Warhammer 40,000/Tactics/Talons of the Emperor (30k): Difference between revisions

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*'''Command benefits''':
*'''Command benefits''':
**'''The Emperor's Chosen''': If you field the maximum number of units choices in your Detachment, all said units within 6" of at least another unit from the Legio Custodes faction can re-roll invulnerable save rolls of 1. ''You basically trade tactical mobility for a bit of resistance. Nice for your guys with shields, not that powerful for your regular spearman.''
**'''The Emperor's Chosen''': If you field the maximum number of units choices in your Detachment, all said units within 6" of at least another unit from the Legio Custodes faction can re-roll invulnerable save rolls of 1. ''You basically trade tactical mobility for a bit of resistance. Nice for your guys with shields, not that powerful for your regular spearman.''
**'''From Golden Light They Come''': Units that deep-strike only roll one dice for deviation distance and can re-roll any result on the Deep Strike Mishap table. ''Did someone complain about the lack of vehicle?  
**'''From Golden Light They Come''': Units that deep-strike only roll one die for deviation distance and can re-roll any result on the Deep Strike Mishap table. ''Did someone complain about the lack of a vehicle?  
**'''Right Hand of the Emperor''': You can re-roll any result on the Warlord Traits table if the Golden Legion is your Primary Detachment. ''Because Impregnable Mind against Tau is rather sad.''
**'''Right Hand of the Emperor''': You can re-roll any result on the Warlord Traits table if the Golden Legion is your Primary Detachment. ''Because Impregnable Mind against Tau is rather sad.''



Revision as of 15:21, 20 March 2017

So we've had rules for the Legions, the Primarchs, and the Mechanicum. It was only a matter of time until the Emprah's BFFs and the premium in anti-psyker units got rules, and here they are. RAW you can't them take as allies, though.

Why play Talons of the Emperor

There are a number of reasons for playing this army.

  • Because you like gold
  • Because you like Eagles
  • Because you like Eagles made out of gold
  • Because the Emperor was right all along
  • Because Erebus can fuck a cactus
  • Because you want to take Phoenix Terminators with a half-Primarch statline as troops
  • Because you want to model Pillarstodes
  • Because you hate Psykers harder than any furry can ever hope to imagine
  • Because one day you will be able to take the EMPRAH as a LoW
  • Because you notice that currently, a pack of 5 Custodes goes for $36.00 on Ebay with free shipping.

Special Rules

Custodes

  • Preternatural Skill: If the majority of enemy models have equal or less Weapon Skill compared to yours when fighting in assault, you get +1I. (Though consider Thousand Sons' Khenetai Cabal being the only squad with potential WS6, and things that drop your WS like Sonic Shriekers) you might as well assume you're always I6 with most of your troops, unless you're facing a lone HQ model.
  • The Sodality: A Custodian's unit coherency range is 3" and they always use their usual LD for regrouping. Representing how the Banana Custards fight as individuals rather than a squad in the lore. Use the 3" to better control the battlefield and reduce the effectiveness of Blast weapons (since a 3" blast will only touch more than one Custodes when perfectly centered between two of them, at maximum coherency).
  • Inviolable Psyche: Forgeworld dancing around ATSKNF again, you are immune to Fear and Pinning and ignore all penalties when taking Morale Checks, meaning it's Stubborn 2.0, and re-roll Deny the Witch rolls. However, it does mean you CAN break as a result of bad combat, and you CAN be utterly wiped out. Not that that would happen often, but still.
  • Bulky: Not a rule specific to the Custodes, but they all have it.
  • Character: Always remember that ALL Custodes are Characters. That means they can issue and accept challenges, but also benefit from Look Out, Sir. With some lucky rolls and a good positioning, this can really help your guys survive hails of plasma fire and assaults, especially if you have a lot of Solarite gauntlets.
  • Crusader: Like Bulky, almost all Custodes have it. Quite powerful since your Custodians usually have better Initiative than most 30k units.

Sisters of Silence

  • Psychic Anathema: The core defining feature of the Sisters of Silence, this is how they fuck up psykers all twenty ways from Sunday. They're immune to any psychic powers targeting them and ignores any Telepathy Blessings that would negatively affect them, because fuck invisibility cheese (you can still be raped by Biomancy user, for example, so pick your targets). Anyone within 12" takes -1 Ld (-2 if they're psykers, though anyone with Fearless is immune) while allies can re-roll Deny tests, but any Daemons in range take -1 to Toughness while Daemon vehicles take +1 to Pen. Anyone within that range that tries to use a power now needs to roll 1 higher to successfully manifest, raised to 2 higher if they're in B2B (So if they're against Magnus, he has to roll 4+ to use a power when in range, while needing 5+ when in combat).
  • Ex Oblivio: Another deadly null power for the Sisters, but only for the most brutal of them. Anyone within 6" can't generate WC dice, and if they want to use a power, they have to test Ld or suffer Perils at a -1 penalty, minimum 1. This means they can't roll a 6 for warp surge and are twice as likely to roll a one.
  • Fanatical Discipline: Sisters are Fearless and Hate Psykers. Blah.
  • Company-Cadres: The organization of the Sisters. For every three non-HQs they bring, they need an HQ choice. If they have an HQ choice, every Sister model in the detachment gains Infiltrate, Crusader, Stealth, or +1 to Combat Resolution.

Special Equipment

Ranged Weapons

  • Adrathic Weapons:Yet another super special Terran-only weapon, these are proper disintegrators. As a rule, they are all AP2 with Instant Death, Armorbane, and Gets Hot.
    • Adrathic Destructor: 12" S5 AP2 Assault 1: By far the most 'common', available in some form or another on most infantry models.
    • Adrathic Devastator: 18" S6 AP2 Heavy 2: Dickbike and Pallas upgrade.
    • Adrathic Exterminator: 36" S6 AP2 Heavy 1, 3" Blast: Not yet used on any model, but it's only a matter of time. Rumoured to be one of the weapons on the upcoming Custodes 'Heavy Dreadnaught'
  • Adrastus Bolt Caliver: 30" Heavy 3 Heavy Bolter with an Adrathic Destructor wielded onto it. Distinctly stated as being two functional weapons with unlimited uses, but only one can be used a turn.
  • Lastrum Bolt Weapons: The Caladus' fixed mounts have turned into the Custodes' most prevalent vehicle mount. All weapons have Heliothermic Detonation, so anybody that takes an unsaved wound has to make a Toughness roll or get Instant Death (or +1 to penetration damage table if a vehicle).
    • Lastrum Storm Bolter: 24" S5 AP4; only used by Aquilon Terminators and the Contemptor-Achillus.
    • Lastrum Bolt Cannon: 36" S6 AP3 Heavy 3; used on the Caladus, Coronus, and (assuming a typo) the Dickbikes.
    • Iliastus Accelerator Cannon: 60" S7 AP2 Heavy 3, Rending, Rapid Tracking (ignores Jink saves).
  • Infernus Weapons: The Custodes super flamers. Only two versions, and they're both Heavy 1, but who gives a shit when they're S6!
    • Infernus Firepike: S6 AP6 Heavy 1, Torrent; only used by Aquilon Terminators.
    • Infernus Incinerator: S6 AP4 Heavy 1; used on the Contemptors, either as a replacement for the Storm Bolters or in the Galatus Warblade.
  • Proteus Las-Lance: 24" S7 AP2 Heavy 2, Lance; like the Adrathic Exterminator, it is not yet used on any model, come again later.
  • Corve Las-Pulsar: 36" S9 AP2 Heavy D3: Upgrade for the Agamatus jetbikes and found as part of the Contemptor-Achillus's Dreadspear, and most of the reason for it's 40 point upgrade cost.
  • Arachnus Blaze Weapons: Bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...)
    • Arachnus Blaze Cannon: S6 AP5 Heavy Bolter, or 48" S8AP1 Heavy 1, Exoshock: In all honesty, the Burst mode is rather shitty, but Concentrated is essentially a Lascannon with nasty special rules.
    • Arachnus Heavy Blaze Cannon: 48" S8 AP3 Heavy 4, or S72" S10 AP1 Heavy 1, Exoshock: Optional turret replacement for the Caladus, enjoy IDing MEQs.
  • Psyk-Out Weaponry: Available as grenades with 8" range, in grenade launchers with 24", or in missiles with 48", each of them has Strength 2, Blast 3 and Psi-Shock, which forces Psykers to suffer perils.
  • Stake Crossbow: A 24" S5 AP- crossbow with Rapid Fire and Psi-shock
  • Needle Weapons: S2 AP5 weapons with Rending and Poisoned 4+.
    • Needle Pistol: 12" Pistol.
    • Assault Needler: 18" Assault 2.
  • Snare Gun: A 12" Assault 1 Pinning weapon. If it hits, it inflicts d3 hits, each of them requiring a Strength test to resist taking an unsavable wound (though Invulns work). Just don't expect Superheavies to listen to this. Hurray, the Rogue Trader Webber has finally made a return!

Melee Weapons

  • Custodes Spears: Made of two parts, the power blade is AP2 +1S on the charge, and reverts to a specialist power sword afterwards. Every time you roll a 6 to hit with it, you get another attack, but those extra attacks can't generate any more. The second part depends on the spear.
    • Adrasite Spear: It has an Adrathic Destructor, which was 12" S5 AP2 Assault 1, Instant Death, Armorbane, and Gets Hot. Short range and nasty.
    • Guardian Spear: Attached with a 18" S4 AP4 Assault 2 bolt weapon. Pretty good on anything short of an MEQ, but not great.
    • Pyrithite Spear: Attached with a 6" S8 AP1 Melta, essentially an inferno pistol. Okay for busting light vehicles or TEQs, but 3" melta range can hurt, but it's not like you weren't planning on charging at that range anyways.
    • Paragon Spear: AP2 +2S on the charge (reverts to AP2 +1S when not charging, like a Paragon Blade), rather than +1, and 6s to wound always inflict Instant Death, but 6s to hit get another attack, as it is a spear. The attachment is an 18" S5 AP3 Assault 2 bolter.
  • Misericordia: No entry in the book, thank you FW. Fluff-wise it is the long dagger the Custodes carry as the sign of their right of life and death in the Emperor's name, so we can assume it to be a close-combat weapon of some sort since all Custodes without an actual CCW have one instead. Maybe it has some special rules, maybe not. Just wait for the FAQ.
  • Paragon Blade: Specialist +1S AP2 that inflicts Instant Death on a wound roll of 6, but you want a Paragon Spear more.
  • Plasma Grenades: Rare enough to mention here, they are assault grenades that can be thrown as S4 AP4 instead of S3 AP-.
  • Sentinel Warblade: A Specialist Power Sword with Rending. In addition, it's got an inbuilt 12" Storm Bolter that snap fires at BS2. As it exists now, it's almost entirely inferior to the Guardian Spear except when snap shooting (including overwatch), unless you're planning on using Rending to even out long assaults with high toughness models, or you need to crack open AV11+ and you can't get enough Custodes stuck in to use their Krak Grenades (a lucky rend with this sword can glance a Land Raider, though MathHammer doesn't favor your odds). But, the Sentinel Warblade does work better with the Praesidium Shield, so taking models with this is a legitimate trade of punching power for defense.
  • Solarite power gauntlet: AP1 mastercrafted power fist, same as Imperial Fists. However, you are Custodes, so your punches are now railguns.
  • Solarite power talon: +1S, master crafted lightning claw.

Sisters of Silence Melee Weapons

  • Proteus Neuro-Lash: Flails and sectioned staves known for causing agonizing pain. Each is a two-handed melee weapon with S+1 but AP-. What they also get is the ability to hit anyone in base contact as opposed to just hitting one unit. In addition, for every hit they make, they roll a d6, with a 3+ meaning they can deliver an additional attack with Poisoned 4+ at AP-. These aren't gonna kill a marine any time soon, but Daemons will rue fucking with these ladies.
  • Execution Blade: Essentially Charnabal Sabres with more fancy. They're Two-Handed S+1 AP3 weapons with Duelist's Edge (+1 Initiative in a challenge) and Flawless Cut (a 5+ to hit counts as AP2)

Equipment

  • Arae-shrikes: Enemy units deep striking within 12" of a model with this wargear suffer perils on a 4+, including models that ignore the effects of mishap. In addition, barrage weapons targeting models with this wargear add 1D6 to their scatter and pick the 2 highest results, although a hit still remains a hit.
  • Aquilon pattern Terminator Armour is super Cataphractii armour with Hammer of Wrath and pseudo-relentless. They can't Run, but they can make Sweeping Advances and fire Overwatch.
  • Custodian Armour: Artificer Armour and Move Through Cover rolled into one pimping banana suit. Makes footslogging and charging across difficult terrain a bit more reliable and basically means your Agamatus jetbikers can move everywhere confidently.
  • Praesidium Shield: Lets you reroll invulns and your opponents suffer -1 to Hit on every attack targeting the wielder in close combat. A Praesidium Shield precludes two-handed weapons, the +1A for 2 CCW, and the bonus for charging with a spear (this includes the Paragon Spear).
  • Magisterium Vexilla: A unit with this wargear can reroll failed leadership checks and gains the Fear special rule. In addition, all units within 12" add 1 to combat resolution at the end of the phase. TAKE IT. The vexilla compensates for the lack of Fearless and may give you the edge when charging with Guardian spears. Fear may be especially useful if you're fielding Sisters of Silence alongside your Custodes.
  • Teleportation Transponder: Already known to Imperial Fists and Night Lords, this model's entire unit can deep strike.

Sisters of Silence Equipment

  • Vratine Armour: The armor of the Sisters of Silence and symbol of their oath to kill witches...otherwise known as Power Armor.

Unit Analysis (30K)

HQ

  • Legio Custodes Shield Captain: An unholy rape machine, fit to take on a Chaos Lord, a Chapter Master and a Warboss simultaneously and come out on top. His statline comes with all the best bits of a Chapter Master and a Custodes and gear better than both, he can take the all powerful Paragon Spear, and combine it with a Praesidium shield, Digital lasers, Iron Halo and a Cyber-Familiar for 6 S6 AP2 attacks which generate additional attacks on 6s to hit and Instant Death on 6s to wound at I6 and a rerollable 3++ in close combat with -1 to Hit malus for your adversary if they specifically target your golden dude. Or you can drop the Paragon Spear and go for a Solarite gauntlet for 6 S10 AP1 master-crafted I1 attacks (don't forget the Praesidium shield means you don't get a bonus attack for 2 CCWs, even though the Solarite gauntlet isn't a specialist weapon and the shield captain comes with a basic ccw). And everything in between, the rape train has no brakes.
    • Tribune: Ooooh FW, what have you done... Here is Mr. Cheestodes, the deadliest, most broken, stupidly OP as fuck generic character in the ENTIRE GAME. No really, this guy is the very definition of mindless rape, Slaanesh him/herself is fucking ashamed. Same as above except you get Eternal Warrior and Fearless, y'know, in case you wanted to add an Archon and an Overlord to the stuff you can take on at once. At a price of 25 more points. However, you can only take him in a detachment of 2000 points or more, so you're not likely going to see him in an allied force. unless you are playing HUGE games. Also, if he's in the Primary detachment he has to be the warlord (unless Valdor, Krole, or Emps are present), but he is able to choose his warlord trait. Needless to say, some warlord traits can be really, really good for your guys. Strategic Genius can be useful since almost all your Custodes have access to deep strike, and Master of Ambush is priceless when your cheapest transport is 135 points for a capability of only 6.
  • Sisters of Silence Oblivion Knight-Centura: Surprisingly has mostly ordinary human stats with WS5 BS4 I5 and Ld9, she's essentially the budget HQ at 75. She's not barebones however, as she grabs Artificer Armor with a 4+ Invuln that ups to 3+ against Blasts and Templates. She has a bolt pistol, Execution Blade, and Frag, Krak, and Psyk-out grenades, while she has the Cadre rules, Ex Oblivio, and Precision Strikes. Her melee weapon can be exchanged for a power axe (don't), a Neuro-Lash (not for Marines), or a Paragon Blade (if you just want to maul 2+ saves with a chance at ID), while her pistol can be exchanged for a hand-flamer, a plasma pistol, a needle pistol, or an archaeotech pistol - and for 10 points, any of these weapons can be Master Crafted.
  • Sisters of Silence Excruciatus Cadre: Something akin to a command squad, this is a squad of WS4 BS4 I4 Ld9 ladies with tools, with the Silent Judge having 2 wounds. They all hate Daemons and Psykers, get Fanatic Discipline, Night Vision, the Cadre rules (forcing them to be the mandatory HQ if the detachment is less than 500 pts, meaning they eat up at least 1/5 of the budget by themselves), and the ability to make their melee attacks ID. The Questorae only get CCWs, Bolt Pistols, Assault Needlers, and grenades alongside their armor and Spectra-vestments which force anyone to take -1 BS to hit them, while the Silent Judge adds a refractor, a Needle Pistol, a Nuncio-Vox, and a power weapon. A Questora can buy the Ardrathic Destructor, while any of them can exchange their guns for Needle Pistols or Stake Crossbows for free or buy a Snare Gun or a Flamer with a one-use boost to make them S6, and each can replace their CCW for a Charnabal Sabre or a power weapon. The Judge can swap her melee weapon for a Neuro-Lash, the Execution Blade, or a fist, while her gun can be exchanged for a Stake-Crossbow, hand flamer, plasma pistol, or a second needle pistol.

Special Characters

  • Constantin Valdor: The Captain-General of the Legio Custodes and second best bro of the Emperor takes to the field. With his near-primarch statline he is a CC beast, with 5s across the board plus WS7, I6, Ld10, and 2+ save. He also has the ever rare Eternal Warrior, as well as Crusader, Fearless, and Counter-Attack. In terms of wargear he has the Apollonian Spear, a +1s (+2 on the charge) AP2 guardian spear, with the GODLY Molecular Severance rule: any to-wound rolls of 4+ cause instant death or an automatic penetrating hit regardless of AV or T. In addition, successful invulnerable saves against wounds caused by this weapon must be rerolled! Oh, and it comes with an attached 18" S5 AP2 Assault 2 Concussive bolter on top! He also has lots of other gear: An Iron Halo, plasma & krak grenades, Arae-shrike, Misericordia, digital lasers, and custodian armour. His warlord trait allows him to re-roll Seize the Initiative, and any Legio custodes unit (including himself, and possibly Dreads depending on how you interpret 'Legio Custodes units') take teleportation transponders at no extra cost. All that for just 275 points.
    • This guy is your ultimate golden Swiss Army Knife. Even if he is not a real match for the Primarchs - let's not even talk about motherfucking Anacharis Scoria or his colleague Cheestodes - Valdor can fuck with a wider variety of things than most of them for a far cheaper price. Six S6 attacks (Seven at S7 on the charge, remember 30k Digital Lasers are +1A) plus the potential ones from Lightning Blow are fairly decent against big squads, while Molecular Severance allows him to deal with any vehicle from cardbox-made Raiders from Spartans and will ruin the day of any character or multi-wound unit crossing his path. Do note that his Sigismund-ish shenanigan works ANYTIME, not just in challenge, so you can slaughter MC or even GC with your shiny spear.
    • Some people may ask why you would ever take good ol' Valdor rather than the already infamous Tribune (you know, the guy who can stomp Spartans, Primarchs and Scoria for the same price). Firstly, you don't want to be beaten up to death by your opponent IRL. Secondly, Valdor is not bad either, (better even choppy wise) just not as durable. The possibility to deep-strike almost all your army for free is something unique in 30k and may be a gift from the gods *BLAM* 'THERE ARE NO SUCH THINGS AS GODS YOU FOOLISH HERETIC *BLAM* THERE IS NO DOGMA AND THEREFORE NO HERESY, NONCOMPLIANT SCUM! a welcome alternative if you don't want to buy some Coronus. Last thing is, you can only take the Tribune if your Detachment is over 2000 points, so Valdor is the only way to get a Custodes HQ with Fearless and Eternal Warrior if you play smaller games. And since you are probably spending a lot of points on your Shield Captain's wargear anyway, you should consider taking the golden boss instead.
    • If you take 55 custodes in your army and decide to have them all deepstrike, you can take Valdor for the low, low price of your warlord trait.
  • Jenetia Krole: Knight-Commander of the Sisters of Silence. She's got 3's across the board with WS6, BS4, I5 A4 and Ld10. On top of Psychic Anathema, she also has Ex Oblivio, Fanatic Discipline, Rage, Preferred Enemy against Psykers and Characters, Cadre rules, Eternal Warrior, and the option to upgrade an Oblivion Knight Cadre to her elite Raptor Guard, which costs 20 points to make them WS5. For gear, she has Artificer Armor with the invuln seen on the Knight-Centura, an Archaeotech Pistol, grenades, and the Sword of Oblivion: a super-Execution Blade with S+2 AP2 with 5+ Murderous Strike instead of Flawless Cut. This all makes her close to a match against the Marine HQs she'll inevitably run into, and more than a match against Daemons. Her Warlord Trait lets her re-roll Seize the Initiative and grants d3 units Scout.

Elites

  • Legio Custodes Hetaeron Guard Squad: The Emperor's Companions, the best of the best of the best. At 70 points per model they look REALLY expensive, but they're probably the best infantry unit in the game, bar none. So they have the same stat line as normal custodes but with 3W and 3A. their special rules are the same as normal Custodes as well but they get counter attack. They can all take a Praesidium shield, melta bombs, Arae-shrikes, and Teleporters, and any member of the squad can replace their spears with any melee weapon other than a Paragon Spear, but you can have Paragon blades for some nice AP2 at Initiative (probably another typo from FW, just wait for a FAQ). One of the squad without a shielded may replace their guardian spear with the vexilla and either a MC power weapon or a sentinel warblade.
    • So, super Custodes with S6 AP2 attacks at I5 (I6 if your opponent is WS:5 or below!), re-rollable 5++ and hit on a 5+ by most units in the game ? Yep. Unless your opponent has something capable of insta-killing them, the Hetaeron are a real step above your other Custodes, so do not dismiss them because of their high price. Depending on the loadout, a Hetaeron can be as deadly as an Aquilon and more than twice as durable in CC for just +20 points, while remaining more flexible. Mixing Paragon blades and Solarite gauntlets in a squad allows you to mince EVERYTHING you could fight against without being stuck at Initiative 1 and still getting some Instant Death attacks thanks to Murderous Strike. Find some psyker ally with Endurance or Invisibility and you are basically unkillable in assault. Too bad your only option for that are Knights Errant, and nobody will ever play with you ever again if you try.
    • Again, remember you can reallocate some wounds on a 4+ thanks to Look Out, Sir!, so having 3W is a real advantage over your other Custodes. When one model is worth almost 100 points, that's definitely something you MUST NOT forget.
  • Legio Custodes Aquilon Terminator Squad: Custodes with Terminator Armor. How terrifying. Each of them is 75 points a model, and at with 5s on every stat save W2 A3 and Ld9, they're absolutely not slouches. Aquilon Terminator Armour affords 4++, Hammer of Wrath and Pseudo-relentless. In addition, they are able to fire Overwatch and sweeping advance, but cannot run. Say hello to Super Cataphractii armour. Each Aquilon Terminator has Crusader, a Lastrum Storm Bolter, a Solarite Gauntlet, and a Misericordia, and each can exchange the gauntlet for a Solarite Power Talon or exchange their guns for a TL Ardrathic Destructor or Infernus Firepike. Each can also buy a Teleport Transponder and Arae-Shrikes.
    • While costly, they can do the job if you use them correctly. They are the Custodes' answer against vehicles and Astartes multi-wound special units, since they can one-shot Justaerin, Firedrakes and Gal Vorbak while giving no fucks about power fist/thunderhammer instakill (beware for shenanigans, like Rad Grenades, Rad Furnaces, Rad-Phage etc). Firepikes are also you best friends against hordes, something useful since tarpits are the bane of your Cutodes.
    • Worth noting that the standard Solarite Power Gauntlet is NOT a specialist weapon. Whilst we do not have the profile for the Misericordia, it is safe to assume it is a CCW (check the Shield Captains profile in book 7! But RAW it is not, discuss that with your opponent before the game). If this is indeed the case, then the Aquilon terminators can throw out a surprising number of attacks. On the charge, that's 3 base, +1 for the charge, and +1 for multiple bashing weapons for a total of 5 attacks each. With Mastercrafted. At AP1. Therefore, given that the Talon is a specialist weapon, you will be sacrificing both strength and an extra attack for initiative in combat...an interesting thing to mull over, until a FAQ is finalised for this book.
  • Legio Custodes Contemptor-Achillus Dreadnought: The fanciest, goldiest, and potentially deadliest non-boxiest dreadnought to ever be seen. It's got WS6 and BS5, an AV of 13/13/11, and hits at I5, meaning he'll more than match any marines on the field. He also has a Refractor Field instead of the basic Atomantic Reactor Contemptors use and comes stock with Extra Armor. For weapons, he starts with two Dread CCWs with Lastrum Storm Bolters, but he can buy the Dreadspear, a S10 AP2 MC weapon that turns ALL hits into S:Destroyer if he rolls a single 6 to hit and comes attached to a Corvae Las-Pulser or replaces his bolters with either a TL Ardrathic Destructor or an Infernus Incinerator for +15 points.
    • Do note the Dreadspear is not two-handed and nothing is specified about the bonus attacks for every CCW after the first walkers get being included in the profile, so you may get 7 Destroyer attacks on the charge (4 base + 2 for three CCW + 1 for the charge).
    • Some players think Dreadspear's special rule is a typo, and that it works akin to Lightning Blows, Murderous Strike, etc - only 1 D hit per 1 6 on To Hit roll. RAW it is not, but, well, Forgeworld...
  • Sisters of Silence Oblivion Knight Cadre: The Elite among the Sisters of Silence, each comes with Ex Oblivio, Fanatic Discipline, and Precision Strikes. Each comes with Vratine Armor, cloaks that grant a 6++ Invuln or a 4++ against Templates and Blasts, Execution Blades, grenades, and Bolt Pistols. Everyone can replace their blades for Power Axes while the sergeant can buy a Neuro-Lash and replace her pistol with a Needle-Pistol, a Plasma Pistol, or a Hand Flamer.

Troops

  • Custodian Guard Squad: Think Terminators, but with all the 4s in their statline replaced with 5s (so yes, you can strike at Initiative 6 thanks to Preternatural Skill), with situational AP2 at initiative weapons, something that most Space marines (outside of Praetors or Emperor's Children) would never get. They can take the usual Arae-shrikes, Teleportation Transponders and Melta Bombs as upgrades for the whole squad, any Custodian can replace its Guardian spear by an Adrasite or Pyrithite spear and one can take a Magisterium vexilla with a master-craft power weapon or a Sentinel blade instead. They do pay for the high degrees of kickassitude they bring to the table, most notably with actual points and they are liable to get shot down before doing anything if you don't take a Coronus, though with 2 wounds each and a 2+ 5++ they might pull though. With 3 S6 AP2 attacks per Custodian on the charge and the buff from Crusader and a vexilla Magisterium, they have decent chances to win the first round of close combat with a good margin before AP3 becomes a problem, so make sure the situational nature of their AP2 isn't going to get them killed.
    • Since Custodes pay no extra points for the base squad, it may be worth deploying a lot of small squads rather than big pseudo-deathstars if you expect a lot of 2+. AP3 and only 2 attacks by Custodian are trash if you get charged by TEQs with AP2, even if you outnumber them, so you REALLY don't want to see your 10-man squad rammed by 5 angry Tartaros with power fists. While they are more vulnerable to Moral tests if they take too many casualties, small units are also more adaptable : keep a couple of them close so you can charge with all your dudes when the opportunity presents itself without risking losing 550 points all at once.
    • Before bitching about your ultimate elite warriors being butchered by "mere" Terminators because of your shitty AP3, remember these guys are only basic Custodes and remain rather violent in close combat against anything else. Mathammer-wise, even a three-man squad of Custodians can withstand the charge of 20 World Eaters tactical Legionnaries with 2 CCW and win. Anything with 2+ save and AP2 will quickly have the upper hand on your golden bananas if the fight turns into attrition warfare, but otherwise you may be able to murder MEQs or at least keep them locked until reinforcements arrive.
  • Sentinel Guard Squad: As Custodians armed with sword and board, they are somewhat less killy than their spear-wielding counterparts, but are more defensive thanks to their Praesidium shields. These are best used to guard your squishier Custodians, so they don't get wiped when they get charged by a squad with 2+ saves as your improved Invuls allow Sentinels to stick around long enough for rending to enter the equation. It's also worth noting that these guys can theoritecally deal with vehicules thanks to their rending swords, but don't expect too much from them. Anyway, you can replace your Sentinel blades with Solerite gauntlets and talons for more flexibility.
    • While expensive, the Sentinels are the very definition of holding the line, as anything without S10 or Instant Death will take a lot of turns to kill them in CC. For sure, they lack AP2 against TEQs, but they can tank your opponent's most dangerous units, so they are good for preventing a deathstar from rampaging through your army.
  • Sisters of Silence Prosecutor Cadre: Baseline WS4 BS4 I4 Sisters of Silence with bolters (or double bolt pistols) and grenades. They get Fanatic Discipline and can buy a Nuncio-Vox or Breaching Charge.
  • Sisters of Silence Vigilator Cadre: Slightly improved Sisters, they all get an Execution Blade and Pistol. They also have the ability mark a single Infantry unit or Character and they get Preferred Enemy on that one target.

Dedicated Transports

  • Legio Custodes Coronus Grav-Carrier: A 13/12/11 4HP fast skimmer with BS5 acts as the Dedicated Transport for Custodes forces. It's equipped with a TL Arachnus Blaze-cannon AND TL Lastrum bolt cannon, a Machine Spirit, and a Flare Shield, while also having Grav-Backwash (-2 to hit unless immobilized), DS, and Outflank. It can also buy more armor, Ceramite, and a light. It's not an assault transport - it's an infantry supporting/scoring unit depositing gunboat in ways that a Razorback can only dream of.
  • Sisters of Silence Kharon Pattern Acquistor: The DT of the Sisters, it's not Custodes-tier hax but it's got lots of weapons and is an ASSAULT VEHICLE. It's only 12/11/10 with BS4. It has a ton of guns however, with missile launchers and the Helion-Pattern Heavy Cannon Array, a super TL-assault cannon with S7 AP4 Heavy 4 with Pinning. It also has an Auspex to give Night-Fighting and reduces enemy cover while also having Stealth and the ability to make anyone shooting beyond 12" shoot at -1 BS. The last trick it has is the Capture-Grid, a tank-shock attack that grants d6 S5 HoW attacks before any Death of Glory is counted. Stick any type of sisters with execution blades in it, with a character (even a custodes one, they're the same list), infiltrate the Kharon Acquisitor, charge in, and rip and tear.

Fast Attack

  • Legio Custodes Pallas Grav-Attack: A rather light tank with 12/11/11, but it has a TL Arachnus Blaze Cannon to attack and a Flare Shield and the Grav-Backwash of the Coronus to defend it. It also gets a Machine Spirit, Outflank, and DS, making it best suited to attack from an unexpected angle rather than be an assault weapon.
  • Sisters of Silence Pursuer Cadre: They're Sisters...with pets. For each sister you buy, you also have to buy a Cyber-Jackal, a powerful beast that's actually slightly stronger and tougher than the sisters and equipped with Rage, FNP, a 5+ save and the option to shoot flamers or meltas at BS2 (pick the flamer), or Razortalon Wings, birds that get more attacks at higher Initiative, but can only fight in melee. The birds are a bit cheaper, but the dogs have more utility and punch. The sisters meanwhile benefit from Fleet and Move Through Cover as well as Fanatic Discipline, though the sergeant has a small list of pistols or Charnabal/Power Weapons to use if she's unhappy with the CCW/Bolt Pistol combo.
  • Legio Custodes Agmatus Jetbike Squadron: RIDE THE LIGHTNING ! Custodians on super jetbikes wielding FUCKHUEG knight-style power lances. It sounds so goddamn metal. The Gyrfalcon-pattern jetbike is a jetbike that boosts the rider's Toughness by 1, making you as tough as a Primarch so you can laugh at S10-induced instant death and allows you to re-roll failed charge distances. Your glorious steed of gold and fury comes with an Iliastus (Alan Blight confirmed it was a typo) a Lastrum Bolt Cannon and benefit from the slew of Custodes rules in addition to Split Fire and Sweeping Fire, which lets them shoot with each weapon once per shooting phase. If you're not happy with the bolt cannon, the whole squadron can be 'upgraded' with Adrathic Devastators (+5 points) or twin-linked Corvae Las-pulsers (+25 points) as well as getting melta-bombs.
    • Move on Boltodes, those guys can do your job better. For just 10 points above the Sagittarum guard, you have a unit that can actually move 12ps, shoot three 36" S6 AP3 and deliver three (four if you assume Misericordia to be CCW) S6 AP3 attacks on the charge, so anything without a 2+ or decent invulnerable save is fucked. If you must deal with something harder, Corvae las-pulsers can ruin the day of any vehicle, TEQ or MC but the price of your squadron is increasing quickly, so just take the Adrathic Devastators if you're not afraid of short range fights. Two S6 Armourbane shots are mathematically better than 1D3 S9 ones and you get Instant Death as a bonus for far cheaper, meaning T5 or more characters, multi-wound units and Montruous Creatures will shit in their pants too.
    • It is unclear if the weapon taken as upgrade replaces the Lastrum bolt cannon or stacks with it. As a smart fa/tg/uy or ca/tg/irl you probably noticed that Sweeping Fire seems useless so far if Agamatus only have one shooting weapon, so the second statement may be right.
    • Do note that the Agamatus are the only Custodes unit without Crusader, and it really sucks since you NEED to win the first round of close-combat after you charge if you don't want to be locked forever. Don't be greedy and keep your precious heavy weapons away from tarpits.

Heavy Support

  • Sisters of Silence Seeker Cadre: Sisters with Flamers. Nothing more you need to know besides the ability to grab grenades and the basic Anathema, Fanatic Discipline, and Cadre rules. The squad can take Grenade Launchers with Frag, Krak, and Psyk-Out grenades. This is your answer to Magnus and his D.
  • Legio Custodes Sagittarum Guard Squad: For 65 points per model, you got Custodes with Adrastus Bolt Calivers and refractors. Thanks to their caliver, they're more than able to cover either front. There's not much more to describe on the equipment front, being able to grab Arae-Shrikes, meltabombs, and transponders as well as one guy grabbing the Vexilla. For sure they are as tough as any Custodes and can withstand more damage than almost any shooty unit in the entire HH setting, but are quite difficult to use if you want them to earn their points back.
    • Using the bolt profile makes your golden Boltodes tough overcosted Devastators, and basically nothing more. Unless you're fielding a big squad of Sagittarum, a 30" heavy bolter means you are sacrificing mobility for only a few damage against anything with an armour save of 3+ or better. As a comparison, a 8-man strong Astartes Support Squad costing the same price can deal almost thrice the amount of dakka.
    • So, what about the Adrathic destructor? AP2, Amourbane and Instant Death are pretty terrifying, but you only get one shot per shooting phase, so anything with a good invulnerable save and/or some meatshields will probably survive your volley of murder beams. And since the unit you are shooting at is within charge range and will wreck/tarpit your Boltodes in assault because you have only 2 attacks and not even a power weapon (The Misericordia might be a power sword equivalent[1] but until a FAQ is released we can't assume anything about it), you need to be lucky. Concretely, that means you must target something you're almost sure to kill in one turn, so avoid characters with Eternal Warriors and Cataphractii squads. Deep-striking behind vehicles is the best way to use your golden boys, so plan to take melta bombs if you fail at blasting this angry Contemptor before it charges you.
  • Contemptor-Galatus Dreadnought: It's the biggest, shiniest (non-boxy) Dreadnought variant that ever existed. Compared to the Achilius, this one gets a fuckhuge warblade with AP2, Shred and Rampage, with a Twin-Linked Infernus Destructor built in to it. The Galatus also sports a Praesidium Shield, allowing it to re-roll invul saves taken from the front at range (and all in CC) and makes any hit rolls from any non-Gargantuans drop by 1. It also grabs Counter Attack, which lets it use that sword to its fullest. Put this in the front to take a few hits and let the other bananas smack whatever targets the big guy.
    • Whilst this sexy beast occupies the sacred support slot for your Golden Bananas, and doesn't have any long-distance ranged weapons, this guy is an absolute BEAST in close combat. Even if we gloss over the Twin-linked S6 AP4 Flamer in it's sword (!), it's going to be doing some damage. On the charge, after a S8 Hammer of Wrath; you can expect 4 base attacks, +1 for charging or counterattack, and +d3 on the charge for for Rampage. That's between 5 and 8 attacks resolved at I5, at S10 AP2, rerolling failed to-wound rolls. The really nice thing is that in the event YOU are charged, you're still probably going to benefit from Wall of Death, Rampage, and (thanks to Counter Attack) +1 to your base. And if you don't sweep assault? They'll likely be hitting you on 5's in CC thanks to that shield of yours, which is also affording your AV13 a rerollable 5++. Again, it's competing with the Caladius, and the Achilius is arguably better overall, but don't discount this fella. Used correctly, he will put in some work.
  • Caladius Grav-Tank: Take a Sicaran Battle Tank, and stick it on a Land Speeder. Then give it to the most elite dudes in the Imperium and you have the Caladius. It's a fast skimmer (so you can Jink) with BS5, 13|13|11 3 HP and a flare shield, so keep it front toward your enemy and enjoy your grav-Land Raider with a 4+ cover save. It comes with Outflank, a Machine spirit (so you can Jink AND fire one of your weapons at full BS, pretty cool since the guns of your gilded podracer are nasty) and Grav Backwash (your ennemy suffers a -2 to Hit penalty in close combat as long as the Caladius is not Immobilised). The Caladius comes with two weapons : the turret-mounted Iliastus accelerator cannon and the hull-mounted Lastrum bolt cannon. The former is a twin-linked 60" S7 AP2 Heavy 3 gun with Rending and Rapid Tracking (no Jink for your enemy), while the latter is twin-linked 36" S6 AP3 Heavy 3. Great, but here is the cherry on the top of the golden cake. Both weapons have a brand new fearsome rule : Heliothermic Detonation. If your target has suffered one or more unsaved wounds, they have must pass a Toughness test or suffer Instant Death, and Penetrating hits adds +1 to the Vehicle Damage table. You get this package for just 195 points, or the same as an off the shelf Land Raider Proteus, a bargain for your golden banana warriors.
    • Given some similarities with the Sicaran's accelerator autocannon, it is worth making some comparisons. Against vehicules, the Sicaran remains better for pure saturation and wiping out HP since it throws twice the amount of dakka the Caladius does, especially against Flyers, the Caladius' BS5 being useless in this case. HOWEVER, any Penetrating hit you may score with the Iliastus will have a 33% chance to blow your enemy up, something the autocannon can't even do. Anyway, the Sicaran looks like a jealous little bitch when coming to anti-infantry capabilities as the Caladius can tear apart MEQs and even TEQs or Monstruous Creatures better than most tanks. Well, for the same price the Sicaran can have 4 heavy bolters and will do a better job against 4+ saves and Cataphractii (by pure saturation power), but the golden floater remains more polyvalent overall. This Heliothermic Detonation shit means that Characters, multi-Wounds units and MC will sweat a little if they get wounded, unless they are Eternal Warriors.
    • In book 7, we now have the option to replace the turret-mounted twin-linked Iliastus accelerator with a Twin-Linked Arachnus Heavy Blaze Cannon, for 15pts. Whilst you do lose out on AP2 and Rapid Tracking, you are gaining a Heavy 4 weapon with +1S and AP3. The real icing on this weapons cake, however, is the alternate firing mode. S10 AP1, with the Exoshock special rule from the Deredeo. With BS5 and TL, one would hope that round punches through some armour! Mathammer-wise, the concentrated mode is more efficient against Armour Value from 12 to 15, while the burst mode will wip out more HP than both the Iliastus and the concentrated blast until facing AV14 but remember you have no chance to get the Explosion! result on the chart. The Arachnus is better at tank-hunting and MEQ-killing, but if you expect a lot of skimmers, flyers, jetbikes or TEQs to show up, the Iliastus remains a more versatile (and cheaper) choice.
    • All in all, the Caladius is maybe the most versatile tank in 30k for its price, both durable, fast, manoeuvrable and killy. With a main weapon firing from 48" up to 72", a 4+ cover save and a Frontal Armour of 14, it can stay away from your adversary's biggest guns while destroying light vehicles and infantry from afar and survive medium-range fire from the front when you cannot retreat. Just remember it has only a Rear Armour of 11 so any deep-striking/outflanking unit with a bit of anti-armour stuff will wreck it.

Lord of War

  • Warlord-Sinister Pattern Battle Psi-Titan: HO-LYYY FUCK. PSYCHIC WARLORD TITAN. Fueled by the powers of captured psykers, who are bled dry to power the Titan, it's a good thing this monster is worth 3250 points. Starting off with the standard kit of a Warlord Battle Titan, the Warlord-Sinister adds the Psychic Pilot rule (Mastery Level 3), knowing three set powers: a 24" d6 bolter-shot nova with Soul Blaze and Ignores Cover, a blessing which restores any lost hull point on a 5+, and a witchfire which hits all units within 24" of a point with a Haywire hit (for vehicles-EVEN FLYERS) or d6 Heavy Bolter shots (PER 5 MODELS) if it's infantry. The Psi-Titan makes all enemy units within 12" take leadership checks automatically, and any unit that wishes to charge the monstrosity (why you would do that is beyond us) must take a leadership check at -3 Ld. Its weapons are standard fare for the Warlord, except that you always carry the Sinistramanus Tenebrae , aka the gun that will ruin your day, on one arm. Fluff-wise it's an up-scaled Animus Speculum, crunch-wise it's an apocalyptic mega-blast that's Strength D/Fleshbane/Poison 4+, and AP 1/2/3 for its respective ranges. Oh, and that inner circle? Yeah, it's a Vortex, just in case anything in the blast radius thought it would survive that shot. And if you finally manage to put the Titan(ic amount of Grimdark) down, it will explode on you, which on a 4+ becomes a 36 INCH DESTROYER BLAST. Honestly, even when the Emperor's rules get released, this bastard will probably be the more OP Lord of War choice.
  • God-Emperor of Mankind: COMING SOON! No actual rules yet, but a note in the Legio Custodes Tribune rules suggests he will be a future potential HQ choice for the army, similar to the Primarchs and their legions.

Unit Analysis (40k)

Warlord Traits

Custodes now have their own Warlord Traits, most of them making your Warlord even scarier in close-combat.

  1. Saviour of the Imperium: Friendly units from the Armies of the Imperium within 6" of your Warlord have a 6+ invulnerable save.
  2. Peerless Warrior: Your Warlord re-rolls failed To Hit and To Wound rolls in challenge. AKA "I really want to slaughter your HQ.
  3. Champion of the Blood Games: Your Warlord has the Preferred Enemy (Everything) special rule. ...and so does his unit. Now your ten-man squad with Vexilla is really an unstoppable, hideously expensive bulldozer.
  4. Impregnable Mind: Your Warlord and his unit pass Deny the Witch tests on a 2+ roll that cannot be modified by any means. Fuck you psykers. Totally useless against some armies, but helpful against the more psychic-oriented ones.
  5. Light of the Emperor: Your Warlord has the Shrouded special rule.
  6. Emperor's Companion: Your Warlord gets +1WS and BS. Great if you face something with WS7 or 6, pretty useless otherwise.

Wargear

  • Guardian Spear: Different than the 30k variant. Incorporates a regular, rapid fire Boltgun, but can be used to shoot then used in the assault phase. It is Two-Handed and always S+1 AP2. Also comes with the Block rule. Basically pick a single attack against this model's unit and roll a d6 for each model attempting to block. If you beat the enemy's to hit roll with the result (sum total of dice) the attack is nullified.
  • Sentinel Blade: Only AP3, but incorporates a Bolt Caster (S4 AP5 Assault 2 12") that fires Snapshots at BS2.
  • Power Knife: It's a Power Sword. It's good because it stacks with the Sentinel blade for +1 attack, unless you took a Storm Shield.
  • Custodes Vexilla: One Custodes in your army can take this. It's a boosted Company Standard which gives all Armies of the Imperium units within 12" Fearless and +1 Attack, but you lose your Guardian Spear.
  • Storm Shield: You know them, you love them. 3+ Invulnerable. Specifically says you cannot take this if you have a Guardian Spear though, which figures, though it is a shame you can't make space hoplites.

Special Rules

  • Aegis of the Emperor: Gives all units with this rule a 5+ invulnerable save and Eternal Warrior. Now your Custodes are REALLY Terminators on steroids.

Troops

  • Custodian Guard Squad: They're a bit different than their 30k counterparts. First, they have Fearless straight up, along with Adamantium Will. They have 2+ armor, a 5+ invulnerable save and can take Storm Shields for 10 points unlike their 30k counter parts. They're all Characters so stick an HQ in there and have the meatshield squad of your dreams. While ultimately quite expensive they are highly survivable in either weapon loadout and can match the damage output of just about any other close combat squad. Can make an excellent DISTRACTION CARNIFEX unit and a bodyguard squad to rival Lychguard. Much like their fluff implies, while individually being amazing fighters they lack the tactical flexibility of their brothers the Astartes, with shortcomings in serious long-range firepower, effective anti-armour (let your other units worry about that, its beneath these guys anyway), and mobility (unless you deep strike. Or buy a Land Raider so no worries there). Don't use them as end-all units, instead treat them as what they are as powerful assault combat troops that can hold their own in a fight.

Elite

  • Venerable Contemptor Dreadnought: For 200 points, you have a Contemptor Dreadnought with +1A, a dreadnought close combat weapon with built-in combi-bolter, a multi-melta, an atomantic shielding and the Fleet, Adamantium Will, Aegis of the Emperor, Deep Strike and Venerable (you can force the enemy to re-roll Vehicle Damage table results against your 'nought, but you must accept the second result) special rules. If you're not happy with this loadout, you can replace the multi-melta with a Kheres pattern assault cannon and... that's all. They lack the versatility of their 30k cousins from the Legions and couldn't compete with the Achillus or Galatius in term of killiness, but are arguably a bit tougher and more mobile thanks to Deep Strike. Considering these options the Comtemptor is arguably the best anti-armour in the army. With the far safer deepstrike available to Cutodians you can get this little guy where you need him for some melta fun. Best focus on the things your base squads will not like, namely AV 13-14. But don't discount a good assualt cannon or CC dread either.

Heavy Support

  • Venerable Land Raider: YES THANK YOU GW ! The solution to your footslogging and vehicle-hunting problems. It's not antigrav like the Coronus from 30k, but for just 25 points above the price of a standard Land Raider you get some cool additional stuff : BS5, Adamantium Will, Aegis of the Emperor (yes, your mobile bunker has a 5++ save), Venerable and Magos-class Machine Spirit (you ignore the Crew Shaken and Crew Stunned results on the Vehicle Damage chart). Your wargear options are limited to a storm-bolter (5pts), one hunter-killer missile (10pts) and extra armour (10pts but ultimately useless). But this is more than made up for by its inherent superiority to base-line Land Raiders. Twin-Linked lascannons that hit on twos is a great anti-everything weapon and the extra defenses mean it's not completely screwed by the usual vehicle predators (grav, melta, and lance to name a few).

Formations (40k)

Golden Legion Task Force:

  • Compulsory: 1 Troops
    • Optional: 2 Troops + 1 Elite. Yep, no Land Raider for you. Venerable Land Raiders are Dedicated Transports in addition to a HS option. Yes, Land Raiders for you!
  • Restrictions: All your units must be from the Adeptus Custodes faction.
  • Command benefits:
    • The Emperor's Chosen: If you field the maximum number of units choices in your Detachment, all said units within 6" of at least another unit from the Legio Custodes faction can re-roll invulnerable save rolls of 1. You basically trade tactical mobility for a bit of resistance. Nice for your guys with shields, not that powerful for your regular spearman.
    • From Golden Light They Come: Units that deep-strike only roll one die for deviation distance and can re-roll any result on the Deep Strike Mishap table. Did someone complain about the lack of a vehicle?
    • Right Hand of the Emperor: You can re-roll any result on the Warlord Traits table if the Golden Legion is your Primary Detachment. Because Impregnable Mind against Tau is rather sad.

Allies

30k

There isn't a word about Talons of the Emperor being Agents of the Emperor in Prospero. RAW you can't take them as allies or take allies with them. Definetely an editor's mistake, but you can only homerule it.

40k

The Legio Custodes are Armies of the Imperium, and ally as it implies. Every other ally level isn't worth mentioning.

Battle Brothers

  • Adepta Sororitas: They have Immolators and come with shit tons of Melta and flamers. Also can bring warm bodies with 3+ armor saves.
  • Adeptus Mechanicus: They bring loads of ranged firepower, while you guys provide a solid anchor and beatstick. Also take the Vexilla to ensure your slow-moving gunline never retreats! That is really all that there is to say about Skitarii or the Cult Mechanicus.
  • Space Marines: If you're taking Custodes in a Marines army, it's because they wished their Terminators/Command Squad was as good as you. That, or you needed to borrow their Spartan Assault Tanks/Stormravens.
    • Grey Knights: Can work with Draigo since one of their weak points is their low mobility, and Draigo's fixed power of Gate of Infinity will overcome that. Or you could just buy the Venerable Land Raider, since Draigo is only 40 points less anyway.
    • Blood Angels: Sanguinary priest can make these already tough bastards unstoppable, especially as they have eternal warrior. Quickening (imagine 8 s6 ap2 i8 attacks) and Unleash rage can also be really helpful.
  • Imperial Guard: They bring the cheap warm bodies to hold objectives, and lots of ranged goodies like the Leman Russ tank and Basilisk artillery. The only thing they cannot give you is Assault Vehicles.
  • Imperial Knights: Custodes don't bring much to the baby titans that they couldn't already do (scary distraction Carnifexes that rape in Close Combat), but the baby titans do put out rapid-fire ordnance and AP3 miniguns.
  • Inquisition: Oh hell yes. Henchmen squads of Acolytes provide the bodies, Mystics and servo-skulls help you in case you wanted to Deep Strike your Custodes into battle. Also, the Custodes make the best bodyguards to an Inquisitor of any kind. The Hereticus Inquisitor can straight-up shut down psychic attacks with the Null-rod, and the Ordo Xenos Inquisitor can help you guys with Rad Grenades to weaken the enemy, and Psychotroke grenades to fuck with the enemy and help you out tonnes. The Ordo Malleus Inquisitor in Terminator Armor will probably blend in the most with you guys. Also if you care, this maybe the fluffyist option; if the Adeptus Custodes goes to war in the 41st Millennium, only the Inquisition's gonna know about it.
  • Sisters of Silence: Golden armored anti-Psyker girls with Golden armored Glory boys. These girls give you anti-Psyker protection while you give the beatstick to them.

See Also