Psychic phases as if they were a PSYKER. When they do so, add 1 to the result of the Deny the Witch test If they are within 3” of a Custodian Wardens unit, the Warlord gains an additional +1 to his Deny the Witch test. This bonus does not stack with Spark of Divinity.
5 RADIANT MANTLE
The holy light of the Emperor himself glows around this magnificent warrior in a sublime halo. Enemies are blinded by its glory, forced to recoil in pain and terror.
Your opponent must subtract 1 from hit rolls that target your Warlord. If your opponent has any abilities that trigger off of unmodified 6’s to hit or wound, those effects are ignored by your Warlord.
6 EMPEROR’S COMPANION
As a member of the Adeptus Custodes’ inner circle, this Warlord is amongst the deadliest of his order.
You can add +1 to the damage of any attacks made by your Warlord in the Fight phase.


NAMED CHARACTERS AND WARLORD TRAITS
The Captain-General of the Adeptus Custodes is renowned for his methodology as much as for his deeds on the battlefield. If he is your Warlord, he must be given the associated Warlord Trait shown below.
NAMED CHARACTER WARLORD TRAIT
Captain-General Trajann Valoris
Champion of the Imperium
Valerian and Aleya
Peerless Warrior


RELICS OF TERRA
During the Great Crusade, the Custodians hoarded some of the most powerful and esoteric weapons technology ever encountered by the Imperium. Though much of it was expended during the Horus Heresy, some of these ancient artefacts still exist, locked away in vaults deep beneath the Imperial Palace, waiting to be borne to war when the need is greatest.
If your army is led by an Adeptus Custodes Warlord, you may give one of the following Relics of Terra to an ADEPTUS CUSTODES CHARACTER in your army. Named characters such as Captain-General Trajann Valoris cannot be given any of the following relics – they have their own unique wargear.

Note that some weapons replace one of the model’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Relics of Terra your characters have on your army roster.

AURIC AQUILAS
Incorporating forbidden secrets of ancient archeotech from the Dark Age of Technology, Auric Aquilas is a truly magnificent gravitic jetbike. Swift as thought and protected by a shimmering golden force field, it bears its rider swiftly and safely into battle.
BIKER model only. This model has a 3+ invulnerable save. In addition, you can re-roll failed charge rolls made for this model.

AURIC SHACKLES
These fetters were forged in the Dark Age of Technology, and adapt themselves to shut down the neural nets of any sentient beings, rendering even the thought of escape impossible. They are used to capture the Imperium’s most dangerous foes.
Your opponent must subtract 1 from the Attacks characteristic of enemy CHARACTERS whilst they are within 9" of the bearer (to a minimum of 1) and may not fall back from combat.

EAGLE’S EYE
This magnificent helm incorporates sensorium-gheists, trapped within micro-reliquaries and compelled to shriek their technomantic warnings to the wearer whenever danger threatens.
Improve this model’s invulnerable save by 1 (to a maximum of 3+). If this model is charged, it can make an immediate 3” move in any direction.

EMPEROR’S LIGHT
Said to have been crafted from a crystallised shard of the Emperor’s glorious light, this masterwork misericordia has been borne into battle by three separate Captain-Generals. It is said to flood the heart of its victim with holy radiance, and is an object of dread to traitors and heretics alike.
Model with a misericordia only. This model gains the following ability.


The Emporer’s Light: Each time the bearer fights, it can make 1 additional attack with this weapon unless it is also equipped with a storm shield. If the attack hits, deal one mortal wound to the target. All enemy units within 3” of this model suffer a -1 penalty to their Ld. If an enemy unit within engagement range attempts to fall back, they suffer a -2” penalty to their movement.

FAITH ABSOLUTE
This ominous vexilla was created for the infamous Witching Wars. It is able to discharge a pulse of disruptive contra-empyric energies that can unmake an onrushing psychic manifestation in a heartbeat.
Model with a Vexilla Magnifica only. The Faith Absolute replaces that model’s vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, and the bearer can attempt to deny one psychic power in each enemy Psychic phase as if they were a PSYKER. Enemy units that target a Talons of the Emporer unit within 6” of this model suffer a -1 to hit in the shooting phase.

FULMINARIS AGGRESSOR
This vexilla was fashioned after the fall of Goge Vandire to honour the wrath of the Emperor in punishing traitors and tyrants. Its microthundercoil generatorum crackles with barely restrained power that arcs out to annihilate nearby foes.
Model with a Vexilla Defensor only. The Fulminaris Aggressor replaces that model’s vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, and gain a 5+ invulnerable Save. The Fulminaris Aggressor has the following weapon profile:
WEAPON RANGE TYPE S AP D
Fulminaris Aggressor (shooting) 12" Assault 2D3 4 -1 1
Abilities (shooting): Attacks made with this weapon’s shooting profile automatically hit.
Fulminaris Aggressor (melee) Melee Melee +2 -1 1

GATEKEEPER
This potent weapon thrums with barely contained power. Its machine spirits are capable of near-prescient predictive targeting, allowing the wielder to mow down the enemy before they can come within blade’s reach.
Model with a guardian spear only. The Gatekeeper replaces the model’s guardian spear and has the following profile:
WEAPON RANGE TYPE S AP D
Gatekeeper (shooting) 30" Assault 5 4 -1 2
Abilities (shooting): Overwatch attacks made with this weapon successfully hit on rolls of 3+ rather than 6.
Gatekeeper (melee) Melee Melee +2 -3 2

OBLITERATUM
This dread vambrace weapon incorporates several forbidden technologies whose possession would be death to any beyond the Adeptus Custodes. It fires concentrated antimatter, compressed within splinterglass canisters that shatter upon impact. Victims are annihilated on a molecular level by the night-black blasts caused by this weapon’s fire, vanishing in terrifying eruptions of nothingness.
Model with a balistus grenade launcher only. The Obliteratum replaces the model’s balistus grenade launcher and has the following profile:
WEAPON RANGE TYPE S AP D
Obliteratum 12" Assault 1 10 -4 3 If you roll a 6 to wound, no saving throw may be made.

RAIMENT OF SORROWS
Handwoven by the sisters of the Order of Lamentations and allowed to sit in state at the foot of the Golden Throne for a full century, this shroud-like raiment is a potent reminder of the Custodians’ one great defeat. Its presence fills them with a cold determination to never fail again.
Roll a D6 each time a friendly ADEPTUS CUSTODES INFANTRY or BIKER model is destroyed within 6" of the bearer, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or pile in and fight as if it were the Fight phase. You cannot use the Even in Death… Stratagem on a model that does so.

THE CASTELLAN’S MARK
This finely worked pauldron is awarded to whichever living Custodian currently holds the greatest tally of victories in the Blood Games. It is rare, of course, that even the resourceful warriors of the Adeptus Custodes succeed in these endeavours, and so to honour one who has done so more times than any other is only right. He who bears the Castellan’s Mark is guaranteed to be a superlative strategic genius, an expert in spotting and exploiting weaknesses with merciless efficiency.
If the bearer is on the battlefield, at the beginning of the game but before the first turn you can remove them and up to D3 friendly ADEPTUS CUSTODES unit within 6" of them from the battlefield and set them up again following the mission rules. You must set them up on the battlefield. If the bearer is not on the battlefield, only 1 friendly Adeptus Custodes unit can be redeployed, but said unit may be placed in Strategic Reserves.

THE PRAETORIAN PLATE
This suit of Allarus Terminator armour – itself a handcrafted relic of great antiquity – has been adapted to incorporate a still more ancient empyric beacon and archeotech teleport-shunter that allows its wearer to leap directly through the warp to the aid of those he is sworn to defend.
TERMINATOR model only. When you set the bearer up, choose a friendly IMPERIUM CHARACTER. At the end of your opponent’s Charge phase, if there is an enemy model within 1" of that character, you can remove the bearer from the battlefield (if they are on the battlefield) and, even if they were not on the battlefield, set them up within 3" of that character and within 1" of an enemy model. The bearer is considered to have heroically intervened. Until his next turn, he gains the Bodyguard Rule.

THE VEILED BLADE
An ancient blade that burns with a bitterly cold and dark energy, the Veiled Blade is bestowed upon a Custodian who has vowed to recover that which should remain hidden from Humanity and return it to the Dark Cells.
Model with a sentinel blade only. The Veiled Blade replaces the model’s sentinel blade and has the following profile:
WEAPON RANGE TYPE S AP D
Veiled Blade (shooting) 12" Pistol 4 4 0 1
Veiled Blade (melee) Melee Melee +1 -3 2
Abilities (melee): Each time the bearer fights whilst they are within 3" of an objective marker, they can make 3 additional attacks with this weapon.

WRATH ANGELIS
This ancient and expertly crafted vexilla was created for the battle against the Orks upon the world of Ullanor. During that conflict, pinpoint fire support was key to victory. Thus, this vexilla incorporates a multi-spectral targeting shrine that links to warships in orbit and guides in trans-atmospheric strikes with remarkable accuracy.
Model with a Vexilla Magnifica only. The Wrath Angelis replaces that model’s vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, suffer no penalties to attrition tests, and once per battle in your Movement phase, if the bearer does not move, you can pick a point on the table within Line of Sight of this model. Roll a D6 for each unit (friend or foe) within 3d3” of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER, or 2 from the result if the unit being rolled for is ADEPTUS CUSTODES. On a 4+ the unit being rolled for suffers D3 mortal wounds.
REFERENCE


WARGEAR

RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Achillus dreadspear (shooting) 24" Heavy 2 9 -2 3 -
Adrasite spear (shooting) 18" Assault 1 5 -3 3 -If within half range, re-roll all failed wound rolls.
Adrastus bolt caliver Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
- Bolt volley 36" Assault 3 5 -1 2 -
- Disintegration beam 16" Assault 1 5 -3 3 -If within half range, re-roll all failed wound rolls.
+5
Adrathic devastator 18" Heavy 2 6 -3 3 -If within half range, re-roll all failed wound rolls.
Arachnus heavy blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 48" Heavy 2 9 -4 D3+3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 36" Heavy 4 7 -2 1 -
Arachnus magna-blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 72" Heavy 2d3 14 -4 D3+6 Blast
- Burst 48" Heavy 6 9 -3 D3 -
+15
Arachnus storm cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 36" Heavy 3 8 -4 3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 24" Heavy 6 7 -2 1 -
Balistus grenade launcher 12" Assault D3 4 -3 1 Blast
+5
Castellan axe (shooting) 24" Assault 3 4 -1 2 -
Galatus warblade (shooting) 12" Heavy 2D6 6 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Gnosis (shooting) 24" Assault 3 4 -1 2 -

Guardian spear (shooting) 24" Assault 3 4 -1 2 -
+5
Hunter-killer missile 48" Heavy 1 10 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Hurricane bolter 24" Rapid Fire 6 4 0 1 -
Iliastus accelerator culverin 48" Heavy 4 8 -3 2 -
+6
Infernus firepike 15" Heavy D6 6 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Infernus incinerator 12" Heavy D6 6 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Kheres pattern assault cannon 24" Heavy 8 7 -1 1 -
Kinetic destroyer 18" Pistol 2 6 -2 2 Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
Lastrum bolt cannon 36" Heavy 3 6 -2 2 -
Lastrum storm bolter 24" Rapid Fire 2 5 -1 1 -
Multi-melta 24" Heavy 2 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.
Psyk-out grenade 6" Grenade D6 2 0 1 Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
+10
Pyrithite spear (shooting) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Salvo launcher When attacking with this weapon, choose one of the profiles below.
- Melta missile 24" Heavy 1 8 -4 D6 You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
- Flakkburst missile 24" Heavy D3 7 -1 2 Blast. Add 1 to all hit rolls made for this weapon against targets that can FLY.

Sentinel blade (shooting) 12" Pistol 4 4 0 1 -
Spiculus bolt launcher 24" Rapid Fire 6 5 -1 1
Spiculus heavy bolt launcher 48" Heavy 3 7 -1 2 -
+5
Twin adrathic destructor 18" Assault 2 5 -3 3 -When in half range, re-roll all failed wound rolls.
Twin arachnus blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 30" Heavy 4 7 -4 3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 24" Heavy 8 5 -2 1 -
Twin arachnus heavy blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 60" Heavy 4 9 -4 D3+3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 36" Heavy 8 7 -2 1 -
Twin heavy bolter 36" Heavy 6 5 -1 2 -
Twin Iliastus accelerator cannon 60" Heavy 8 8 -3 2 -This weapon suffers no penalty to hit rolls unless within engagement range.
+5
Twin las-pulser 24" Heavy 2 8 -2 3 -
Twin lascannon 48" Heavy 2 9 -3 D6 -
Twin lastrum bolt cannon 36" Heavy 6 6 -2 2 -
Twin plasma projector 12" Heavy 2D3 6 -2 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Venatari lance (shooting) 12" Assault 3 6 -2 2 -
Watcher’s Axe (shooting) 24" Assault 3 5 -1 2 -
Boltgun 24" Rapid Fire 1 4 0 1 -
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon, that attack automatically hits the target.


MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Achillus dreadspear (melee) Melee Melee x2 -3 D3+3 -
Adrasite spear (melee) Melee Melee +2 -3 2 -
+5
Castellan axe (melee) Melee Melee +3 -2 3 -
Galatus warblade (melee) Melee Melee User -3 3 Each time the bearer fights, it makes D3 additional attacks with this weapon.
Gnosis (melee) Melee Melee +2 -3 3 -
Guardian spear (melee) Melee Melee +2 -3 2 -
Interceptor lance Melee Melee +1 -3 2 You can re-roll failed wound rolls for this weapon on a turn in which its bearer made a successful charge.
+5
Pyrithite spear (melee) Melee Melee +2 -3 2 -
Sentinel blade (melee) Melee Melee +1 -3 2 -
Solarite power gauntlet Melee Melee x2 -4 2 -
Solarite power talon 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.
Somnus Blade Melee Melee +2 -3 3 -
Tarsus buckler Melee Melee +1 -2 1 -
Telemon caestus Melee Melee x2 -4 4 Each time the bearer fights, it makes 1 additional attack with this weapon.
Venatari lance (melee) Melee Melee +1 -3 2 Each time the bearer fights, it makes 1 additional attack with this weapon.
Watcher’s Axe (melee) Melee Melee x2 -3 3 -
Executioner greatblade Melee Melee +3 -3 2 -

OTHER WARGEAR
OTHER WARGEAR ABILITIES
Galatus shield This model has a 4+ invulnerable save. Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
Infernus firebombs Once per turn, after the bearer has moved, you can select one point on the battlefield the bearer moved across. Roll one D6 for each unit within 6" of that point (subtracting 1 if that model is a non-VEHICLE or non-MONSTER CHARACTER); on a 4+, that unit suffers D3 mortal wounds. If that unit contains more than 10 models it suffers an additional D3 mortal wounds.
+5
Storm Shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Tarsus buckler The bearer adds +1 to save rolls.
Miseiricorda Any time the bearer is selected to fight you may make one additional attack with this weapon. If it hits, deal one mortal wound to the target unit and the attack sequence ends.

Secondaries
[spoiler]
BATTLEFIELD SUPREMECY
Superior Vantage- progressive
At the end of the Battle Round, if there are no enemy models within 6" of the Center of the table you gain 3BP. Additionally, if there are no models within your deployment zone, gain an additional 2BP.

NO MERCY, NO RESPITE
Battlefield Domination- end game
At the end of the game, if you destroyed more units than your opponent did and have at least 1 character remaining on the battlefield, you score 10BP. If the number of units destroyed is more than twice as many as the number that your opponent destroyed, you gain an additional 5BP.

SHADOW OPPERATIONS
Determined Push- end game
All Talons of the Emporer's units can preform the following action:
Objective marked- This unit can start this action at the end of the movement phase if it is in control of an objective marker and not within engagement range of an enemy unit. This objective becomes marked.
At the end of the game, You gain 2 points for every marked objective. If you have successfully marked all the objective markers you instead score 15BP.

This message was edited 8 times. Last update was at 2021/09/28 08:52:39


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DATASHEETS pt. 1 (HQ-Elite)
Spoiler:

HQ


10

CAPTAIN-GENERAL TRAJANN VALORIS

No NAME M WS BS S T W A Ld Sv Base
1 180
Captain-General Trajann Valoris 7" 2+ 2+ 5 5 8 6 10 2+ 40mm
Captain-General Trajann Valoris is a single model armed with the Watcher’s Axe and a misericordia. Only one of this model may be included in your army.
WEAPON RANGE TYPE S AP D ABILITIES
Watcher’s Axe (shooting) 24" Assault 3 5 -1 2 -
Watcher’s Axe (melee) Melee Melee x2 -3 3 -

ABILITIES Talons of the Emporer
Aegis of the Emperor
Auramite Halo: Trajann Valoris has a 3+ invulnerablesave.
Misericorda
Legendary Commander: You can re-roll hit rolls and wound rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of Trajann Valoris. In addition, at the start of your command phase you may select one Talons of the Emporer unit with 6” of Trajann Valoris. This unit cannot be affected by enemy auras until the start of your next Command phase.
Moment Shackle: Once per battle, if Trajann Valoris is on the battlefield, you can do one of the following:

• Ignore the results of one failed save roll (you take no damage from the attack).
• At the end of the Fight phase, pile in and attack with Trajann Valoris an additional time.
• The next Stratagem you use this phase costs 0 Command Points.
WARLORD TRAIT! Champion of the Imperium: Friendly ADEPTUS CUSTODES INFANTRY, BIKER and DREADNOUGHT units that are within 12" of your Warlord at the start of your opponent’s Charge phase can make Heroic Interventions this phase in the same manner as CHARACTERS. Other friendly Adeptus Custodes characters may instead heroically intervene 6”.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES
KEYWORDS: CHARACTER, INFANTRY, CAPTAIN-GENERAL TRAJANN VALORIS


6

SHIELD-CAPTAIN

No NAME M WS BS S T W A Ld Sv Base
1 100
Shield-Captain 7" 2+ 2+ 5 5 7 6 9 2+ 40mm
A Shield-Captain is a single model armed with a guardian spear.
WEAPON RANGE TYPE S AP D ABILITIES
+5
Castellan axe (shooting) 24" Assault 3 4 -1 2 -
Guardian spear (shooting) 24" Assault 3 4 -1 2 -
Sentinel blade (shooting) 12" Pistol 4 4 0 1 -
+5
Castellan axe (melee) Melee Melee +3 -2 3 -
Guardian spear (melee) Melee Melee +2 -3 2 -

Sentinel blade (melee) Melee Melee User -3 2 -
OTHER WARGEAR ABILITIES
+10
Storm Shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
ABILITIES Talons of the Emperor
Aegis of the Emperor
Inspirational Fighter: You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES core units within 6" of this model.
Misericorda
FACTION KEYWORDS: IMPERIUM, TALONS OF THE EMPEROR, SHIELD HOST, ADEPTUS CUSTODES
KEYWORDS: CHARACTER, INFANTRY, SHIELD-CAPTAIN


6

SHIELD-CAPTAIN IN ALLARUS TERMINATOR ARMOUR

No NAME M WS BS S T W A Ld Sv Base
1 110
Shield-Captain in Allarus Terminator Armour 7" 2+ 2+ 5 5 8 6 9 2+ 40mm
A Shield-Captain in Allarus Terminator Armour is a single model armed with a guardian spear and balistus grenade launcher.
WEAPON RANGE TYPE S AP D ABILITIES
Balistus grenade launcher 12" Assault D3 4 -3 1 Blast
+5
Castellan axe (shooting) 24" Assault 3 4 -1 2 -
Guardian spear (shooting) 24" Assault 3 4 -1 2 -
+5
Castellan axe (melee) Melee Melee +3 -2 3 -
Guardian spear (melee) Melee Melee +2 -3 2 -
WARGEAR OPTIONS • This model may replace its guardian spear with a castellan axe.

ABILITIES Aegis of the Emperor
Inspirational Fighter: You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES core units within 6" of this model.
Misericorda
From Golden Light: During deployment, you can set up this model in a Godstrike-pattern teleportarium array instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, Shield Host, ADEPTUS CUSTODES
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, SHIELD-CAPTAIN


9

SHIELD-CAPTAIN ON DAWNEAGLE JETBIKE

No NAME M WS BS S T W A Ld Sv Base
1 175
Shield-Captain on Dawneagle Jetbike 14" 2+ 2+ 5 6 8 6 9 2+ 75 x 42mm
A Shield-Captain on Dawneagle Jetbike is a single model armed with an interceptor lance. His jetbike is equipped with a hurricane bolter.
WEAPON RANGE TYPE S AP D ABILITIES
Hurricane bolter 24" Rapid Fire 6 4 0 1 -
Salvo launcher When attacking with this weapon, choose one of the profiles below.
- Melta missile 24" Heavy 1 8 -4 D6 You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
- Flakkburst missile 24" Heavy D3 7 -1 D3 Blast. Add 1 to all hit rolls made for this weapon against targets that can FLY.
Interceptor lance Melee Melee +1 -3 2 You can re-roll failed wound rolls for this weapon on a turn in which its bearer made a successful charge.
WARGEAR OPTIONS • This model may replace its hurricane bolter with a salvo launcher.

ABILITIES Talons of the Emperor
Aegis of the Emperor
Inspirational Fighter: You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES core units within 6" of this model.
Implacable Vanguard: When this model Advances, add 6" to its Move characteristic for that Movement phaseinstead of rolling a dice.
Misericorda
FACTION KEYWORDS: IMPERIUM, Shield Host, ADEPTUS CUSTODES
KEYWORDS: CHARACTER, BIKER, FLY, SHIELD-CAPTAIN

6

CONSUL

No NAME M WS BS S T W A Ld Sv Base
1 90
Consul 7" 2+ 2+ 5 5 6 5 9 2+ 40mm
A Consul is a single model armed with a guardian spear.
WEAPON RANGE TYPE S AP D ABILITIES
Guardian spear (shooting) 24" Assault 3 4 -1 2 -
Sentinel blade (shooting) 12" Pistol 4 4 0 1 -
+5
Solerite Power Gauntlet Melee Melee X2 -4 2 -
Guardian spear (melee) Melee Melee +2 -3 2 -
Sentinel blade (melee) Melee Melee User -3 2 -
OTHER WARGEAR ABILITIES
+10
Storm Shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS- This model may replace his Guardian spear with a Sentinal Blade and Storm shield. He may then replace his Sentinal Blade with a Solarite Power Gauntlet.
ABILITIES Talons of the Emperor
Aegis of the Emperor
Knowledgeable Fighter: You can re-roll wound rolls of 1 made for friendly ADEPTUS CUSTODES core units within 6" of this model.
Misericorda
FACTION KEYWORDS: IMPERIUM, TALONS OF THE EMPEROR, SHIELD HOST, ADEPTUS CUSTODES
KEYWORDS: CHARACTER, INFANTRY, CONSUL

6

CONSUL IN AQUILLON TERMINATOR ARMOUR

No NAME M WS BS S T W A Ld Sv Base
1 100
Shield-Captain in Allarus Terminator Armour 6" 2+ 2+ 5 5 7 5 9 2+ 40mm
A Shield-Captain in Aquillon Terminator Armour is a single model armed with a Solarite Power Talon and Lastrum Storm Bolter.
WEAPON RANGE TYPE S AP D ABILITIES
Lastrum Storm Bolter 24" Rapid Fire 2 5 -1 1 -
+5
Adrathic Destroyer 18" Assault 2 5 -3 3 -
Guardian spear (shooting) 24" Assault 3 4 -1 2 -
+5
Solarite Power Gauntlet Melee Melee X2 -4 2 -
Solarite Power Talon Melee Melee +1 -2 1 Each time the bearer fights with this weapon you gain one additional attack. Re-roll all failed wound rolls.
WARGEAR OPTIONS • This model may replace its Lastrum Storm Bolter with an Adrathic Destructor.
• This model may replace its Solarite Power Talon with a Solarite Power Gauntlet.

ABILITIES Talons of the Emperor
Aegis of the Emperor
Knowledgable Fighter: You can re-roll wound of 1 made for friendly ADEPTUS CUSTODES core units within 6" of this model.
Misericorda
From Golden Light: During deployment, you can set up this model in a Godstrike-pattern teleportarium array instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, Shield Host, ADEPTUS CUSTODES
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, CONSUL




10

VALERIAN AND ALEYA

No NAME M WS BS S T W A Ld Sv Base
1 180
Valerian 7" 2+ 2+ 5 5 7 6 9 2+ 40mm
1 Aleya 7" 2+ 3+ 3 3 5 5 9 3+ 32mm
This unit contains 1 Valerian and 1 Aleya, Valerian is equipped with: Gnosis; misericordia. Aleya is equipped with: Somnus Blade; psyk-out grenades. You can only include one of this unit in your army.
WEAPON RANGE TYPE S AP D ABILITIES
Gnosis (shooting) 24" Assault 3 4 -1 2 -
Gnosis (melee) Melee Melee +2 -3 3 -
Somnus Blade Melee Melee +1 -3 3 -
Psyk-out grenade 6" Grenade D6 2 0 1 Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
ABILITIES A Pair of Talons: During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.
ABILITIES (Valerian) Aegis of the Emperor
Talons of the Emperor
Inspirational Fighter: You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES core units within 6" of this model.
Golden Laurels: Once per battle, when resolving an attack made with Gnosis by this model, you can re-roll either the hit roll, the wound roll or the damage roll.
ABILITIES (Aleya) Talons of the Emperor
Witch Hunter: When resolving an attack made with a melee weapon by this model against a PSYKER unit, you can re-roll the wound roll.
Psychic Abomination: This model cannot be targeted or affected by psychic powers. In addition, when a Psychicor Deny the Witch test is taken for an enemy model, subtract 1 from the total for each unit from your army with this ability that is within 18" of that enemy model (to a maximum of-4).
WARLORD TRAIT! Peerless Warrior: Each time you make a hit roll of 6+ for your Warlord in the Fight phase, they can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. Your Warlord also ignores all hit roll penalties in the Fight Phase.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor
KEYWORDS (VALERIAN): ADEPTUS CUSTODES, CHARACTER, INFANTRY, SHIELD-CAPTAIN, VALERIAN
KEYWORDS (ALEYA): ASTRA TELEPATHICA, SISTERS OF SILENCE, CHARACTER, INFANTRY, ALEYA

TROOPS


7

CUSTODIAN GUARD

No NAME M WS BS S T W A Ld Sv Base
3 10 45
Custodian Guard 7" 2+ 2+ 5 5 4 4 8 2+ 40mm
This unit contains 3 Custodian Guard. If this unit contains between 4 and 5 models, it has Power Rating 11. If this unit contains between 6 and 8 models, it has Power Rating 18. If this unit contains 9 or more models, it has Power Rating 23. Each model is armed with a guardian spear.
WEAPON RANGE TYPE S AP D ABILITIES
Guardian spear (shooting) 24" Assault 3 4 -1 2 -
Sentinel blade (shooting) 12" Pistol 4 4 0 1 -
Guardian spear (melee) Melee Melee +2 -3 2 -
Sentinel blade (melee) Melee Melee User -3 2 -

OTHER WARGEAR ABILITIES
+5
Storm Shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS • Any model may replace its guardian spear with a sentinel blade and storm shield.

ABILITIES Aegis of the Emperor
Talons of the Emperor
The Solidarity
Misericorda
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, Shield Host, ADEPTUS CUSTODES
KEYWORDS: INFANTRY, CUSTODIAN GUARD, CORE


8

CUSTODIAN GUARD WITH ADRASITE AND PYRITHITE SPEARS

No NAME M WS BS S T W A Ld Sv Base
3 5 50
Custodian Guard 7" 2+ 2+ 5 5 4 4 8 2+ 40mm
If this unit contains 4 or more models, it has Power Rating 11. Every model is equipped with: adrasite spear.
WEAPON RANGE TYPE S AP D ABILITIES
Adrasite spear (shooting) 18" Assault 1 5 -3 3 If within half range, you may re-roll all failed wound rolls
+5Pyrithite spear (shooting) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Adrasite spear (melee) Melee Melee +2 -3 2 -

+5Pyrithite spear (melee) Melee Melee +2 -3 2 -
WARGEAR OPTIONS • Any model’s adrasite spear can be replaced with 1 pyrithite spear.

ABILITIES Aegis of the Emperor
Talons of the Emperor
The Solidarity
Misericorda
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: INFANTRY, CORE, CUSTODIAN GUARD


7

SAGITTARUM CUSTODIANS

No NAME M WS BS S T W A Ld Sv Base
3 5 50
Sagittarum Custodian 7" 2+ 2+ 5 5 4 4 8 2+ 40mm
If this unit contains 4 or more models, it has Power Rating 10. Every model is equipped with: adrastus bolt caliver.
WEAPON RANGE TYPE S AP D ABILITIES
Adrastus bolt caliver Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
- Bolt volley 36" Assault 3 5 -1 2 If this unit did not move, this weapon profile changes to AP -2.
- Disintegration beam 16" Assault 1 5 -3 3 If within Half range, you may re-roll all failed wound rolls.

WARGEAR OPTIONS
ABILITIES Aegis of the Emperor
Talons of the Emperor
The Solidarity
Misericorda
FACTION KEYWORDS: IMPERIUM, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: INFANTRY, CORE, SAGITTARUM CUSTODIANS
DEDICATED TRANSPORT


13

CORONUS GRAV-CARRIER

No NAME M WS BS S T W! A Ld Sv Base
1 200
Coronus Grav-carrier 14" 6+ 2+ 7 8 9-18 3 9 3+ Use model
10" 6+ 3+ 7 8 5-8 D3 9 3+
6" 6+ 4+ 7 8 1-4 1 9 3+
A Coronus Grav-carrier is equipped with: twin arachnus blaze cannon; twin lastrum bolt cannon.
WEAPON RANGE TYPE S AP D ABILITIES
Twin arachnus blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 36" Heavy 4 7 -4 3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 24" Heavy 8 5 -2 1 -
Twin lastrum bolt cannon 36" Heavy 6 6 -2 2 -
ABILITIES Flare Shielding: This model has a 5+ invulnerable save.
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: 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.
TRANSPORT This model has a transport capacity of 6 ADEPTUS CUSTODES INFANTRY models.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, TRANSPORT, FLY, CORONUS GRAV-CARRIER


4

NULL-MAIDEN RHINO

No NAME M WS BS S T W! A Ld Sv Base
1 70
Null-Maiden Rhino 12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Null-Maiden Rhino is a single model equipped with: storm bolter.
WEAPON RANGE TYPE S AP D ABILITIES
+5
Hunter-killer missile 48" Heavy 1 10 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Storm bolter 24" Rapid Fire 2 4 0 1 -
WARGEAR OPTIONS • This model can additionally be equipped with 1 hunter-killer missile.
ABILITIES Explodes: 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.
Self-Repair: If this model has lost any wounds, you can roll one D6 at the start of your turn; on a 6 this model regains 1 lost wound.

TRANSPORT This model has a transport capacity of 10 SISTERS OF SILENCE INFANTRY models.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ASTRA TELEPATHICA, SISTERS OF SILENCE
KEYWORDS: VEHICLE, TRANSPORT, RHINO, NULL-MAIDEN RHINO
ELITES


9

ALLARUS CUSTODIANS

No NAME M WS BS S T W A Ld Sv Base
3 10 60
Allarus Custodian 7" 2+ 2+ 5 5 5 5 9 2+ 40mm
This unit contains 3 Allarus Custodians. It can include up to 7 additional Allarus Custodians (Power Rating +3 per model). Each model is armed with a guardian spear and a balistus grenade launcher.
WEAPON RANGE TYPE S AP D ABILITIES
Balistus grenade launcher 12" Assault D3 4 -3 1 Blast
+5
Castellan axe (shooting) 24" Assault 3 4 -1 2 -
Guardian spear (shooting) 24" Assault 3 4 -1 2 -
+5
Castellan axe (melee) Melee Melee +3 -2 3 -
Guardian spear (melee) Melee Melee +2 -3 2 -

WARGEAR OPTIONS • Any model may replace its guardian spear with a Castellan Axe.

ABILITIES Aegis of the Emperor
Talons of the Emperor
The Solidarity
Slayers of Tyrants: When models in this unit pile in and consolidate, they can move up to 3" towards the nearest enemy CHARACTER even if it is not the nearest enemy model, so long as they finish this move within 1" of an enemy unit.
Misericorda
From Golden Light: During deployment, you can set up this unit in a Godstrike-pattern teleportarium array instead of placing them on the battlefield. At the end of any of your Movement phases they can teleport into battle – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES
KEYWORDS: INFANTRY, TERMINATOR, ALLARUS CUSTODIANS, CORE


8

CUSTODIAN WARDENS

No NAME M WS BS S T W A Ld Sv Base
3 10 50
Custodian Warden 7" 2+ 2+ 5 5 4 5 9 2+ 40mm
This unit contains 3 Custodian Wardens. It can include up to 2 additional Custodian Wardens (Power Rating +5) or up to 5 additional Custodian Wardens (Power Rating +13) or up to 7 additional Custodian Wardens (Power Rating +18). Each model is armed with a guardian spear.
WEAPON RANGE TYPE S AP D ABILITIES
+5
Castellan axe (shooting) 24" Assault 3 4 -1 2 -
Guardian spear (shooting) 24" Assault 3 4 -1 2 -
+5
Castellan axe (melee) Melee Melee +3 -2 3 -
Guardian spear (melee) Melee Melee +2 -3 2 -

WARGEAR OPTIONS • Any model may replace its guardian spear with a Castellan axe.
ABILITIES Aegis of the Emperor
Talons of the Emperor
The Solidarity
Witchunters
Misericorda
Binding Oaths: Roll a D6 each time a model in this unit loses a wound; on a 6 the damage is ignored and that wound is not lost. This is improved to a 5+ against mortal wounds.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES
KEYWORDS: INFANTRY, CUSTODIAN WARDENS, CORE


8

VENERABLE CONTEMPTOR DREADNOUGHT

No NAME M WS BS S T W A Ld Sv Base
1 140
Venerable Contemptor Dreadnought 9" 2+ 2+ 7 7 9 5 8 2+ 60mm

A Venerable Contemptor Dreadnought is a single model equipped with a Dreadnought combat weapon, multi-melta and Lastrum Storm Bolter.
WEAPON RANGE TYPE S AP D ABILITIES
Lastrum Storm Bolter 24" Rapid Fire 2 5 -1 1 -
Kheres pattern assault cannon 24" Heavy 6 7 -1 1 -
Multi-melta 24" Heavy 2 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.
Dreadnought combat weapon Melee Melee x2 -3 3 -
WARGEAR OPTIONS • This model may replace its multi-melta with a Kheres pattern assault cannon.
• This model may replace its Dreadnought combat weapon and Lastrum storm bolter with a Kheres pattern assault cannon.
ABILITIES Atomantic Shielding: This model has a 5+ invulnerable save.
Unyielding Ancient: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
Guardian Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: 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.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES
KEYWORDS: VEHICLE, DREADNOUGHT, VENERABLE CONTEMPTOR DREADNOUGHT, CORE


6

VEXILUS PRAETOR

No NAME M WS BS S T W A Ld Sv Base
1 80
Vexilus Praetor 7" 2+ 2+ 5 5 5 4 9 2+ 40mm
A Vexilus Praetor is a single model armed with a guardian spear.
WEAPON RANGE TYPE S AP D ABILITIES
+5
Castellan axe (shooting) 24" Assault 3 4 -1 2 -
Guardian spear (shooting) 24" Assault 3 4 -1 2 -
+5
Castellan axe (melee) Melee Melee +3 -2 3 -
Guardian spear (melee) Melee Melee +2 -3 2 -

OTHER WARGEAR ABILITIES
+10
Storm Shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS • This model may replace its guardian spear with either a Castellan axe or a Storm Shield.

ABILITIES Aegis of the Emperor
Talons of the Emperor
Misericorda
Custodes Vexilla: 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:
5
• Vexilla Imperius: ADEPTUS CUSTODES models add 1 to their Attacks characteristic whilst their unit is within 6" of any friendly VEXILUS PRAETORS with this vexilla.
• Vexilla Defensor: IMPERIUM INFANTRY units have a 5+ invulnerable save against ranged weapons whilst they are wholly within 9" of any friendly VEXILUS PRAETORS with this vexilla.
20
• Vexilla Magnifica: Your opponent must subtract 1 from hit rolls in the Shooting phase for attacks that target ADEPTUS CUSTODES units within 6" of any friendly VEXILUS PRAETORS with this vexilla.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES
KEYWORDS: CHARACTER, INFANTRY, VEXILUS PRAETOR


7

VEXILUS PRAETOR IN ALLARUS TERMINATOR ARMOUR

No NAME M WS BS S T W A Ld Sv Base
1 85
Vexilus Praetor in Allarus Terminator Armour 7" 2+ 2+ 5 5 6 4 9 2+ 40mm
A Vexilus Praetor in Allarus Terminator Armour is a single model armed with a twin balistus grenade launcher.
WEAPON RANGE TYPE S AP D ABILITIES
Twin-Balistus grenade launcher 12" Assault 2D3 4 -3 1 Blast

WARGEAR OPTIONS
ABILITIES Aegis of the Emperor
Talons of the Emperor
Misericorda
From Golden Light: During deployment, you can set up this model in a Godstrike-pattern teleportarium array instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Custodes Vexilla: 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:

• Vexilla Imperius: ADEPTUS CUSTODES models (other than VEHICLES) add 1 to their Attacks characteristic whilst their unit is within 6" of any friendly VEXILUS PRAETORS with this vexilla.
• Vexilla Defensor: IMPERIUM INFANTRY units have a 5+ invulnerable save against ranged weapons whilst they are wholly within 9" of any friendly VEXILUS PRAETORS with this vexilla.
10
• Vexilla Magnifica: Your opponent must subtract 1 from hit rolls in the Shooting phase for attacks that target ADEPTUS CUSTODES units within 6" of any friendly VEXILUS PRAETORS with this vexilla.
FACTION KEYWORDS: IMPERIUM, ADEPTUS CUSTODES
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, VEXILUS PRAETOR


11

AQUILON CUSTODIANS

No NAME M WS BS S T W A Ld Sv Base
3 6 65
Aquilon Custodian 7" 2+ 2+ 5 5 5 5 9 2+ 50mm
If this unit contains 4 or more models it has Power Rating 22. Every model is equipped with: lastrum storm bolter and solerite power talon.
WEAPON RANGE TYPE S AP D ABILITIES
+5
Infernus firepike 15" Heavy D6 6 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Lastrum storm bolter 24" Rapid Fire 2 5 -1 1 -
+5
Twin adrathic destructor 18" Assault 2 5 -3 3 If within half range, you may re-roll any failed wound rolls.
+5
Solerite power gauntlet Melee Melee x2 -4 2 -
Solerite power talon 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.
WARGEAR OPTIONS • Any model’s lastrum storm bolter can be replaced with one of the following: 1 infernus firepike; 1 twin adrathic destructor.
• Any model’s solerite power talon can be replaced with 1 solerite power gauntlet.

ABILITIES Aegis of the Emperor
Talons of the Emperor
The solidarity
Misericorda
Protectors of the Golden throne: This unit has the Bodyguard rule
From Golden Light: During deployment, you can set up this unit in a Godstrike-pattern teleportarium array 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.
FACTION KEYWORDS: IMPERIUM, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: INFANTRY, CORE, TERMINATOR, AQUILON CUSTODIANS


9

CONTEMPTOR-ACHILLUS DREADNOUGHT

No NAME M WS BS S T W A Ld Sv Base
1 160
Contemptor-Achillus Dreadnought 9" 2+ 2+ 7 7 9 5 8 2+ 60mm
A Contemptor-Achillus Dreadnought is equipped with: Achillus dreadspear; 2 lastrum storm bolters.
WEAPON RANGE TYPE S AP D ABILITIES
Achillus dreadspear (shooting) 24" Heavy 2 8 -2 3 -
+5
Infernus incinerator 15" Heavy D6 6 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Lastrum storm bolter 24" Rapid Fire 2 5 -1 1 -
+5
Twin adrathic destructor 18" Assault 2 5 -3 3 If within half range, you may re-roll all failed wound rolls.
Achillus dreadspear (melee) Melee Melee x2 -3 D3+3 -
WARGEAR OPTIONS • This model's lastrum storm bolters can each be replaced with one of the following: 1 infernus incinerator; 1 twin adrathic destructor.
ABILITIES Atomantic Shielding: This model has a 5+ invulnerable save.
Unyielding Ancient: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
Guardian Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: 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.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, CONTEMPTOR-ACHILLUS DREADNOUGHT


9

CONTEMPTOR-GALATUS DREADNOUGHT

No NAME M WS BS S T W A Ld Sv Base
1 170
Contemptor-Galatus Dreadnought 9" 2+ 2+ 7 7 9 5 8 2+ 60mm
A Contemptor-Galatus Dreadnought is equipped with: Galatus warblade; Galatus shield.
WEAPON RANGE TYPE S AP D ABILITIES
Galatus warblade (shooting) 15" Heavy 2D6 6 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Galatus warblade (melee) Melee Melee User -3 3 Each time the bearer fights, it makes D3 additional attacks with this weapon.
OTHER WARGEAR ABILITIES
Galatus shield This model has a 4+ invulnerable save. Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
ABILITIES Unyielding Ancient: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
Guardian Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: 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.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, CONTEMPTOR-GALATUS DREADNOUGHT

Sisters of Silence – Prosecutors


PROSECUTORS

No NAME M WS BS S T W A Ld Sv Base
4 9 12
Prosecutor 7" 3+ 3+ 3 3 1 2 8 3+ 32mm
1 12
Sister Superior 7" 3+ 3+ 3 3 1 3 9 3+ 32mm
This unit contains 1 Sister Superior and 4 Prosecutors. It can additionally contain up to 5 Prosecutors (Power Rating +3). Each model is equipped with: boltgun; psyk-out grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Boltgun 24" Rapid Fire 1 4 0 1 -
Psyk-out grenade 6" Grenade D6 2 0 1 Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
ABILITIES Talons of the Emperor, Psychic Abomination, Witch Hunters
Prosecution Protocols: Each time you select a target for a ranged weapon a model in this unit is making an attack with, you can ignore the Look Out, Sir rule if the target is a PSYKER.
FACTION KEYWORDS: IMPERIUM, Talons of the emperor, ASTRA TELEPATHICA, SISTERS OF SILENCE
KEYWORDS: INFANTRY, PROSECUTORS
Sisters of Silence – Vigilators


VIGILATORS

No NAME M WS BS S T W A Ld Sv Base
4 9 15
Vigilator 7" 3+ 3+ 3 3 1 2 8 3+ 32mm
1 15
Sister Superior 7" 3+ 3+ 3 3 1 3 9 3+ 32mm
This unit contains 1 Sister Superior and 4 Vigilators. It can additionally contain up to 5 Vigilators (Power Rating +4). Each model is equipped with: executioner greatblade; psyk-out grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Executioner greatblade Melee Melee +2 -3 D3 -
Psyk-out grenade 6" Grenade D6 2 0 1 Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
ABILITIES Psychic Abomination, Witch Hunters, Talons of the Emperor
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ASTRA TELEPATHICA, SISTERS OF SILENCE
KEYWORDS: INFANTRY, VIGILATORS
Sisters of Silence – Witchseekers


WITCHSEEKERS

No NAME M WS BS S T W A Ld Sv Base
4 9 16
Witchseeker 7" 3+ 3+ 3 3 1 2 8 3+ 32mm
1 16
Sister Superior 7" 3+ 3+ 3 3 1 3 9 3+ 32mm
This unit contains 1 Sister Superior and 4 Witchseekers. It can additionally contain up to 5 Witchseekers (Power Rating +4). Every model is equipped with: flamer; psyk-out grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Psyk-out grenade 6" Grenade D6 2 0 1 Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends.
ABILITIES Psychic Abomination, Witch Hunters, Talons of the Emperor
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ASTRA TELEPATHICA, SISTERS OF SILENCE
KEYWORDS: INFANTRY, WITCHSEEKERS

This message was edited 7 times. Last update was at 2021/10/04 04:30:49


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Datasheets pt.2 (the rest)
Spoiler:

KEYWORDS: INFANTRY, WITCHSEEKERS
FAST ATTACK


12

VERTUS PRAETORS

No NAME M WS BS S T W A Ld Sv Base
3 10 70
Vertus Praetor 14" 2+ 2+ 5 6 5 5 9 2+ 75 x 42mm
This unit contains 3 Vertus Praetors. It can include up to 7 additional Vertus Praetors (Power Rating +4 per model). Each model is armed with an interceptor lance, and each of their Dawneagle jetbikes is equipped with a hurricane bolter.
WEAPON RANGE TYPE S AP D ABILITIES
Hurricane bolter 24" Rapid Fire 6 4 0 1 -
Salvo launcher When attacking with this weapon, choose one of the profiles below.
- Melta missile 24" Heavy 1 8 -4 D6 You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
- Flakkburst missile 24" Heavy D3 7 -1 D3 Blast. Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Interceptor lance Melee Melee +1 -3 2 You can re-roll failed wound rolls for this weapon on a turn in which its bearer made a successful charge.

WARGEAR OPTIONS • Any model may replace its hurricane bolter with a salvo launcher.
ABILITIES Talons of the Emperor
Aegis of the Emperor
The Solidarity
Misericorda
Implacable Vanguard: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. As long as this unit has ended its move more than 6" from where it started, it gains a +1 to its invunerable saving throws.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES
KEYWORDS: BIKER, FLY, VERTUS PRAETORS, CORE


15

AGAMATUS CUSTODIANS

No NAME M WS BS S T W A Ld Sv Base
3 6 75
Agamatus Custodians 14" 2+ 2+ 5 6 5 5 9 2+ 65mm
If this unit contains 4 models, it has Power Rating 16. For every additional Model add +4 to the PL. Every model is equipped with: lastrum bolt cannon; interceptor lance.
WEAPON RANGE TYPE S AP D ABILITIES
+5
Adrathic devastator 18" Heavy 2 6 -3 3 If within half range, you may re-roll any failed wound rolls.
Lastrum bolt cannon 36" Heavy 3 6 -2 2 -
+10
Twin las-pulser 24" Heavy 4 8 -2 D3 -
Interceptor lance Melee Melee +1 -3 2 When resolving an attack made with this weapon in a turn in which the bearer made a charge move, you can re-roll the wound roll.

WARGEAR OPTIONS • Any model's lastrum bolt cannon can be replaced with one of the following: 1 adrathic devastator; 1 twin las-pulser.

ABILITIES Talons of the Emperor
Aegis of the Emperor
The Solidarity
Misericorda
Implacable Vanguard: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. This unit also gains +1 to its invulnerable saving throws until your next command phase.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: BIKER, CORE, FLY, AGAMATUS CUSTODIANS


5

PALLAS GRAV-ATTACK

No NAME M WS BS S T W A Ld Sv Base
1-2 90
Pallas Grav-attack 16" 6+ 2+ 5 6 8 2 9 3+ 105 x 70mm
A Pallas Grav-attack is equipped with: twin arachnus blaze cannon.
WEAPON RANGE TYPE S AP D ABILITIES
Twin arachnus blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 36" Heavy 4 7 -4 3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 24" Heavy 8 5 -2 1 -
ABILITIES Flare Shielding: This model has a 5+ invulnerable save.
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before amoving it from play. On a 6 it explodes, and each unitwithin 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, FLY, PALLAS GRAV-ATTACK


8

VENATARI CUSTODIANS

No NAME M WS BS S T W A Ld Sv Base
3 6 55
Venatari Custodian 12" 2+ 2+ 5 5 4 4 8 3+ 40mm
If this unit contains 4 or more models, it has Power Rating 16. Every model is equipped with: kinetic destroyer; tarsus buckler.
WEAPON RANGE TYPE S AP D ABILITIES
Kinetic destroyer 18" Pistol 2 6 -2 2 Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
Venatari lance (shooting) 12" Assault 2 6 -2 2 -

Tarsus buckler Melee Melee +1 -2 1 -
Venatari lance (melee) Melee Melee +1 -3 2 Each time the bearer fights, it makes 1 additional attack with this weapon.
OTHER WARGEAR ABILITIES
Tarsus buckler The bearer has a +1 to its armor saving throw.
WARGEAR OPTIONS • Any model’s kinetic destroyer and tarsus buckler can be replaced with 1 Venatari lance.
ABILITIES Talons of the Emperor
Aegis of the Emperor
The Solidarity
Misericorda
Airborne Hunters: During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, 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.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: INFANTRY, FLY, CORE, JUMP PACK, VENATARI CUSTODIANS

8

EPHORAI ASSASINS

No NAME M WS BS S T W A Ld Sv Base
1 50
Ephorai Assasin 7" 2+ 2+ 5 5 4 5 9 2+ 40mm
This unit contains 1 Ephorai Assasin and is PL2. The Ephorai Assasin is equipped with a guardian spear, and a Kinetic Destroyer.
WEAPON RANGE TYPE S AP D ABILITIES
Kinetic destroyer 18" Pistol 2 6 -2 2 Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
Guardian Spear 24" Assault 3 4 -1 2 -
Guardian Spear (melee) Melee Melee +2 -3 2 -

OTHER WARGEAR ABILITIES
Optical Dissemenator This model cannot be targeted by shooting attacks from farther than 9” away.
WARGEAR OPTIONS • This model can replace their guardian spear with a second Kinetic Destroyer.
ABILITIES Talons of the Emperor
Aegis of the Emperor
Misericorda
Assasination Protocol: During deployment, you can set this unit up anywhere on the table that is more than 9” from the enemy deployment zone and/or enemy models. When deployed select one enemy character on the field. As long as this model is within 3” of the selected character, it will suffer -1LD and loose its aura abilities.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: INFANTRY, CORE, Ephorai Assasin


FLYERS


23

ARES GUNSHIP

No NAME M WS BS S T W! A Ld Sv Base
1 400
Ares Gunship 20"-50" 6+ 2+ 8 8 12-22 6 9 3+ 160mm
20"-40" 6+ 3+ 8 8 6-11 D6 9 3+
20"-30" 6+ 4+ 8 8 1-5 D3 9 3+
An Ares Gunship is equipped with: 2 arachnus heavy blaze cannons; arachnus magna-blaze cannon; infernus firebombs.
WEAPON RANGE TYPE S AP D ABILITIES
Arachnus heavy blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 48" Heavy 2 9 -4 D3+3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 36" Heavy 4 7 -2 1 -
Arachnus magna-blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 72" Heavy 3 14 -4 D3+6 Blast
- Burst 48" Heavy 6 9 -3 3 -
OTHER WARGEAR ABILITIES
Infernus firebombs Once per turn, after the bearer has moved, you can select one unit that the bearer moved over. That unit suffers D3 mortal wounds and every unit within 6" of that unit also suffer D3 mortal wounds on a roll of a 4+ (subtracting 1 from the roll for Non-vehicle, Non-monster characters).
ABILITIES Airborne: You cannot declare a charge with this model, and it 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 Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, 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.
Explodes: 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.
Eclipse Shield: This model has a 5+ invulnerable save. If the weapon shooting this model has the Blast keyword, this is increased to a 4+ invunerable save.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack's hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, ARES GUNSHIP


25

ORION ASSAULT DROPSHIP

No NAME M WS BS S T W! A Ld Sv Base
1 450
Orion Assault Dropship 20"-50" 6+ 2+ 8 8 12-22 6 9 3+ 160mm
20"-40" 6+ 3+ 8 8 6-11 D6 9 3+
20"-30" 6+ 4+ 8 8 1-5 D3 9 3+
An Orion Assault Dropship is equipped with: 2 arachnus heavy blaze cannons; 2 twin lastrum bolt cannons; 2 spiculus heavy bolt launchers.
WEAPON RANGE TYPE S AP D ABILITIES
Arachnus heavy blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 48" Heavy 1 9 -4 D3+3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 36" Heavy 4 7 -2 1 -
Spiculus heavy bolt launcher 48" Heavy 3 7 -1 2 -
Twin lastrum bolt cannon 36" Heavy 6 6 -2 2 -
ABILITIES Airborne: You cannot declare a charge with this model, and it 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 Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, 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.
Explodes: 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 D3 mortal wounds.
Eclipse Shield: This model has a 5+ invulnerable save. If the weapon shooting this model has the Blast keyword, this is increased to a 4+ invunerable save.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack's hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
TRANSPORT This model has a transport capacity of 12 ADEPTUS CUSTODES INFANTRY models or 7 ADEPTUS CUSTODES INFANTRY models and 1 CONTEMPTOR-ACHILLUS DREADNOUGHT, 1 CONTEMPTOR-GALATUS DREADNOUGHT or 1 VENERABLE CONTEMPTOR DREADNOUGHT model.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, ORION ASSAULT DROPSHIP
HEAVY SUPPORT


16

VENERABLE LAND RAIDER

No NAME M WS BS S T W! A Ld Sv Base
1 275
Venerable Land Raider 10" 6+ 2+ 8 8 9-16 6 9 2+ Use model
5" 6+ 3+ 8 8 5-8 D6 9 2+
3" 6+ 4+ 8 8 1-4 1 9 2+
A Venerable Land Raider is a single model equipped with a twin heavy bolter and two twin lascannons.
WEAPON RANGE TYPE S AP D ABILITIES
+5
Hunter-killer missile 48" Heavy 1 10 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+25
Multi-Melta 24" Heavy 2 8 -4 D6 If within half range, when rolling damage, roll 1d6+2.
Twin heavy bolter 36" Heavy 6 5 -1 2 -
Twin lascannon 48" Heavy 2 9 -3 D6 -
WARGEAR OPTIONS • This model may take a hunter-killer missile.
• This model may take a Multi-Melta.
ABILITIES Unyielding Ancient: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT This model can transport 5 ADEPTUS CUSTODES INFANTRY models.

FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES
KEYWORDS: VEHICLE, TRANSPORT, LAND RAIDER, VENERABLE LAND RAIDER, SMOKE


12

CALADIUS GRAV-TANK

No NAME M WS BS S T W! A Ld Sv Base
1 205
Caladius Grav-tank 14" 6+ 2+ 6 7 8-14 3 9 3+ 170 x 109mm
10" 6+ 3+ 6 7 4-7 D3 9 3+
8" 6+ 4+ 6 7 1-3 1 9 3+
A Caladius Grav-tank is equipped with: twin iliastus accelerator cannon; twin lastrum bolt cannon.
WEAPON RANGE TYPE S AP D ABILITIES
Twin arachnus heavy blaze cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 48" Heavy 2 9 -4 D3+3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 36" Heavy 8 7 -2 1 -
Twin Iliastus accelerator cannon 60" Heavy 8 7 -3 2 -
Twin lastrum bolt cannon 36" Heavy 6 6 -2 2 -
WARGEAR OPTIONS • This model’s twin iliastus accelerator cannon can be replaced with 1 twin arachnus heavy blaze cannon.
ABILITIES Flare Shielding: This model has a 5+ invulnerable save.
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before amoving it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, FLY, CALADIUS GRAV-TANK


14

TELEMON HEAVY DREADNOUGHT

No NAME M WS BS S T W! A Ld Sv Base
1 270
Telemon Heavy Dreadnought 10" 2+ 2+ 8 8 8-14 4 8 2+ 100mm
7" 3+ 3+ 8 8 4-7 4 8 2+
4" 4+ 4+ 8 8 1-3 4 8 2+
A Telemon Heavy Dreadnought is equipped with: 2 iliastus accelerator culverin; spiculus bolt launcher.
WEAPON RANGE TYPE S AP D ABILITIES
+15
Arachnus storm cannon Before selecting targets, select one of the profiles below to make attacks with.
- Beam 36" Heavy 3 8 -4 3 Each time an attack is made with this profile, if that target is a VEHICLE unit, you can re-roll the wound roll.
- Burst 24" Heavy 6 7 -2 1 -
Iliastus accelerator culverin 48" Heavy 4 7 -3 2 -
Spiculus bolt launcher 24" Rapid Fire 6 5 -1 1
Twin plasma projector 15" Heavy 2D3 6 -2 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Telemon caestus Melee Melee x2 -3 4 Each time the bearer fights, it makes 1 additional attack with this weapon.
WARGEAR OPTIONS • Each of this model’s iliastus accelerator culverins can be replaced with one of the following: 1 Arachnus storm cannon; 1 Telemon caestus and 1 twin plasma projector.
ABILITIES Unyielding Ancient: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
Guardian Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: 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.
Reinforced Atomantic Shielding: This model has a 4+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, Talons of the Emperor, ADEPTUS CUSTODES, <SHIELD HOST>
KEYWORDS: VEHICLE, DREADNOUGHT, TELEMON HEAVY DREADNOUGHT



Automatically Appended Next Post:
Thats everything I think.

If you guys spot typos or stuff that seems busted let me know.

This message was edited 8 times. Last update was at 2021/10/04 20:23:36


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I love the weapon statline changes, so much more appropriate for 9th. Removing the 4++ is bold, you are making them +1 wound terminators. I remember custodes being sold as terminators +50% or something back in 7th; but there is an argument that doing so is too much for basic troops, both limiting your army and being too tough to play against.

One big issue though, your shield host abilities are way too OP. They are also way too diverse considering custodes aren't exclusively part of one host. I would consider not even giving host abilities; keep them with relics, WL traits, and a stratagem.

As for my own suggestion, there are two:
1. SoS should not be competing for the already crowded elite slot. I don't think they should be troops (or heavily limited if so), but maybe take them as no org slot?
2. Custodes need better movement. They should have a base 7" move at a minimum.
   
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How the the Shield host traits seem OP overall. They give very little mechanical buffs, but make custodes presence felt as something you cannot ignore, which seems very appropriate.

The reason i took away the +1invun is it seemed the most oppressive mechanic that my opponents complained about. Since its now easier to kill custodes in general, the strong Shield host traits seem appropriate. They get in, and get the job done.

SoS are elite for a reason. They are taken specifically to shore up the weakness that normal Custodians have, and their abilities feel Elite. I reduced their points cost to put them more in line with SoB, but they still need to be in the Elite slot.

Going to 7" base move on custodes was something i was thinking about. Mabey stay at 6" on Terminators?

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That's exactly what makes shield host traits so OP. The most powerful stratgems don't give stat buffs, but let you break the games rules.

The 3++ was what people complained about, custodes with storm shields or relics. That's gone in 9th anyway. If the 4++ were to return, storm shields might need a change, say to be -1 damage (min 1) as well as a 1+ save.

Custodes have way too many elites, its not a fun army to build lists with. SoS need to be something else, heavy support for all I care. And speaking of SoS, have you considered giving their sister superiors 2 wounds? It would be like a faux-hq, with a statline change that means something.
   
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If we give Custodes ANYTHING, it has to be attack profiles with their melee. Sweeping vs. Cleave. Everything after that is icing on the cake. Extra wound? Great. Fixed damage profiles on infantry/bikes? Already solved by attack profiles, but whatever.

The only thing that we need is the power to cleave through chaff, which right now we cannot do cost effectively.
   
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People who only take bikes, terminators, and swords have no right to complain about low attacks per point; which is a lot of competitive players. But I would be lying if I said it wasn't a problem. Maybe a sweeping profile could be 2 worse ap and 1 less damage compared to the cleave profile, but with 2 hit rolls at -1 to hit (so hitting on 3's) instead of one hit roll at full ws? So spears are s+2, ap-1, d1; swords are sUser, ap-1, d1; and axes are s+3, ap0, d2? I don't think bikes should get sweeping attacks.

This message was edited 1 time. Last update was at 2021/08/21 19:02:37


 
   
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 Eipi10 wrote:
People who only take bikes, terminators, and swords have no right to complain about low attacks per point; which is a lot of competitive players. But I would be lying if I said it wasn't a problem. Maybe a sweeping profile could be 2 worse ap and 1 less damage compared to the cleave profile, but with 2 hit rolls at -1 to hit (so hitting on 3's) instead of one hit roll at full ws? So spears are s+2, ap-1, d1; swords are sUser, ap-1, d1; and axes are s+3, ap0, d2? I don't think bikes should get sweeping attacks.


I see your points, and I agree. I don't think Witches should get a bazillion attacks, and Raiders be able to do what they do. But the point still stands. Custodes have trouble clearing chaff and weak mobs. Our shooting is flat garbage, and our melee is only slightly better. Much of our stength lies in our guzzling CP to play specific strats in key situations. Give us sweeping profiles, and it instantly gives us an innate ability that isn't dependent on cost of points or CP.

Now all we need is a way to punch through invulns.

This message was edited 1 time. Last update was at 2021/08/21 21:56:12


 
   
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Custodes are really lacking in the ability department, there is nothing magical about them. Nor should there be, it's not their role, that is what the SoS do. I would like so see blank abilities on SoS (and have them not be elites), so they are more distinct from SoB. Something like anti-psychic powers that can stun enemies or shut down invulns, as you mentioned. Make then like anti-grey knights; blank, null, or pariah could even be a keyword like psyker.
   
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Imo custodes can't lose their 4++ under any circumstance. We are already outperformed by cheaper units which are also tougher. No, custodes need to keep their 4++ and gain an extra wound on all Infantry and bikes and gain an extra attack.
The storm shields need something else, like you can't re-rolls hits against them if they lose their 3++.
   
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Yeah either we get a flat 5+ FNP, or we have a flat -1 damage ability. Right now we are outdone at being unkillable by RWBG and Terminators, blight terminators, for half the cost.
   
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If anyone can get some test games in with my current rules and points and tell me how it feels that would be appreciated.


Note i did go up to 7" move on custodes since that seems to be a pretty popular request.

Also note, that with shield hosts traits, you do not loose them if you have a seperate detachment from a second shield host (it'll just cost you the CP for the detachment). Also yes Trajann's aura works on all Talons of the Emperor units, not just the core models.

This message was edited 1 time. Last update was at 2021/08/22 21:36:49


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If anyone wants to test some premade lists I have of the new stuff:

Dread host 2k:
Spoiler:
Dread host 9CP 1990pts

HQ
Trajann 180pts
Allarus Captain /w Admonitorus, swift as the eagle, Emperors Companion 125pts

Troop
Custodian Guard x4 sword and board 200pts
Custodian guard x4 sword and board 200pts
Saggitarum x3 150pts

Elite
Aquillon terminators x5 350pt
Vexilla magnifica/w storm shield, All seeing Anihilator 100pts
Contemptor Achilles dreadnought/w one flamer, Eternal Pentient 165pts
Contemptor Achilles dreadnought/w Eternal Pentient 160pts

Fast attack
Ephorai Assasin 50pts

Heavy Support
Telemon Dreadnought/w storm cannon and caestus 285pts


Shadowkeepers 2k
Spoiler:
10CP
Trajann
Bike Captain/w Defiant to the Last, Auric Aquillas, Superior Creation
Custodian guard/w shields and swords x3
Custodian guard/w shields and swords x3
Custodian guard/w shield and swords x3
Wardens with spears x5
Vexilla Imperius/w castellan axe, eagles eye, impregnable mind
Orion dropship
Telemon/w Double Storm Cannon
2x Ephorai Assasin


Solar Watch 1250
Spoiler:
9CP
Shield captain in allarus Terminator armor/w Unstoppable destroyer, sally forth, Quicksilver Talon
Consul in Aquilon Terminator armor/w First to the Fray, Emperors Companion, The Praetorian Plate, Lastrum storm bolter, Solarite Power Gauntlet
Custodian guard x4/w one shield
Custodian guard x4/w one shield
Vexilla praetor in allarus terminator armor/w Magnifica
Aquillon Terminators x5/w lastrum storm bolters and Solarite power talons
Telemon/w Double Ceastus, eternal pentient
Ephorai Assasin

This message was edited 3 times. Last update was at 2021/09/17 10:38:27


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Where did the idea for the assassin come from? I completely missed that.
   
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Its in the fluff and fills a hole the codex desperatly needs.


We dont have any units that can forward deploy.

I figured a utilty pick that wouldnt get deleted with incidental fire and could either act a a roadblock or actually cause serious havoc if left untouched filled a good niche.

I didnt want something that was as deadly as a Kellermorph, but it needed to have a clear purpose other than just deploying in the midfield.

If any commander knew that a Custodes assasin was coming for them they would probably be a bit too paranoid to issue orders properly is the gist of it.

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So do I read it correctly that it deploys within 9" on turn 0? As in, it's not a reserves unit?

Also can you please cite the lore? I tried researching them and found nothing. Maybe mispelling? I noticed you left an "s" off assassin, so maybe?

This message was edited 1 time. Last update was at 2021/08/25 01:32:55


 
   
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The Ephorai are a group of the 10,000 that solely preform assasinations. They are taken from out of members of the Hecetori (sp.?) and also have to be veterans of the blood games.

The lore is from 30k and they have a card in the card game.


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 Eihnlazer wrote:
The Ephorai are a group of the 10,000 that solely preform assasinations. They are taken from out of members of the Hecetori (sp.?) and also have to be veterans of the blood games.

The lore is from 30k and they have a card in the card game.



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Updated alot of things due to feedback. Still would like more testing done so please feel free to do so and let me know what you think.

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Alot of people are telling me to bring back the +1 invun.

I feel like if i do so i'd have to increase the points on everything by 5.

I'd still like to see more playtest info though before I try something like that out.

Wardens were a bit overtuned at 45pts so they went up to 50 apiece.

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Bit of a joke to give an already good unit like Venatari Custodians a cost decrease, +1 A and +1 W. Losing the invuln is at least matched by the ability to turn off ObSec. A slight nerf to fire patterns is not good enough to outweigh these benefits, getting 250 points of shooting for 1CP is still not okay.

I am not going to look through vehicle costs, but I am going to guess they stayed the same points or went down while getting ObSec + anti-ObSec, allowing a Dreadnought to take over an objective that is being held by a group of 20 Necron Warriors assuming you can get within 3" of the objective and 1" of the Warriors.

Your lists aren't going to properly test your units, you need to spam units to stress test the rules, if you're just looking for how the new rules feel to play with then I'd suggest increasing points costs massively so they can be used in casual games. Once you've found out what the rules should be like in game design and fluff terms you can do the spammy stress testing with lower points to see if they're balanced against AdMech/Drukhari or Necrons/Death Guard depending on whether you want 60-70% win rate or 45-55% win rate.

This message was edited 1 time. Last update was at 2021/09/18 02:52:46


 
   
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Only the Emysaries Imperatus host gains the ability to remove Obsec and its only in engagement range, so not everyone has that. I have planned to make it so that you dont gain shield host traits unless your entire army is that shield host.

The venetari without the superior fire pattern strat were actually underpreforming most of the time. Once they get down to 3 or less models the strat really isnt that scary.

Yes the dreads didnt change much as they were still holding up in the current meta and didnt need much.

I do think Superior Fire patterns is a bit strong, but other than increasing the CP cost for larger units im not sure what to do with it. Mabey instead of doubling shots it just adds +1 shot to any gun in the unit and mabey +3" range for just 1 CP?

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 Eihnlazer wrote:
Only the Emysaries Imperatus host gains the ability to remove Obsec and its only in engagement range, so not everyone has that.

It's likely the only thing people would take, 9th is an objective game, being able to steal objectives away from ObSec units seems very strong, especially with an elite tanky army.

The venetari without the superior fire pattern strat were actually underpreforming most of the time. Once they get down to 3 or less models the strat really isnt that scary.

150 points of shooting for 1CP is still too strong. Even if we don't count the full value of Venetari because they're also a melee unit, I'd still say it needs to be 2/3CP. It's also very clear that the buckler needs to cost about 5 points more than the lance.

Yes the dreads didnt change much as they were still holding up in the current meta and didnt need much.

I think getting ObSec and denying enemy ObSec is a lot, enough to warrant point increases for the Dreadnoughts that saw play already, but I didn't check if you changed points costs or any of their stat or weapon profiles.
   
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Further updated some of the points costs and stratagems.

SFP now costs 2 for units with more than 3 models.

Better wording on Gravitic backwash.

Venetari up 5 points.

Bike units down 5 points.

Shield host traits only apply if entire army is same shield host.

Only Core units gain the obsec benefit from the Talons of the Emperor special rule (no obsec telemons for you).



Updates Aquillan Shield and Solar Watch shield host traits to also have an slight buff for accompanying Sisters of Silence units as those traits felt a bit weaker than the others.

This message was edited 1 time. Last update was at 2021/09/20 01:57:20


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Fixed a few Weapon profiles i hadnt updated, reworked the Bombs and Eclipse Shield on the ares and orion.

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