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Venatari Custodians

Adeptus Custodes
MODELMTSVINVWLDOC
Venatari Custodians 10" 6 2+ 4 3 6+ 2

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Kinetic destroyer pistol, sustained hits 1 12 2 2 6 -1 1
Venatari lance assault 24 2 2 4 -1 2
Tarsis buckler Melee 5 2 5 -2 1
Venatari lance lance Melee 5 2 7 -2 2

Abilities

[Core]

Strike from the Skies [Datasheet]

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Swooping Dive [Datasheet]

Once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

[Faction]

JUMP PACKS [Special (правая колонка)]

This unit cannot embark within a Venerable Land Raider.

Tarsis Buckler [Wargear]

The bearer has a Wounds characteristic of 4.

Unit Composition & Points

3-6 Venatari Custodians

3 models 165 pts
6 models 330 pts

Wargear Options

Any number of models can each have their Venatari lance replaced with 1 kinetic destroyer and 1 tarsus buckler.

KEYWORDS: Fly Imperium Infantry Jump Pack Venatari Custodians
FACTION KEYWORDS: Adeptus Custodes
Detachment Abilities (3)

Lions of the Emperor →

Against All Odds

The Adeptus Custodes are outnumbered on every battlefield upon which they fight, yet no matter the f
Each time a model in an Adeptus Custodes unit from your army (excluding Vehicles) makes an attack, if there are no other friendly units within 6" of that unit, add 1 to the Hit roll and add 1 to the Wound roll.

Shield Host →

Martial Mastery

The Custodians have perfected countless ways of making war, be it on a personal, tactical or strateg
At the start of the battle round, you can select one of the bullet points below. If you do, until the start of the next battle round, that bullet point’s effects apply.
  • Each time an Adeptus Custodes model from your army with the Martial Ka’tah ability makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
  • Improve the Armour Penetration characteristic of melee weapons equipped by ADEPTUS CUSTODES models from your army with the Martial Ka’tah ability by 1.

Talons Of The Emperor →

Revered Companions

The Custodians and the Silent Sisters often fought as one during the earliest days of the Imperium.
Anathema Psykana units from your army gain the following the ability:

Null Aegis (Aura): While an Adeptus Custodes unit is within 6" of this unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.

All other ADEPTUS CUSTODES units from your army gain the following ability:

Deadly Unity (Aura): While an ANATHEMA PSYKANA unit is within 6" of this unit, each time a model in that ANATHEMA PSYKANA unit makes an attack, add 1 to the Hit roll.
Enhancements (1)

Solar Spearhead →

10 pts

Veteran of the Kataphraktoi

This champion has served amongst the Kataphraktoi and is a master at coordinating swift armoured ass
Adeptus Custodes Infantry or Adeptus Custodes Mounted model only. In your Command phase, select one Adeptus Custodes Vehicle or ADEPTUS CUSTODES MOUNTED unit within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back.
Stratagems (348)

General

1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

Lions of the Emperor →

1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

DEFIANT TO THE LAST

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MANOEUVRE AND FIRE

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

PEERLESS WARRIOR

Either player’s turn - Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".
1 CP

SWIFT AS THE EAGLE

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6".

Shield Host →

1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCANE GENETIC ALCHEMY

Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

ARCHEOTECH MUNITIONS

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase.

EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

AVENGE THE FALLEN

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength.

EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

MULTIPOTENTIALITY

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Adeptus Custodes unit from your army that Fell Back this phase.

EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
1 CP

UNWAVERING SENTINELS

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.

Solar Spearhead →

1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

EMPEROR’S VENGEANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

PUNISHMENT INESCAPABLE

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
1 CP

WRATHFUL ADVANCE

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In.

TARGET: That ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".

Talons Of The Emperor →

2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
2 CP

EMPEROR’S EXECUTIONERS

Either player’s turn - Fight phase
WHEN: Start of the Fight phase.

TARGET: Up to two Adeptus Custodes units from your army.

EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll.

RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

EMPYRIC SEVERANCE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit.

EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

HUNT AS ONE

Your turn - Movement phase
WHEN: Start of your Movement phase.

TARGET: Up to two ADEPTUS CUSTODES units from your army.

EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

SHIELD OF HONOUR

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit.

EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONED PINCER

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit.

EFFECT: Your units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
1 CP

TALONS INTERLOCKED

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units.

EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1.

RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.