Enhancements (4)
15 pts Auric Mantle
This auramite weave garment is draped about its wearers shoulders before they don their battle armou
Shield-Captain or Blade Champion model only. Add 2 to the bearer’s Wounds characteristic.
20 pts Castellan’s Mark
This finely worked pauldron is awarded to whichever living Custodian currently holds the greatest ta
Shield-Captain model only. After both players have deployed their armies, you can select up to two Adeptus Custodes units from your army (excluding Anathema Psykana units) and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
25 pts From the Hall of Armouries
The racks of the Adeptus Custodes’ armouries yield up some of the most finely crafted close-quarters
Shield-Captain model only. Add 1 to the Strength and Damage characteristics of the bearer’s melee weapons.
5 pts Panoptispex
This incredibly advanced precursor to Imperial auspicators is able to see through solid objects and
Shield-Captain or Blade Champion model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES cover] ability.
Stratagems (12)
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
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
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
VIGILANCE ETERNAL
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Adeptus Custodes Battleline unit from your army (excluding Anathema Psykana units) within range of an objective marker you control.
EFFECT: That objective marker remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
1 CP
VIGILANCE ETERNAL
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Adeptus Custodes Battleline unit from your army (excluding Anathema Psykana units) within range of an objective marker you control.
EFFECT: That objective marker remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn.