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Warhammer 40,000/7th Edition Tactics/Adeptus Custodes
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===Special Rules=== *'''Aegis of the Emperor:''' Lorewise it's the blessing of the Emperor. Gameplay wise it gives all units with this rule a 5+ invulnerable save and '''Eternal Warrior'''. ''Now your Custodes are REALLY Terminators on steroids.'' *'''Adamantium Will:''' Hope you like it, because the Custodes have fucking nothing else to help them against Psykers (not even their own Psykers). Granted they're supposed to work alongside the Sisters of Silence (who you should probably ally in) and they can also benefit from an attached psychic Inquisitor/Primaris Psyker, but they're still very vulnerable to Psychic Powers. *'''Bulky:''' The price of being bigger than a Space Marine. Probably the unfortunate reason that Custodes don't get Rhino's, or really any transport of any kind besides the basic Land Raider, but thankfully the next rule mitigates this a lot. *'''Deep Strike:''' The Custodes do very well in melee and not nearly so well at range (mostly thanks to bolter-grade ranged weaponry) but when your cheapest transport's close to 300 points it becomes hard to get them there. Thankfully this mitigates that by a lot (and their formation helps them to survive the landing), just make sure to take enough hard-as-nails ground forces (such as a squad in a Land Raider or a Venerable Contemptor) to make sure that you won't get tabled before they arrive. An allied Astropath from Imperial Agents can also greatly help you out here, as can a Mystic that's in the right spot at the right time. *'''Fearless:''' Because if there's one thing the golden banana's have learned in the 10,000 years since the Horus Heresy, it's to stay and fight! **Note that as awesome as having your whole army be fearless is, this can really fuck you over badly. The Custodes do not have access to any sort of Armourbane weapon, or any Power/Chain fists of any kind, meaning that if you get charged by something they cannot hurt like a Contemptor Dreadnought (or something worse like a Knight), the squad will fight and fight until they're all turned into golden pulp without any chance of escape. To this end you should make sure to keep them away from AV13/AV14 walkers until your own Contemptor's/Land Raider have dealt with them (or ally in somebody else to take care of those problems for you). *'''Character:''' Not necessarily a special rule, but it is extremely important. All Custodes are Characters, which means that you can play ''pass the hit'' with a unit, allowing you to dictate who actually takes the hit half the time. This means that you can spread Wounds throughout the unit, rather than being forced to delegate them to one model until it dies, and it means that it'll take significantly longer for your squads to get weaker and when you cost as much as Custodes do, that's a gift from heaven. **Do note too that this means that bad positioning will still allow you to use your storm shields to take at least half the hits that affect the unit, even if they're not the closest models. Never forget it!
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