Bananabois
Bananabois
Bananabois
Configuration
Battle Size
Selections: 2. Strike Force (2000 Point limit)
Categories: CONFIGURATION
Detachments
Selections: Shield Host
Categories: CONFIGURATION
Rules: Aegis of the Emperor
Show/Hide Options
Selections: Agents of the Imperium are visible, Imperial Knights are visible, Legends are visible,
Titans are visible, Unaligned Forces are visible, Unaligned Fortifications are visible
Categories: CONFIGURATION
Unit M T SV W LD OC Ref
Trajann Valoris 6" 6 2+ 7 5+ 2
Character [310pts]
Blade Champion [145pts]
Selections: Unstoppable Destroyer [25pts], Vault sword
Categories: BLADE CHAMPION, INFANTRY, CHARACTER, IMPERIUM, FACTION: ADEPTUS CUSTODES
Rules: Deep Strike, Devastating Wounds, Leader, Martial Ka'tah, Precision, Sustained Hits
Abilities: Invulnerable Save, Leader, Legacy of Combat, Martial Inspiration, Unstoppable
Destroyer, Melee Weapons: Vault sword - Behemor, Vault sword - Hurricanus, Vault sword -
Victus, Unit: Blade Champion
Unit M T SV W LD OC Ref
Blade Champion 6" 6 2+ 6 6+ 2
Shield-Captain in Allarus Terminator Armour [165pts]
Selections: Balistus grenade launcher, Guardian Spear, Veiled Blade [25pts]
Categories: TERMINATOR, SHIELD-CAPTAIN, INFANTRY, IMPERIUM, FACTION: ADEPTUS CUSTODES, CHARACTER
Rules: Assault, Blast, Deep Strike, Leader, Martial Ka'tah
Abilities: Defiant to the Last, Invulnerable Save, Leader, Stategic Mastery, Veiled Blade, Melee
Weapons: Guardian Spear, Ranged Weapons: Balistus grenade launcher, Guardian Spear, Unit:
Shield-Captain in Allarus Terminator Armour
Unit M T SV W LD OC Ref
Shield-Captain in Allarus Terminator Armour 5" 7 2+ 7 6+ 2
Battleline [250pts]
Custodian Guard [250pts]
Categories: CUSTODIAN GUARD, INFANTRY, BATTLELINE, IMPERIUM, FACTION: ADEPTUS CUSTODES
Rules: Deep Strike, Martial Ka'tah
Abilities: Invulnerable Save, Sentinel Storm, Stand Vigil
5x Custodian Guard (Guardian Spear)
Selections: 5x Guardian Spear
Rules: Assault
Melee Weapons: Guardian Spear, Ranged Weapons: Guardian Spear, Unit: Custodian Guard
Unit M T SV W LD OC Ref
Custodian Guard 6" 6 2+ 3 6+ 2
Infantry [960pts]
Allarus Custodians [420pts]
Categories: ALLARUS CUSTODIANS, IMPERIUM, FACTION: ADEPTUS CUSTODES, TERMINATOR, INFANTRY
Rules: Deep Strike, Martial Ka'tah
Abilities: From Golden Light, Invulnerable Save, Slayers of Tyrants, Unit: Allarus Custodian
6x Allarus Custodian (Guardian Spear)
Selections: 6x Balistus grenade launcher, 6x Guardian Spear
Rules: Assault, Blast
Melee Weapons: Guardian Spear, Ranged Weapons: Balistus grenade launcher, Guardian
Spear
Unit M T SV W LD OC Ref
Allarus Custodian 5" 7 2+ 4 6+ 2
Custodian Wardens [275pts]
Categories: CUSTODIAN WARDENS, FACTION: ADEPTUS CUSTODES, INFANTRY, IMPERIUM
Rules: Deep Strike, Feel No Pain, Martial Ka'tah
Abilities: Invulnerable Save, Living Fortress, Resolute Will, Unit: Custodian Warden
5x Custodian Warden (Guardian Spear)
Selections: 5x Guardian Spear
Rules: Assault
Melee Weapons: Guardian Spear, Ranged Weapons: Guardian Spear
Unit M T SV W LD OC Ref
Custodian Warden 6" 6 2+ 3 6+ 2
Venatari Custodians [200pts]
Categories: IMPERIUM, INFANTRY, FLY, JUMP PACK, VENATARI CUSTODIANS
Rules: Deep Strike, Martial Ka'tah
Abilities: Invulnerable Save, Strike from the Skies, Swooping Dive
3x Venatari Custodian (Venatari lance)
Selections: 3x Venatari lance
Rules: Assault, Lance
Melee Weapons: Venatari lance, Ranged Weapons: Venatari lance, Unit: Venatari Custodian
Unit M T SV W LD OC Ref
Venatari Custodian 10" 6 2+ 3 6+ 2
Witchseekers [65pts]
Categories: WITCHSEEKERS, FACTION: ADEPTUS CUSTODES, ANATHEMA PSYKANA, INFANTRY, IMPERIUM
Rules: Scouts 6"
Abilities: Daughter of the Abyss, Sanctified Flames
4x Witchseeker
Selections: 4x Close combat weapon, 4x Witchseeker flamer
Rules: Ignores Cover, Torrent
Melee Weapons: Close combat weapon, Ranged Weapons: Witchseeker Flamer, Unit:
Witchseeker
Witchseeker Sister Superior
Selections: Close combat weapon, Witchseeker flamer
Rules: Ignores Cover, Torrent
Melee Weapons: Close combat weapon, Ranged Weapons: Witchseeker flamer, Unit:
Witchseeker Sister Superior
Unit M T SV W LD OC Ref
Witchseeker 6" 3 3+ 1 6+ 1
Witchseeker Sister Superior 6" 3 3+ 1 6+ 1
Vehicle [215pts]
Caladius Grav-tank [215pts]
Selections: Armoured hull, Twin arachnus heavy blaze cannon, Twin lastrum bolt cannon
Categories: VEHICLE, FLY, IMPERIUM, CALADIUS GRAV-TANK
Rules: Deadly Demise D3, Martial Ka'tah, Sustained Hits, Twin-linked
Abilities: Advanced Firepower, Damaged: 1-5 wounds remaining, Invulnerable Save, Melee
Weapons: Armoured hull, Ranged Weapons: Twin arachnus heavy blaze cannon, Twin lastrum
bolt cannon, Unit: Caladius Grav-tank
Unit M T SV W LD OC Ref
Caladius Grav-tank 10" 11 2+ 14 6+ 4
Unit M T SV W LD OC Ref
Callidus Assassin 7" 4 6+ 4 6+ 1
Selection Rules
Aegis of the Emperor: ADEPTUS CUSTODES models have the Feel No Pain 4+ ability against Mortal
Wounds. ()
Anti-: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is
made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of
‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)
Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this
turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase.
When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are
equipped with. (10th Edition Core Rules p25)
Assigned Agents: If every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE
IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army
Faction step. The maximum number of AGENTS OF THE IMPERIUM units you can include in your army
depends on the battle size
In addition, you cannot select a VINDICARE ASSASSIN, CULEXUS ASSASSIN, EVERSOR ASSASSIN or
CALLIDUS ASSASSIN to be your WARLORD. ()
Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of
attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every
five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can
never be used to make attacks against a unit that is within Engagement Range of one or more units from the
attacking model’s army (including its own unit). (10th Edition Core Rules p26)
Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is
destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked
models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x'
(if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23)
Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up
in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your
Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away
from all enemy models. (10th Edition Core Rules p39)
Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating
Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no
saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks
are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved
(10th Edition Core Rules p28)
Feel No Pain: Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability
suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the
result is greater than or equal to the number denoted by 'x: that wound is ignored and is not lost. If a model has
more than one Feel No Pain ability, you can only use one of those abilities each time that model
suffers damage and so would lose a wound. (10th Edition Core Rules p23)
Fights First: Units with this ability that are eligible to fight do so in the Fights First step, provided every model in
the unit has this ability. (10th Edition Core Rules p32)
Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each
time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
(10th Edition Core Rules p25)
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up
anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all
enemy models. (10th Edition Core Rules p39)
Lance: Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with
such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll. (10th Edition Core
Rules p25)
Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of
rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each
time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the
Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different
Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be
allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has
already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been
destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit. (10th Edition Core Rules p39)
Lethal Hits: Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an
attack is made with such a weapon, a Critical Hit automatically wounds the target. (10th Edition Core Rules p25)
Lone Operative: Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack
if the attacking model is within 12". (10th Edition Core Rules p19)
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. While 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] ability. ()
Precision: Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack
made with such a weapon successfully wounds an Attached unit, if a Character model in that unit is visible to the
attacking model, the attacking model’s player can choose to have that attack allocated to that Character model
instead of following the normal attack sequence. (10th Edition Core Rules p26)
Scouts 6": Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at the
start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your
Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within
(provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that
moves using this ability must end that move more than 9\" horizontally away from all enemy models. If both
players have units that can do this, the player who is taking the first turn moves their units first. (10th Edition
Core Rules p39)
Sustained Hits: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons.
Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of
additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28)
Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made
with such a weapon, that attack automatically hits the target. (10th Edition Core Rules p25)
Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an
attack is made with such a weapon, you can re-roll that attack’s Wound roll. (10th Edition Core Rules p25)