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===Custodes=== *'''Preternatural Skill''': If the majority of enemy models have less Weapon Skill compared to yours when fighting in assault, you get +1I. Not as useful after the nerf since plenty of legion-specific MEQ's have WS5. However unless you're up against Emperor's Children, you'll still be striking before generic units anyway. *'''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.
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