Shield Host Keywords 6" 2+ 2+ 5 5 3 3 8 2+ Shield Host Keywords * * * 7 7 10 4 8 2+ 1-2 4" 4+ 4+ 3-5 6" 3+ 3+ 6-10+ 9" 2+ 2+ Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and the wound is not lost. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. This model has a 5+ invulnerable save. 24" Heavy 6 7 -1 1 Shield Host Keywords * 6+ * 8 8 16 * 9 2+ 5 ADEPTUS CUSTODES INFANTRY models 5-8 5" 3+ D6 9-16+ 10" 2+ 6 1-4 3" 4+ 1 Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and the wound is not lost. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. 6" 2+ 2+ 5 5 7 5 10 2+ Once per battle, if Trajann Valoris is on the battlefield, you can do one of the following: - Regain D3 wounds lost by Trajann Valoris during this phase (you cannot do this during an attack or if Trajann Valoris is slain) - At the end of the Fight phase, pile in and attack with Trajann Valoris an additional time - Regain up to D3 Command Points spent when you use a Stratagem (but no more than were spent on the Stratagem) Trajann Valoris has a 3+ invulnerable save. You can re-roll hit rolls and wound rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of Trajann Valoris. 24" Rapid Fire 1 5 -1 2 Melee Melee x2 -3 D3 Melee Melee User -2 1 When the model fights, it may make 1 additional attack with this weapon unless using a storm shield Shield Host Keywords Host Warlord Keywords to unlock Relics 6" 2+ 2+ 5 5 6 5 9 2+ You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model. Shield Host Keywords Host Warlord Keywords to unlock Relics 6" 2+ 2+ 5 5 7 5 9 2+ You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model. Shield Host Keywords Host Warlord Keywords to unlock Relics 14" 2+ 2+ 5 6 7 5 9 2+ You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model. Shield Host Keywords Host Warlord Keywords to unlock Relics 6" 2+ 2+ 5 5 5 4 9 2+ Shield Host Keywords Roll a D6 each time a model in this unit loses a wound; on a 6 the damage is ignored and the wound is not lost 6" 2+ 2+ 5 5 3 4 9 2+ Shield Host Keywords Host Warlord Keywords to unlock Relics 6" 2+ 2+ 5 5 6 4 9 2+ Shield Host Keywords When models in this unit pile in and consolidate, they can move up to 3" towards the nearest enemy CHARACTER even if it is not the nearest enemy model, so long as they finish this move within 1" of an enemy unit. 6" 2+ 2+ 5 5 4 4 9 2+ Shield Host Keywords 14" 2+ 2+ 5 6 4 4 9 2+ Melee Melee +1 -3 D3 24" Rapid Fire 1 4 -1 2 Melee Melee User -3 D3 12" Pistol 2 4 0 1 Melee Melee +3 -2 D3 24" Rapid Fire 1 4 -1 2 12" Assault D3 4 -3 1 24" Heavy 1 8 -4 D6 You can re-roll failed wound rolls for this weapon if the target is a VEHICLE 24" Heavy D3 7 -1 D3 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets Melee Melee +1 -3 D3 You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge ADEPTUS CUSTODES models (other than VEHICLES) add 1 to their Attacks characteristic whilst their unit is within 6" of any friendly VEXILUS PRAETORS with this vexilla. Your opponent must subtract 1 from hit rolls in the Shooting phase for attacks that target ADEPTUS CUSTODES units within 6" of any friendly VEXILUS PRAETORS with this vexilla. Roll a D6 each time a friendly ADEPTUS CUSTODES INFANTRY or BIKER model is destroyed within 6" of the bearer, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase. You cannot use the Even in Death… Stratagem on a model that does so. Improve this model's invulnerable save by 1 (to a maximum of 3+) TERMINATOR model only. When you set the bearer up, choose a friendly IMPERIUM CHARACTER. At the end of your opponent's Charge phase, if there is an enemy model within 1" of that character, you can remove the bearer from the battlefield (if they are on the battlefield) and, even if they were not on the battlefield, set them up within 3" of that character and within 1" of an enemy model. The bearer is not considered to have charged. Model with a Vexilla Magnifica only. The Wrath Angelis replaces that model’s vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, and once per battle in your Movement phase, if the bearer does not move, you can roll a D6 for each unit (friend or foe) within 6". Subtract 1 from the result if the unit being rolled for is a CHARACTER, or 2 from the result if the unit being rolled for is ADEPTUS CUSTODES. On a 4+ the unit being rolled for suffers D3 mortal wounds. If the bearer is on the battlefield, at the beginning of the game but before the first turn you can remove them and up to one friendly ADEPTUS CUSTODES unit within 6" of them from the battlefield and set them up again following the mission rules. You must set them up on the battlefield. Your opponent must subtract 1 from the Attacks characteristic of enemy CHARACTERS whilst they are within 6" of the bearer (to a minimum of 1). In addition, in missions that use victory points, if the bearer slays the enemy Warlord in the Fight phase, you score an additional D3 victory points. BIKER model only. This model has a 3+ invulnerable save. In addition, you can re-roll failed charge rolls made for this model. Model with a Vexilla Defensor only. The Fulminaris Aggressor replaces that model's vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, and the Fulminaris Aggressor has the following weapon profile: 8" Assault D6 4 -1 1 Attacks made with this weapon's shooting profile automatically hit. Melee Melee +2 -1 1 12" Assault 1 10 -4 D3 Model with a Vexilla Magnifica only. The Faith Absolute replaces that model’s vexilla: it loses the Custodes Vexilla ability. Instead, friendly IMPERIUM INFANTRY and BIKER units within 6" of the bearer in the Morale phase automatically pass Morale tests, and the bearer can attempt to deny one psychic power in each enemy Psychic phase as if they were a PSYKER. Friendly ADEPTUS CUSTODES INFANTRY, BIKER, and DREADNOUGHT units that are within 12" of your Warlord at the start of your opponent's Charge phase can make Heroic Interventions this phase in the same manner as CHARACTERS. You can re-roll the dice for the damage inflicted by your Warlord’s attacks. Your opponent must subtract 1 from hit rolls that target your Warlord. Each time you make a hit roll of 6+ for your Warlord in the Fight phase, they can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. Each time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound. Your Warlord can attempt to Deny the Witch once in each of your opponent's Psychic phases as if they were a PSYKER. When they do so, add 1 to the result of the Deny the Witch test. 24" Rapid Fire 3 4 -1 2 Overwatch attacks made with this weapon successfully hit on a 3+ rather than 6. Melee Melee +1 -3 D3 12" Pistol 2 4 0 1 Melee Melee User -3 D3 Each time the bearer fights whilst they are within 3" of an objective marker, they can make 2 additional attacks with this weapon. Melee Melee User -2 1 Each time the bearer fights, it can make 1 additional attack with this weapon unless it is also equipped with a storm shield. In addition, add 1 to any Morale tests taken by enemy units within 12" of the bearer. Shield Host Keywords * * * 7 7 10 4 8 2+ 6-10+ 9" 2+ 2+ 3-5 6" 3+ 3+ 1-2 4" 4+ 4+ After this model finishes a charge move, you can select one enemy unit within 1" of it and roll one D6; on a 4+ that enemy unit suffers D3 mortal wounds. When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds Shield Host Keywords * 6+ * 6 7 14 * 9 3+ 8-14+ 14" 2+ 3 4-7 10" 3+ D3 1-3 8" 4+ 1 Instead of measuring distances to and from this model’s base, measure to and from the model’s hull or base (whichever is closer). If any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll. This model has a 5+ invulnerable save. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 6" suffers D3 mortal wounds. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons Shield Host Keywords Instead of measuring distances to and from this model’s base, measure to and from the model’s hull or base (whichever is closer). This model has a 5+ invulnerable save. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 6" suffers D3 mortal wounds. * 6+ * 6 8 18 * 9 3+ 9-18+ 14" 2+ 3 5-8 10" 3+ D3 1-4 6" 4+ 1 6 ADEPTUS CUSTODES INFANTRY models If any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons 24" Heavy 2 8 -2 D3 - Melee Melee x2 -3 D6 When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead 36" Heavy 2 9 -3 D6 - 24" Heavy D6 5 -1 D3 - 60" Heavy 8 7 -3 2 - 24" Heavy 4 8 -2 D3 - 24" Rapid Fire 2 5 -1 1 - 36" Heavy 6 6 -2 1 - 8" Heavy D6 7 -3 1 This weapon automatically hits its target. Shield Host Keywords This model has a 4+ invulnerable save. When this model fires Overwatch or is chosen to shoot with, it can shoot with its spiculus bolt launcher twice if it has not moved this turn. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6, it explodes and each unit within 6" suffers D6 mortal wounds. * * * 8 8 14 4 8 2+ 8-14+ 8" 2+ 2+ 4-7 6" 3+ 3+ 1-3 4" 4+ 4+ 8" Heavy 2d3 6 -2 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. 24" Heavy 5 5 -1 1 - 36" Heavy 2 8 -4 3 When resolving an attack made with this weapon against a Vehicle unit, you can re-roll the wound roll. 24" Heavy 6 7 -2 1 - 48" Heavy 4 7 -3 2 Melee Melee x2 -3 4 If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile Shield Host Keywords * * * 7 7 10 4 8 2+ 6-10+ 9" 2+ 2+ 3-5 6" 3+ 3+ 1-2 4" 4+ 4+ This model has a 4+ invulnerable save. When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll. When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds Melee Melee User -3 3 When the bearer fights, it makes D3 additional attacks with this weapon 8" Heavy 2d6 6 -1 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. 8" Heavy D6 6 -1 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. 18" Assault 2 5 -3 3 Shield Host Keywords During deployment, you can set up this unit in a Godstrike-pattern teleportarium array instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. 6" 2+ 2+ 5 5 4 4 9 2+ 12" Heavy D6 6 -1 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Melee Melee x2 -4 D3 - Melee Melee +1 -2 1 When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, you can re-roll the wound roll. Shield Host Keywords 6" 2+ 2+ 5 5 3 3 8 2+ Melee Melee +1 -3 D3 - 12" Assault 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results. Melee Melee +1 -3 D3 - 18" Assault 1 5 -3 3 Shield Host Keywords 14" 2+ 2+ 5 6 4 4 9 2+ 36" Heavy 3 6 -2 1 - 18" Heavy 2 6 -3 3 Shield Host Keywords During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. 12" 2+ 2+ 5 5 3 3 8 3+ Melee Melee +1 -3 D3 - 12" Assault 2 6 -2 2 - 18" Pistol 2 6 -2 2 When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. Melee Melee +1 -2 1 - When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model equipped with a tarsus buckler, that weapon has an Armour Penetration characteristic of 0 for that attack. Shield Host Keywords 16" 6+ 2+ 5 6 8 2 9 3+ Instead of measuring distances to and from this model’s base, measure to and from the model’s hull or base (whichever is closer). This model has a 5+ invulnerable save. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons If any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll. When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wounds 36" Heavy 2 7 -4 3 When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll. 24" Heavy 6 5 -2 1 - 48" Heavy 2 9 -4 D3+3 When resolving an attack made with this weapon against a Vehicle unit, you can re-roll the wound roll. 36" Heavy 8 7 -2 1 - Shield Host Keywords 6" 2+ 2+ 5 5 3 3 8 2+ 36" Assault 3 5 -1 1 - 15" Assault 1 5 -3 3 When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon. Shield Host Keywords * 6+ * 8 8 22 * 9 3+ 12-22+ 20-50" 2+ 6 6-11 20-40" 3+ 4 1-5 20-30" 4+ 2 You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY. When this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll. This model has a 5+ invulnerable save. Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll This model has a transport capacity of 12 ADEPTUS CUSTODES INFANTRY models or 7 ADEPTUS CUSTODES INFANTRY models and 1 CONTEMPTOR-ACHILLUS DREADNOUGHT, CONTEMPTOR-GALATUS DREADNOUGHT or VENERABLE CONTEMPTOR DREADNOUGHT model. When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. 48" Heavy 1 9 -4 D3+3 When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll. 36" Heavy 4 7 -2 1 - 48" Heavy 3 7 -1 2 - Shield Host Keywords This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons This model has a 5+ invulnerable save. When this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll. When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY. Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. Once per turn, this model can drop an infernus firebomb as it flies over enemy units in your Movement phase. After the model has moved, select one enemy unit that it moved over. Roll a D6 for each model in that unit, rolling three D6 instead if the model is a Vehicle or Monster, up to a maximum of twenty D6. For each roll of 4+ that enemy unit suffers 1 mortal wound. This model can only drop an infernus firebomb up to twice per battle. 12-22+ 20-50" 2+ 6 6-11 20-40" 3+ 4 1-5 20-30" 4+ 2 * 6+ * 8 8 22 * 9 3+ 72" Heavy D3 14 -4 D3+6 48" Heavy 3 9 -3 D3 When resolving an attack made by a CHARACTER model against this Warlord, subtract 1 from the hit roll. When resolving an attack made by this Warlord against an enemy CHARACTER unit, subtract 1 from the saving throw (including invulnerable saves). When resolving an attack made against this Warlord, halve any damage inflicted (rounding up). When resolving an attack made with a melee weapon by a model in a friendly DREAD HOST unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit. At the start of your Movement phase, add 1" to the Move characteristic of all friendly SOLAR WATCH units within 6" of this Warlord until the end of that phase. Whilst their unit is within 6" of this Warlord, models in friendly SOLAR WATCH units that have Advanced can shoot with Rapid Fire weapons in the following Shooting phase, but must subtract 1 from hit rolls for those attacks. Whilst they are within 9" of this Warlord, friendly IMPERIUM units can use this Warlord’s Leadership characteristic. Add 3" to the range of this Warlord’s aura abilities (this has already been added to this trait’s aura ability). At the start of the Fight phase, select one enemy CHARACTER unit within 3" of a model with this Relic. Until the end of that phase, halve the Attacks characteristic of models in that unit (rounding up) and when resolving an attack made by a friendly SHADOWKEEPERS model against that CHARACTER unit, re-roll a wound roll of 1. When resolving an attack against a model with this Relic, subtract 1 from the wound roll. Melee Melee +3 -3 3 - 24" Rapid Fire 1 4 -1 2 - 24" Assault 4 4 -1 2 - Melee Melee +1 -3 D3 - A model with this Relic can shoot and charge in a turn in which it Advanced or Fell Back. Whilst they are within 6" of a model with this Relic, you can re-roll failed Morale tests for friendly IMPERIUM INFANTRY and IMPERIUM BIKER units. Whilst their unit is within 6" of a model with this Relic, friendly EMISSARIES IMPERATUS models count as 3 models for the purposes of determining who controls an objective marker. When resolving an attack made by this model, on an unmodified wound roll of 6, double the Damage characteristic of the weapon for that attack (e.g. D3 becomes 2D3). Add 1 to Advance and charge rolls made for this model. Add 1" to the Move characteristic of this model. Whilst this model is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this ability. When resolving an attack made by this model against an enemy MONSTER unit or VEHICLE unit, you can re-roll the wound roll. Add 2 to the Wounds characteristic of this model. Whilst this model is within 1" of any enemy units that contain six or more models, increase its Attacks characteristic by 2. When this model piles in, it can move up to D3+3" and can end the move closer to any enemy model within that distance of this model. When this model consolidates, it can move up to D3+3" and does not have to end the move closer to the nearest enemy model. For each wound this model has lost, increase its Attacks characteristic by 1 (to a maximum of 3 additional attacks). Add 3" to the range of this model’s aura abilities. Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. If your army is Battle-forged, all INFANTRY and BIKER units in ADEPTUS CUSTODES Detachments gain this ability. This unit's invulnerable save is improved by 1 (to a maximum of 3+) If your army is Battle-forged, all INFANTRY and BIKER units in ADEPTUS CUSTODES Detachments gain this ability. A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. During deployment, you can set up this model in a Godstrike-pattern teleportarium array instead of placing it on the battlefield. At the end of any of your movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. You can re-roll failed morale tests for friendly IMPERIUM INFANTRY and BIKER units within 6" of this model. In addition, when you add this model to your army, choose one of the following vexillas for this model to carry: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and the wound is not lost. This model has a 5+ invulnerable save. IMPERIUM INFANTRY units have a 5+ invulnerable save against ranged weapons whilst they are wholly within 9" of any friendly VEXILUS PRAETORS with this vexilla.