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Boarding Action - Custodes

The document outlines enhancements, army rules, and stratagems for the Custodes faction in a tabletop game. Key enhancements include superior boarding tactics and various abilities for leaders, while army rules feature different Ka'tah stances that provide unique benefits. Additionally, several stratagems are detailed, allowing for tactical advantages during gameplay.

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0% found this document useful (0 votes)
233 views3 pages

Boarding Action - Custodes

The document outlines enhancements, army rules, and stratagems for the Custodes faction in a tabletop game. Key enhancements include superior boarding tactics and various abilities for leaders, while army rules feature different Ka'tah stances that provide unique benefits. Additionally, several stratagems are detailed, allowing for tactical advantages during gameplay.

Uploaded by

thecreed
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Boarding action – Custodes

Enhancements
Alleen voor leiders (geen epic hero's), beperkt tot één enhancement per leider.

Algemeen
SUPERIOR BOARDING TACTICS

Before the battle, in the Generate Starting Command Points step, you start with 2 additional
Command points.

CLOSE-QUARTERS KILLER

Each time the bearer makes a melee attack, you can re-roll the Wound roll.

PEERLESS LEADER

Once per battle round, the bearer can be targeted with the Battlefield Command Stratagem for 0CP,
even if you have already targeted a different unit with that Stratagem this phase.

EXPERT BREACHER

The bearer's unit can attempt to operate a Hatchway at either the start or the end of the Move Units
step of your Movement phase (but it cannot do both).

PERSONAL TELEPORTER

The bearer has the Deep Strike ability.

TRADEMARK WEAPON

When you select this Enhancement, select one ranged weapon that the bearer is equipped with and
make a note of this on your army roster. Add 1 to the Strength and Damage characteristics of that
weapon.

Custodes
SHARD OF MAJESTY

Once per battle, before making a saving throw for the bearer, the bearer can activate this
Enhancement’s guardian radiance. If it does so, then until the end of the phase, the bearer has a
3+ invulnerable save.

MANTLE OF SEQUESTERED MOTIONS


• You can re-roll Advance and charge rolls made for the bearer.
• The bearer is eligible to charge in a turn in which it Advanced.
Army rules
MARTIAL KA'TAH
At the start of the Fight phase, select one Ka'tah Stance from the list below to be active for your
army until the end of the phase. White a Ka'tah Stance is active for your army, each unit from your
army with this ability gains the relevant ability.

KAPTARIS STANCE

Each time a melee attack targets this unit, subtract 1 from the Hit roll.

DACATARAI STANCE

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability,

RENDAX STANCE

Melee weapons equipped by models in this unit have the [LETHAL HITS] abilîty.

Stratagems
Algemeen
COMMAND RE-ROLL (1 CP)

WHEN: In 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.

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

COUNTER-OFFENSIVE (2 CP)

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.

INSANE BRAVERY (1 CP)

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.

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

BATTLEFIELD COMMAND (1 CP)

WHEN: Your Command phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it
could normally be attached to.
EFFECT: Select one of your Leader unit's Leader abilities. Until the start of your next Command
phase, that Bodyguard unit gains that Leader ability and is treated as being led by that Leader unit
for the purpose of that ability.

Custodes
ARCANE GENETIC ALCHEMY (2CP)

Use this Stratagem in any phase, when an ADEPTUS CUSTODES unit from your army is selected as
the target of an attack. Until the end of the phase, each time an attack is made against that unit, an
unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the
model making the attack may have.

DUTY BEFORE THE THRONE (1CP)

Use this Stratagem in the Fight phase, when an ADEPTUS CUSTODES or ANATHEMA PSYKANA unit
from your army that has not already been selected to fight this phase is selected as the target of an
attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from
play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and
is then removed from play.

OATH-BOUND PROTECTORS (1CP)

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one
ADEPTUS CUSTODES or ANATHEMA PSYKANA unit from your army. Until the end of the phase, that
unit is eligible to perform a Heroic Intervention as if it were a CHARACTER unit. If that unit is already
eligible to perform a Heroic Intervention, it is eligible to perform a Heroic Intervention if it is within
6" horizontally of an enemy unit, and when performing a Heroic Intervention with that unit, you can
move each model in that unit up to 6".

RAPID REACTIONS (2CP)

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that was within
Engagement Range of an ADEPTUS CUSTODES unit from your army when it was selected to move
finishes a Fall Back move. If that ADEPTUS CUSTODES unit is not within Engagement Range of any
other enemy units, it can shoot as if it were your Shooting phase, but it can only target that enemy
unit. Until that ADEPTUS CUSTODES unit has finished making those shooting attacks, each time a
model in that unit makes an attack, subtract 1 from that attack’s hit roll.

TALONS BARED (1CP)

Use this Stratagem in your Movement phase, when a Hatchway is opened by an ADEPTUS
CUSTODES or VIGILATORS unit from your army. Until the end of the turn, if that unit is now within
Engagement Range of one or more enemy units as a result of that Hatchway being opened, it counts
as having made a charge move this turn.

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