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==Armoury== ===Ranged Weapons=== Ranged Weapons found on the Games Workshop units are as follows: *'''Guardian Spear/Castellan Axe:''' When shooting these weapons, they are both 24" S4 AP-1, with Rapid fire 1 and D2, that's 2 wounds per failed save. Yes, your basic gun has two wounds. Excellent for taking down most things MEQ’s, TEQ’s, custodes, anything less than toughness 8, GEQ’s; although slightly overkill on GEQs, but anything with more than one wound will drop like flies. The bonus AP will also make a huge difference, effectively doubling your damage output against TEQs and the like. In short, [[Awesome|a normal marine's Relic Bolter is our normal weapon.]] *'''Sentinel Blades:''' Pistol 2 S4 ap0 D1, your only weapon choice if you're running shielded custodians for when you need to ensure they don't die. It also benefits from multiple stratagems exclusively. *'''Balistus Grenade Launcher:''' The main armament of the Allarus and a marine killer of some quality. 12", Assault D3, S4, AP-3, D1. Combine with the Guardian Spear or Castellan Axe shooting for some shockingly good infantry mulching at short range. Being AP-3 but only D1 makes it superior to the spear at MEQ hunting and will do unspeakable things to things like storm troopers and Eldar, and as you can now deep strike again this weapon is perfectly suited to be plonked in an enemies flank or rear to do unspeakable damage. *'''Hurricane Bolter:''' [[AWESOME|Standard issue on your Dawneagle Jetbikes]]. With a lovely 12 S4 AP0 shots at 12” range (6 at 24”) ''per Bike'', this makes your Jetbike squads excellent for mincing lightly armored infantry units that might bog down your expensive Banana Boyz. The fact that this weapon is fitted to a unit that can FLY also means that you will almost always be able to fire this weapon every turn, and a unit of these overwatching will be hilarious if very short-lived for the charging unit. **Outperforms the Salvo Launcher against most targets (including some vehicles of toughness 7 or less) when in rapid-fire range by sheer Ork levels of dice, especially when coupled with re-rolls to hit. Your go-to choice unless you have some toughness 7 or higher with good armor saves which require your [[rape|tender administrations]]. *'''Salvo Launcher:''' The other weapon option for your Jetbikes, it has 24” range and is either a Multi-Melta shot that re-rolls wounds against {{W40Kkeyword|Vehicles}} but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with {{W40Kkeyword|Fly}} but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely. Hurricane bolters are usually (If not always) better in the current meta, but a few can be strong in your weekend gaming. **Its only real flaws are that, as a Heavy weapon, it's less able to take advantage of the jetbike's mobility, but a 3+ to hit is still pretty good and it's not like you have cheaper ranged anti-vehicle weapons. When using Flakk to shoot non-supersonic {{W40Kkeyword|FLY}}, however, your BS will still be 2+ even if you moved. The secondary flaw is that, while it's better than a multi-melta against vehicles, it's noticeably worse against everything else when firing using its "melta" profile as well as being more than double the price of hurricane bolters. **As Chapter Approved dropped its points so that it's a mere 5 points more than a Hurricane Bolter, its flaws might no longer outweigh the benefit. *'''Multi-melta:''' Found exclusively on the venerable contemptor dreadnought. Same as any other multi-melta, and one of the few ranged anti-armor weapons you have. *'''Kheres Pattern Assault Cannon:''' The other option for your Venerable Contemptors. 24" range, Heavy 6, S7 AP-1. Less close-range clout than the Dawneagle's hurricane bolters, but more reliable when targeting heavier infantry or light vehicles due to its better range and higher strength and AP. ====Forge World==== Ranged Weapons found on the Forge World units are as follows: *'''Achillus Dreadspear:''' 24" Heavy 2 S8 AP-2 d3D, making it essentially a Leman Russ battle cannon, instead of a d3 shot and d3 damage lascannon. A decent anti-armor weapon, but more of a tool for softening up the vehicle before the Achillus charges it and reduces said vehicle to slag. *'''Adrasite Weapons:''' The Disintegration Beam weapons from the Horus Heresy are upgrades of the Space Marine Grav weapons, and are similarly odd weapons. While high AP and damage output seem tempting at first, it is offset by their rather mediocre strength. They will struggle to wound most vehicles while shooting at infantry will often result in overkill. They can have their applications against multi-wound models with low/medium toughness and a high armor save (e.g. Primaris Marines and TEQs, against whom they are perfect), and are usually cheaper than any alternatives. But it's questionable if you can afford to have dedicated anti-marine weapons in an army with such a low model count and no guarantee that you’ll face Marines. Ironically, they are also quite effective against other Custodes! **'''Adrasite Spear:''' 18" Assault 1 S5 AP-3 D3, available on your FW troops. 4 points cheaper than its Pyrithite counterpart, so add a Misericordia to your A3 S6 AP-3 Dd3 melee and watch Marines cry. **'''Adrastus Bolt Caliver:''' Has 2 profiles: the first one is Bolt volley 36" Assault 3 Heavy Bolter (S5 AP-1 D1) or a Disintegration beam 15" Assault 1 S5 AP-3 D3. Exclusive to Sagittarum Custodians. As usual with combi-weapons, you can fire both profiles during a single shooting phase at the cost of getting -1 on your hit rolls, which is mathematically worth it in the case of the caliver. **'''Adrathic Devastator:''' Found on Dickbike Custodians. 18" Heavy 2 S6 AP-3 D3. A little meh but it will chew through all the varieties of infantry and chip away at vehicles before a charge. **'''Twin Adrathic Destructor:''' An option for Aquilons and spearnaughts. 18" Assault 2 S5 AP-3 D3. *'''Arachnus Weapons''' A heavy weapon that has two fire modes, an Anti-vehicle beam that rerolls against {{W40Kkeyword|Vehicles}} and a Burst that trades quality for quantity and is more adept against MEQ and TEQ. **'''Arachnus Heavy Blaze Cannon:''' Found on big boi Orion, it has 2 firing modes: Beam, which is a 48" Heavy 1 S9 Ap-4 '''3D+3''' re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst, which is a 36" Heavy 4 S7 AP-2 D1. Increases the Orion's firepower flexibility greatly, allowing it to aid Pyrithite Spear-wielding Guard in tank-busting or Talon-and-Firepike Aquilons in horde-chewing. **'''Arachnus Storm Cannon:''' As always, 2 firing modes: Beam, which is now a 36" Heavy 2 S8 Ap-4 3 re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst, which is a 24" Heavy 6 S7 AP-2 D1. **'''Twin Arachnus Blaze Cannon:''' A lighter Arachnus weapon: Beam is a 36" Heavy 2 S7 Ap-4 3 re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst is a 24" Heavy 6 S5 AP-2 D1. **'''Twin Arachnus Heavy Blaze Cannon:''' A Heavy Blaze Cannon with twice the shots on each mode. **'''Arachnus magna-blaze cannon:''' found on the Ares gunship. its beam don't rerolls, but instead a 72" Heavy d3, '''S14''' '''D3+6'''. and Burst is Heavy 3 S9 D3. The kind of gun that disintegrates tanks. *'''Galatus Warblade:''' Twin heavy flamer with +1S. *'''Iliastus Accelerator Culverin:''' 48" Heavy 4 S7 AP-3 D2; Exclusive to the Telemon. Your weapon of choice for dealing with Primaris-like infantry and light vehicles. *'''Infernus Firepike:''' 12" heavy flamer with +1S exclusive to Aquilon Custodians. Now you can cook some units the turn you deepstrike. *'''Infernus Incinerator:''' +1S heavy flamer. Good for dealing with GEQs. However, because it's Heavy, you can't advance. Found on Contemptor-Achillus Dreadnoughts. *'''Kinetic Destroyer:''' Exclusive to Venatari Custodians. The only pistol in Forge World Custodes guns which means you can fire it in melee (but you want your flying boy in melee or not is another story). 18" Pistol 2 S6 AP-2 D2 can score an additional hit on an unmodified roll of 6. MEQ/Primaris/TEQ killers with enough range to put you out of rapid-fire range of most troops. *'''Lastrum Bolt Cannon:''' A heavy bolter with +1S and -1AP. *'''Lastrum Storm Bolter:''' A storm bolter that fires heavy bolter shells. Found on Aquilon Terminators and the Contemptor Achillus. It would be decent anti-MEQ firepower due to output and strength. Let down by its comparative lack of AP. Skip. **For 5 pts, putting down 4 heavy bolter shots in rapid-fire range makes it a very efficient anti-infantry option for the points and puts it in serious contention vs the Infernus Firepike for Aquilons. **Thanks to BS2 that is on average 3.33 (3.88 with Reroll 1) hits vs. the 3.5 of the Firepike at 12". Beyond 12" the Pike gets useless. While S6 is certainly beneficial on wounding it comes together with charge Protection at a premium of 10 Points. *'''Plasma Ejector:''' More or less a Plasma Gun pretending to be a Heavy Flamer, with D6 S7 AP-3 D1 Autohits. As expensive as both weapons combined and now only found on the Exemplar's DCCW. *'''Pyrithite Spear:''' A meltagun on a custodian spear. Utterly hilarious to use, especially when the bearers are FGLTC'd right on top of a tank column. The fact that it's an assault weapon also means that Guard armed with these can get up the field much quicker than regular guard while maintaining their ability to shoot (and even a -1 to hit still gives you 5 MEQ-level meltagun shots), which helps them go hunting T7 vehicles like dreadnoughts. *'''Spiculus Bolt Launcher:''' 24" 5 shots heavy bolter; found on the Telemon. *'''Spiculus Heavy Bolt Launcher:''' 48" Heavy 3 S7 AP-1 2D. Another Orion weapon. Again, it increases the versatility of the Orion as a fire support unit, this time allowing it to take on light vehicles and multi-wound infantry like Primaris Marines. *'''Twin Iliastus Accelerator Cannon:''' Another Caladius gun; 60" Heavy 8 S7 AP-3 D2. The latest rules nerfed the Iliastus cannon's impact against vehicles and MEQs. However, the flat Damage value of 2 makes it way more reliable against multi-wound infantry. And let's be honest, the Caladius was too good for what it costed. *'''Twin Las-Pulser:''' 24" Heavy 4 S8 AP-2 Dd3. Found on the Dickbikes and the Exemplar, and the best choice for both of them due to potentially high shot output and high strength. Previously a fairly unpredictable weapon because of its random number of shots, it was nicely buffed by the August 2019 new rules. **Note the Exemplar's gun is a Las-Puls'''a'''r, which is 20 more points but has +1 Strength and AP, as well as a foot more range. Since the Exemplar is only in the first batch of beta rules and the Dickbikes are only in the second, it stands to question if you should use the old stats on the Dread's sheet or assume the new spelling (and thus stats) found on the bike take priority. Make sure to check with your opponent beforehand! *'''Twin Lastrum Bolt Cannon:''' You know what it is. Lastrum Bolt Cannon with double shots. *'''Twin Plasma Projector:''' Comes with the Telemon's fist. 8" Heavy2d3 S6 AP-2 D1 auto-hit. It seems to have been specifically designed to help the Telemon deal with GEQs (S6 = 2+ to wound, Ap-2 = 7+ save, D1 has no overkill). However, it isn't very good at this due to its unreliable and comparatively low shot output - you will struggle to kill 10 conscripts over two turns' worth of shooting with one of these. *'''Venatari Lance:''' 12" Assault 2 S6 AP-2 D2. Slight overkill on GEQs thanks to the D2 but can also do good work against MEQs and Primaris Marines thanks to its +2 strength and +1 AP over the Guardian Spear. It is also Assault, so you'll always get 2 shots and can fire it at MEQ-level BS when flying at full speed. A solid choice, but slightly overshadowed by the Destroyer. The better melee is what makes this shine. ===Melee Weapons=== The Melee Weapons for Games Workshop's Custodes units are as follows: *'''Guardian Spear:''' It's a S+1 (i.e. S6) AP-3 melee weapon that does DD3 damage to a target. In other words, effectively a souped-up force axe/sword, and is your most standard weapon throughout the list. At only 9 points it is a very effective weapon. *'''Castellan Axe:''' S+3 (i.e. S8) AP-2 D3 damage axe of crack and doom. Use when Strength 6 from the Guardian Spear isn’t quite cutting it and AP isn’t quite as important as actually landing wounds, such as when you’re going toe-to-toe with Tyranid beasties or light vehicles. Wardens and Allarus Custodians with these can threaten any Heavy Support in the game. **Mathhammer-wise, axes are usually your best choice against T6 (both weapons are equivalent against T6/2+ with 5++ or worse, but the spear is cheaper, giving it the edge there) and T7/8 regardless of save, or anything with a 4++ or better, while spears shine against T1/2/3/5/9/10 models without a 4++. The difference in damage output between spears and axes against T4 models without an invulnerable save is minuscule (6.25% worse against 2+ and equivalent against 3+, i.e. only worse due to cost) so you should always go full Castellan when facing pure MEQ armies and keep the spears for GEQs and things with 2+ saves, although it's bad form to make your list after knowing your opponent's. The general rule, if the Custodian can take an axe he takes the axe! *'''Interceptor Lance:''' Standard issue for your Jetbikes; same stat-wise as a Guardian Spear, but without any shooting (the guns are on the bikes) and it allows you to re-roll wounds on the charge. Tasty as hell. **Jetbikes have the {{W40Kkeyword|Fly}} Keyword, which means they can charge and attack flyers in melee. [[Awesome|Just think about that.]] *'''Misericordia:''' This power knife grants an additional attack at S: U AP-2 unless the model is equipped with a Storm Shield. At only 3 points, it's not too bad of a weapon, though with how expensive we already are per model, it's not an auto-include. Still, remember you could get 13 additional misericordia attacks in your army for the price of a single Custodian Guard, so it's worth taking under certain circumstances. That, and 30k Legio Custodes players won't skin you alive for [[Rage|actually having rules for the Misericordia]] [[Troll|and not using them]]. Also how you will be using any leftover points. *'''Sentinel Blade:''' Strength User, AP-3, D3 damage; not as killy/strong as the Spear, but your only option if you take a Storm Shield. A good option if you want to outfit a unit to hunt T4 meqs and teqs since they will wound just as well as the spear but also get 2 pistol shots each in melee. Add stormshields if you anticipate said meqs/teqs having thunder hammers... ====Forge World==== The Melee Weapons for Forge World's Custodes units are as follows: *'''Achillus Dreadspear:''' A brutal Sx2 (14) AP-3 DD6 weapon that treats all Damage rolls of 1 or 2 as 3 and also deals d3 mortal wounds on the charge. Perfect for hunting down large, single entities toughness 7 or less. [[Anal Circumference|Bend over and we'll make this quick.]] It can also handle T8-T13 thanks to its high strength, but if you charge a titan with it expect the Achillus to die immediately after attacking. *'''Adrasite/Pyrthite Spear:''' A Guardian spear without access to the Piercing Strike stratagem, possibly in error as they only switched out their Bolters for disintegrators or meltas. *'''Galatus Warblade:''' A 3 Damage Power Sword that now allows your dude to do D3 additional attacks. Sounds pretty good, yeah? Now give it to a Dreadnought. *'''Solerite Power Gauntlet:''' An upgraded power fist for Forge World's class of Custodes Terminator, the Aquilon. Essentially a power fist with Ap-4 and no -1 to hit roll. So, this means that from a unit of 3 Aquilons, you will get 12 strength 10 Ap -4 Damage d3 attacks hitting on 2s. Anything without a high invuln will evaporate. This makes the Aquilon your go-to footsloggers for killing big beasties like greater daemons or superheavies. **You will generally take this on your Aquilons over the Talon as the price is really the only downside to it when comparing it to the Talon (and even then the gauntlet is only 4 points more expensive), while the higher strength, ap, and damage means it can tackle a much wider range of opponents and, really, going from wounding everything T6 and above on 4s and 5s to wounding everything below Reaver Titans on 2s and 3s will make a big big difference, both to your play style and your opponent's (funnily enough, people don't like the idea of leaving A4 WS2+ relic power fists alone). *'''Solerite Power Talon:''' Str 6 Ap-2 damage 1, reroll failed wound rolls AND now allows you to make an additional attack with it. Now a quite decent choice if you want to gear your Aquilon for horde-crushing. It is very reliable for taking on GEQs as it can reroll failed wound rolls (which will only ever be the 1s), and Ap -2 means they don't get a save. It can't handle MEQs TEQs or vehicles as well as the Fist due to its lower Strength, AP, and only 1 Damage, although its ability to reroll all failed wound rolls does help it slightly against the MEQs and TEQs. If you take these, it will be because you're saving points for Misericordias on other units (the difference in points between the Talon and the Gauntlet is 4 - the same as a Misericordia's cost). In this lone case, combine them with the Infernus Firepike and have Aquilons with these go GEQ-hunting. *'''Tarsus Buckler:''' Designed for destroying GEQs. Like the Power Talon, this is a S: 6 Ap: -2 melee weapon but 1 damage will limit the variety of opponents this can go up against. However, the reason you want to take this is for a) the kinetic destroyer (a two-shot S6 ap-2 D2 pistol with 18" range and what is basically a Volkite rule), and b) the fact that they reduce weapons of Ap-1 to Ap 0, limiting the consequences of having ''only a 3+/4++ save''. *'''Telemon Caestus:''' [[TTS|'''IT'S FISTIN' TIME!!!!!''']] *Ahem* The Imperial Fister for the Telemon Dreadnought, as the name suggests. The updated rules mean you now get +1 attack if you take two, which would translate to 5 Strength 16 AP-3 D4 attacks, and, like the Power Gauntlet, with no -1 to hit that you'd usually see on a weapon like this. This means that, while unbalancing your force, Titans will fall to something more than half their height. Get your [[Troll]] face ready. (Seriously, this things wounds Imperial Knights on 2s). *'''Venatari Lance:''' +1 STR, AP -3, D3 damage. A Guardian Spear but without access to the Piercing Strike stratagem. **''The 1D3 value also leads to some Damage rolls of 1 being "lost" due to the distribution of Damage between dice. Let's say you're fighting a unit of models with 2 Wounds each and you inflict two unsaved wounds. Rolling a 2 then a 1 on your Damage rolls isn't the same thing than rolling a 1 then a 2. While the two combinations are statistically identical, the later will only remove one model and leave the rest of the unit unharmed: the 1 you rolled is useless.'' **''So what is this fucking paragraph about? Just remember that weapons dealing 1D3 wounds are quite different from ones with a flat Damage value of 2 and you should take those differences into account when doing or using some mathammer. It isn't much of a problem against single tanky models like vehicles, monsters and characters since most of them have enough Wounds to smoothen the overall result of your rolls, but [[Primaris_Space_Marines|multi-wounds infantry]] may turn out to be tougher than you expected because of how the Damage mechanics work. ===Special Issue Wargear=== *'''Storm Shield:''' The tried and true Storm Shield, commonly known to make dirty Xenos and heretics alike light up with rage. Cannot be taken with Guardian Spears, no Space Hoplites unfortunately but should not be overlooked as a unit of 5 of these is an excellent distraction Carnifex which will die so slowly that it will make an actual distraction Carnifex look like a squad of conscripts in heavy bolter fire. With Custodes in a detachment all benefiting from a 4++ naturally, one must weigh the loss of certain melee and ranged effectiveness for an increase of a save from 4 to 3. If you want your Custodian Guard to hold backfield objectives for you, it might be worth giving one or two of your guys a Storm Shield to soak up AP -2 and better shots while letting the rest of your Spear guys take the low AP shots. ===Relics=== Figures that the golden bananas would get the best toys - you have a jaw-dropping 13 Relics to choose from, and another based on your Shield Host. Many of which are incredible. *'''Auric Aquilas:''' {{W40Kkeyword|BIKER}} models only. Their uber golden jetbike has a 3+ invulnerable save and allows them to re-roll failed charge rolls. Strictly better than the Eagle's Eye. One of, if not our best relic, makes Shield-Captain on Dawneagle Jetbike one of the best units in the game. *'''Auric Shackles:''' Subtract 1 from the attacks characteristic of enemy {{W40Kkeyword|CHARACTERS}} to a minimum of 1 whilst they are within 6" of the bearer. Also, if the bearer slays the enemy Warlord in the fight phase he scores an additional D3 victory points for his side. *'''Castellan's Mark:''' Allows you to redeploy the bearer and 1 unit before the game starts. The Swarmlord had to give up a WT for this effect, and can only redeploy itself - you get it as a free Relic option, and can redeploy an extra unit. Underrated relic, so commence smugness. *'''Eagle's Eye:''' A special helmet that has special sensors that warn the bearer against danger, giving him a +1 to his Invulnerable save (maximum 3+). No need for a Storm Shield when you have this and the faith in the Emperor. *'''Emperor's Light:''' A misericordia. Besides the "make an additional attack" thing, enemy units within 12" of the bearer must add 1 to their Morale tests. Strictly not worth your points as you have to pay for it, and you could go for the better Gatekeeper (albeit not the best choice) if you have a Guardian Spear or just go for durability with Auric Aquilas or The Eagles Eye. *'''Gatekeeper:''' Replaces a guardian spear. The close-combat profile is the same but the inbuilt bolter is Rapid Fire 3 and can make Overwatch shots on a roll of 3+. This effectively gives your HQ unit the same shooting power as a 3-man Custodian squad. Now, while it may give some decent shooting if your Custodes are shooting it's usually either early game or you're playing them very wrong. Still good for softening up a target with some pre-charge shooting or some defense against a charge in the opponent’s turn. Better options, but don’t underestimate having more shots as a Custodes player. *'''Obliteratum:''' Terminator only, replaces the Balistus Grenade Launcher. Fires [[awesome|antimatter shells]] at Assault 1 S10 AP-4 D3 making it one of your few ranged weapons not mounted on a Land Raider or Forge World unit that has a good chance at hurting stronger vehicles. *'''Praetorian Plate:''' {{W40Kkeyword|TERMINATOR}} models only. When you set the bearer up, you can choose a friendly {{W40Kkeyword|IMPERIUM}} {{W40Kkeyword|CHARACTER}} ''(note it doesn't have to be a Custodian)'' and if at the end of any opponent's Charge phase, there is an enemy model within 1" of that character, you can set up the bearer of the Praetorian Plate within 3" of that character ''(whether they were already deployed on the battlefield or not)'' and within 1" of an enemy model, but they do not count as charging. An excellent way of forcing your opponent to reconsider whether or not he should charge that seemingly unprotected character. Amazing for fun games but any decently experienced player will bubble wrap you like a veggie tales sing along. ** The Fun is here - Celestine might be fun, she now has a golden boyfriend to go with her Geminae Superia. Or maybe Grey Knights. A Nemesis Babycarrier Grand Master backed up with a Custodes might be quite funny. With Gate, these two will take the bonds of their friendship all over the place. In short - Either protect a small character (like those company commanders) or to support your distraction 'fex and make him even more killy. ** It's [[RAW|perfectly legal]] to use this on a {{W40Kkeyword|VEHICLE}} character, as well. Yup, Carab Culln in a Leviathan Dreadnought suddenly got even more dangerous. *'''Raiment of Sorrows:''' A suit of armor that allows a killed Custodian within 6" to perform one last shooting or melee attack on a 4+. Does not stack with the Even In Death... Stratagem. *'''Veiled Blade:''' A relic sentinel blade with the same profile. Each time the bearer fights whilst within 3" of an objective marker, they can make 2 additional attacks with this weapon. Pairs well with Indomitable Guardians for 1CP. *Replacement Vexilla: These options all replace a Vexilla, making them Vexilus Praetor only: **'''Faith Absolute:''' Lose the ''Custodes Vexilla'' ability and instead give friendly {{W40Kkeyword|IMPERIUM}} {{W40Kkeyword|INFANTRY}} and {{W40Kkeyword|BIKER}} units within 6" fearless. It also allows the bearer to deny one psychic power per psychic phase. **'''Fulminaris Aggressor:''' Lose the ''Custodes Vexilla'' ability and instead give friendly {{W40Kkeyword|IMPERIUM}} {{W40Kkeyword|INFANTRY}} and {{W40Kkeyword|BIKER}} units within 6" fearless. Also, the vexilla can be used as a weapon: ***'''Shooting:''' Range: 8" S4 AP-1 D1 Assault D6, auto hits like a flamer. ***'''Melee:''' S+2 AP-1 D1 **'''Wrath Angelis:''' Lose the ''Custodes Vexilla'' ability and instead give friendly {{W40Kkeyword|IMPERIUM}} {{W40Kkeyword|INFANTRY}} and {{W40Kkeyword|BIKER}} units within 6" fearless. Also, you get a one-use 6" nova around the bearer that does d3 mortal wounds on a 4+ to friend or foe (5+ if the target is a Character), though only hits Custodes units on a 6+.
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