Codex · Adeptus Custodes
Gang Tactics36
| Roll | Tactic | Timing |
|---|---|---|
| 11 | Aegis Wall. Play at the start of your turn. Until your next turn, every Custodian in your gang may make its Aegis guard reaction on a 3 or higher rather than a 4 or higher. The whole line raises its guard as one, and the first blow of the round finds gold turned edge-on to meet it. | your turn |
| 12 | The Silent Advance. Play at the start of the battle. Every Sister of Silence in your gang may make a full move before the first round begins, the null-field carried forward so the enemy's casters wake already inside the dead-zone. The quiet reaches the witch before the war does. | start of battle |
| 13 | Lone Champion. Play when a Custodian charges into melee with no friendly model within 3". For that fight it may re-roll one failed Hit roll and one failed Aegis guard each round — the demigod who needs no brother at his side, and asks for none. | when a Custodian charges alone |
| 14 | Strike From The Vault. Play in the end phase. Remove one Allarus Custodian from the table; in your next turn it re-enters by deep strike anywhere more than 6" from an enemy, landing where the enemy is weakest and least ready for it. | end phase / deployment |
| 15 | First Blow Turned. Play when a Custodian passes its Aegis guard. That fighter may immediately make a single free attack against the enemy whose blow it just turned aside — the parry answered in the same breath by the riposte. | reactive |
| 16 | Brotherhood Closes. Play at the start of your turn. Until your next turn, treat every friendly Custodian as within 6" of one another for No Custodian Fights Alone, wherever they actually stand. However scattered the line, none of the Ten Thousand fights alone this round. | your turn |
| 21 | The Throne Endures. Play when a Custodian becomes Seriously Injured. It ignores the Seriously Injured effect for the rest of the round, standing and fighting as though whole — the demigod that will not lie down while the fight is unfinished. | when a Custodian is Seriously Injured |
| 22 | Execution. Play when an enemy within 3" of a Custodian is Seriously Injured. That Custodian may make an immediate free attack against it — the misericordia's mercy, the killing stroke given without hesitation. | when a fighter is Seriously Injured nearby |
| 23 | Watchful Guard. Play when a Custodian on Guard makes an overwatch reaction. It gains a free Aim before the shot and may hold its Guard afterward rather than spending it — the sentinel who answers and does not lower his spear. | reactive / overwatch |
| 24 | Null Smother. Play when an enemy Psyker attempts a Wyrd Power within 12" of a Sister of Silence. That power fails automatically and the Psyker suffers Perils on a double — the Silence tightening its grip at the very moment the witch reaches for its craft. | when an enemy Psyker manifests |
| 25 | The Vexilla Raised. Play at the start of the round if a Custodian Warden bears the Vexilla. Until the next round the banner's aura reaches 12" instead of 9", and friendlies within it re-roll all failed Nerve tests — the standard lifted high for the whole gang to see. | start of round |
| 26 | Dawneagle Run. Play at the start of your turn. One Vertus Praetor may move up to double its Movement this turn and still charge — the jetbike screaming across the field to end a fight the gang could not otherwise reach. | your turn |
| 31 | The Anvil Holds. Play when an Allarus Custodian or a Brute is charged. It counts as having gone on Guard and may make a reaction attack before the charger strikes — the anvil meeting the hammer, and not the other way about. | reactive |
| 32 | Hunters Patience. Play at the start of the battle. Choose one enemy fighter; for the rest of the game your Custodians re-roll failed Wound rolls against it — the quarry marked at the outset and hunted without haste until it falls. | start of battle |
| 33 | Golden Reprisal. Play when a Custodian is taken Out of Action. Every friendly Custodian within 12" re-rolls failed Hit and Wound rolls until the end of the round — the brotherhood answering the fall of one of its own with cold and immediate wrath. | when a Custodian is taken Out of Action |
| 34 | Shield Brothers. Play when a Custodian within 6" of another Custodian is hit by an attack. The second Custodian may interpose, taking the hit in its brother's place — the shield-wall of the Ten Thousand, one warrior's body given without a moment's thought. | reactive |
| 35 | Purge The Witch. Play at the start of your turn. Until your next turn, every friendly attack against an enemy Psyker is dealt at +1 Damage — the whole gang turning its wrath on the witch the Sisters were made to end. | your turn |
| 36 | Unbroken Line. Play at the start of the round. Until the next round, no friendly Custodian may be moved, knocked back or pushed by any enemy effect — the line of the Ten Thousand standing exactly where it chooses, immovable. | start of round |
| 41 | The Emperors Eye. Play at the start of the battle. Reveal all Hidden and infiltrating enemy setup within 12" of any Custodian, exposing them where they lie — nothing approaches the Ten Thousand unseen. | start of battle |
| 42 | Relic Drawn. Play at the start of your turn if a Custodian carries a relic weapon. That fighter re-rolls all failed Hit rolls in melee this turn — the ancient blade of the Ten Thousand answering the hand that has earned it. | your turn |
| 43 | Adamant. Play when a Custodian would be taken Out of Action. Roll a D6; on a 4 or higher it is Seriously Injured instead and fights on. The gold does not break where a lesser warrior would fall. | reactive |
| 44 | Silence Advances. Play at the start of your turn. Every Sister of Silence extends her Silence to 12" until your next turn — the dead-zone widening across the field as the null-maidens press forward together. | your turn |
| 45 | No Ground Given. Play when your gang would be forced to make a Bottle or retreat test. It passes automatically, and no Custodian may be compelled to fall back this round — the Ten Thousand hold, because holding is what they are for. | when the gang would fall back |
| 46 | Thunderbolt Charge. Play when a Vertus Praetor charges. Its interceptor lance is dealt at +1 Strength and +1 Damage on this charge, above what the Lance already grants — the full weight of the Dawneagle's speed driven through a single point of the enemy line. | when a Vertus charges |
| 51 | Guard Eternal. Play at the start of the round. Until the next round, each Custodian's Aegis may be used a second time against a different attacker — two blows turned where one is the rule, the guard of the Ten Thousand held without tiring. | start of round |
| 52 | The Long Watch. Play between battles. One Custodian that suffered a Lasting Injury may have it healed as though it had spent the recovery, tended in the halls of the Watch — the gang that cannot recruit cheaply husbands the demigods it has. | campaign / between games |
| 53 | Null Maidens Vigil. Play when an enemy Psyker within 12" of a Sister of Silence attempts a Wyrd Power. The Sister may move up to 3" toward it before the power resolves; if she brings it within her Silence, the power fails — the dead-zone closing the last distance to smother the witch. | reactive |
| 54 | Golden Tide In Miniature. Play at the start of your turn. Until your next turn, treat every Custodian in your gang as having one additional Attack in melee — the handful striking with the weight of a host, each demigod worth the squad it stands in for. | your turn |
| 55 | Captains Command. Play at the start of the round if your Leader is on the table and not broken. One friendly Custodian within 12" may immediately make a free move or go on Guard — the Shield-Captain's word moving the line before the fighting begins. | start of round |
| 56 | Perils Of The Null. Play when an enemy Psyker within 9" of a Sister of Silence rolls a double on any dice. It suffers Perils of the Warp at once — the null-field turning the witch's own misfortune into ruin. | when an enemy Psyker rolls a double |
| 61 | Undying Guard. Play when a Brute becomes Seriously Injured. It ignores the effect and fights on at full capability until the end of the round — the war-engine of the Ten Thousand refusing to fail while the enemy still stands before it. | when a Brute is Seriously Injured |
| 62 | Close The Vault. Play during deployment, or reactively when an enemy would deep-strike or infiltrate within 6" of a Custodian. That enemy is set up 6" further away, or its infiltration is denied outright — the Ten Thousand allow no unseen approach to the ground they hold. | reactive / deployment |
| 63 | Blade And Banner. Play at the start of your turn if a Custodian Warden is on the table. Until your next turn, friendlies within 9" of the Warden add 1 to their Hit rolls in melee — the sight of the standard driving every blade home. The banner does not merely steady the line; it sharpens it. | your turn |
| 64 | The Handful Holds. Play when your gang is reduced to three fighters or fewer. Every remaining Custodian re-rolls all failed Hit, Wound and Aegis rolls until the end of the battle — few because they are enough, and never more dangerous than when there are only a few left standing. | when reduced to three models or fewer |
| 65 | Witch Hunter Ascendant. Play at the start of your turn if a Sister of Silence has taken an enemy Psyker Out of Action this battle. Until your next turn, every Sister re-rolls failed Wounds against Psykers and denies them any save — the hunt proven, the null-maidens ascendant over the witch. | your turn |
| 66 | Emperors Champion. Play when a Custodian takes an enemy Leader or Champion Out of Action. Your gang gains bonus Reputation, and until the end of the battle that Custodian re-rolls failed Hit rolls — the demigod that has proven itself against the enemy's best, and hunts for more. | when a Custodian wins a challenge |