Codex Adeptus Arbites

 

By Robert Kaye and Michael Deaton

This codex is based off the one released in Citadel Journal 29, with updates to take into account the changes between 3rd and 5th ed., to reduce the weakness against vehicles, heavy infantry and monstrous creatures, and to expand the list using the various teams mentioned in the notes accompanying the old codex.

 

Wargear:

Arbites shotgun (executioner): Range 18" S 4 AP 5 Assault 1 Re-roll misses
Arbites shotgun (solid): Range 12" S 3 AP - Assault 2

Bike: Same as space marine bike.

Grenade Launcher: In addition to the standard frag and krak grenades, grenade launchers may choose to fire Smoke or Tripwire grenades.
Grenade launcher (smoke): Range 24" S 0 AP - Assault 1 Large Blast Disorientating The target gains a 4+ cover save but is unable to shoot next turn, in the same way as vehicles that use their smoke launchers.
Grenade launcher (tripwire): Range 24" S 0 AP - Assault 1 Large Blast Debilitating

Shock Maul: Counts as a Poisoned Weapon that always wounds on a 4+.

Suppression Shield: Counts as a close combat weapon that gives the bearer a 4+ invulnerable save.

Twin Heavy Webbers: Range Template S 5 AP 2 Assault 1 Pinning Debilitating Twin-Linked. Treats penetrating hits as glancing hits when damaging vehicles. May be fired even if the Castigator moved up to 12".

Webber: Range Template S 4 AP 4 Assault 1 Pinning

Web Pistol: A close combat weapon that gives the bearer the Hit & Run ability.

 

Special Rules:

Debilitating: Weapons described as Debilitating force the target (including vehicles) to be treated as if in difficult terrain for the next movement phase.

Disorientating: Units hit by a disorientating attack must pass a Ld test or become disorientated. Disorientated units move D6" in the direction of the scatter dice (not moving if a hit is rolled) in their movement phase and may not shoot or assault. If the unit is pinned then the disorientated effect is ignored.

 

 

HQ

 

HQ: Judge 70 Points

WS 5 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 9 Sv 4+

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Refractor Field, Frag grenades, Krak grenades, Arbites shotgun

Special Rules: Independent Character, Codex Arbites

Codex Arbites: All Arbites units within 12" automatically rally after falling back.

Options:
• The Judge may ride a bike for +15 points.
• The Judge may replace his bolt pistol with a plasma pistol or web pistol for +5 points, or a suppression shield for +10 points.
• The Judge may replace his Arbites shotgun with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Judge may be armed with a power weapon or shock maul for +5 points or a power fist for +15 points.
• The Judge may take meltabombs for +5 points.

 

HQ: Detective 70 Points

WS 4 BS 4 S 3 T 3 W 2 I 4 A 3 Ld 8 Sv 4+

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Force weapon, Refractor Field, Frag grenades, Krak grenades

Special Rules: Independent Character, Psyker

Psychic Power: Mind Worm (see codex: Dark Angels)

Options:
• The Detective may replace his bolt pistol with a plasma pistol for +5 points.
• The Detective may be armed with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Detective may take meltabombs for +5 points.

 

HQ: Commissar 60 Points

WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 10 Sv 4+

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol & Close combat weapon, Refractor Field, Frag grenades, Krak grenades

Special Rules: Independent Character, It's For Your Own Good!, Summary Execution (see codex: Imperial Guard)

Options:
• The Commissar may replace his bolt pistol with a plasma pistol for +5 points.
• The Commissar may be armed with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Commissar may replace his Close combat weapon with a power weapon for +5 points or a power fist for +15 points.
• The Commissar may take meltabombs for +5 points.

 

HQ: 0-5 Priests

See Priests in codex Witch Hunters.

 

 

ELITES

 

Elites: Arbites Combat Team 10 Points/Model

Combat Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Combat Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Combat Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Krak grenades, Bolter

Options:
• Up to 2 Combat Arbitrators may replace their bolter with a flamer for +6 points, a heavy stubber for +8 points, or a grenade launcher, meltagun, webber or plasma gun for +10 points.
• 1 Combat Arbitrator may be promoted to a Combat Proctor for +7 points.
• The Combat Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Combat Proctor may replace his bolter with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Combat Proctor may have a power weapon for +5 points.
• The Combat Proctor may take meltabombs for +5 points.

Transport: Arbites Combat Teams may select a Chimera or Rhino as a dedicated transport vehicle.

 

Elites: Arbites Shock Team 11 Points/Model

Shock Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Shock Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Shock Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Krak grenades, Shock Maul & Suppression Shield

Options:
• 1 Shock Arbitrator may be promoted to a Shock Proctor for +7 points.
• The Shock Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Shock Proctor may replace his shock maul with a power weapon for +5 points or a power fist for +15 points.
• The Shock Proctor may take meltabombs for +5 points.

Transport: Arbites Shock Teams may select a Chimera or Rhino as a dedicated transport vehicle.

 

Elites: Penal Legion Squad 13 Points/Model

Same as on p99 of codex imperial guard.

 

TROOPS

 

Troops: Arbites Patrol Team 8 Points/Model

Proctor: WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Arbitrator: WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 7 Sv 4+

Unit Composition: 5-20 Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Arbites shotgun

Special Rules: Support Team

If the squad numbers 10 or more models, it may be split into 2 teams. Each team must contain at least 5 models. If 2 weapon upgrades are in the squad then one team must have the grenade launcher and the other team must have the other weapon upgrade.

Options:
• 1 Arbitrator may replace his shotgun with a grenade launcher for +10 points.
• If the squad numbers 10 or more models, 1 Arbitrator may replace his Arbites shotgun with a flamer for +6 points, a heavy stubber for +8 points, or a meltagun, webber or plasma gun for +10 points.
• 1 Arbitrator may be promoted to a Proctor for +7 points.
• The Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Proctor may replace his Arbites shotgun with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Proctor may take meltabombs for +5 points.

Transport: Arbites Patrol Teams may select a Chimera ( if it has 12 models or less) or Rhino (if it has 10 models or less) as a dedicated transport vehicle.

 

 

FAST ATTACK

 

Fast Attack: Arbites Rapid Pursuit Team 25 Points/Model

Pursuit Proctor: WS 3 BS 4 S 3 T 3(4) W 1 I 3 A 2 Ld 8 Sv 4+
Pursuit Arbitrator: WS 3 BS 4 S 3 T 3(4) W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 3-10 Pursuit Arbitrators

Unit Type: Bikes

Wargear: Carapace armour, Bolt pistol, Frag grenades, Krak grenades, Pintle-mounted Twin-linked Bolter

Options:
• Up to 2 Pursuit Arbitrators may replace be armed with a flamer for +6 points or a grenade launcher, meltagun, webber or plasma gun for +10 points.
• 1 Pursuit Arbitrator may be promoted to a Pursuit Proctor for +7 points.
• The Pursuit Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Pursuit Proctor may have a power weapon for +5 points.
• The Pursuit Proctor may take meltabombs for +5 points.

 

Fast Attack: Arbites Retrieval Team 10 Points/Model

Retrieval Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Retrieval Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Retrieval Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Krak grenades, Web Pistol & Close combat weapon.

Special Rule: Infiltrate, Deep Strike (via secret tunnels), Capture

Capture: The Retrieval Team is trained to isolate and capture the most dangerous individuals from among a mob, using their web pistols to render the target incapable of fighting, before cutting them free from the ground and making their escape. The team may choose to allocate all of its attacks against a specific model as if it were an independent character before rolling to hit.

Options:
• 1 Retrieval Arbitrator may be promoted to a Retrieval Proctor for +7 points.
• The Retrieval Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Retrieval Proctor may replace his close combat weapon with a power weapon for +5 points or a power fist for +15 points.
• The Retrieval Proctor may take meltabombs for +5 points.

Transport: Arbitrators Patrol Teams may select either a Chimera or Rhino as a dedicated transport vehicle.

 

Fast Attack: Cyber-Mastiffs 12 Points/Model

Cyber-Mastiff: WS 4 BS 0 S 4 T 4 W 1 I 4 A 2 Ld 8 Sv 4+

Unit Composition: 5-10 Cyber-Mastiffs

Unit Type: Beasts

Wargear: Carapace armour, Teeth

 

 

HEAVY SUPPORT

 

Heavy Support: Arbites Executioner Team 10 Points/Model

Executioner Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Executioner Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Executioner Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Arbites shotgun or Bolter

Options:
• Any Executioner Arbitrator may replace his Arbites shotgun with a heavy stubber for +10 points.
• Up to 4 Executioner Arbitrators may replace their Arbites shotgun with a heavy bolter for +15 points or autocannon, missile launcher or multi-melta for +20 points.
• 1 Executioner Arbitrator may be promoted to a Executioner Proctor for +7 points.
• The Executioner Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Executioner Proctor may replace his Arbites shotgun with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Executioner Proctor may have a power weapon for +5 points.
• The Executioner Proctor may take meltabombs for +5 points.

Transport: Arbites Executioner Teams may select a Chimera or Rhino as a dedicated transport vehicle.

 

Heavy Support: Arbites Sniper Team 10 Points/Model

Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Sniper Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Sniper rifle

Special Rule: Infiltrate

Options:
• 1 Sniper Arbitrator may be promoted to a Sniper Proctor for +7 points.
• The Sniper Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Sniper Proctor may replace his sniper rifle with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Sniper Proctor may have a power weapon for +5 points.
• The Sniper Proctor may take meltabombs for +5 points.

Transport: Arbites Sniper Teams may select a Chimera or Rhino as a dedicated transport vehicle.

 

Heavy Support: Castigator 60 Points

Type: Tank, Open-Topped

BS 4 Front Armour 11 Side Armour 11 Rear Armour 10

Wargear: Twin-linked Heavy Webber, Smoke Launchers, Searchlight

Special Rules: Twin Heavy Webbers: Range Template S 5 AP 2 Assault 1 Pinning Debilitating Twin-Linked. Treats penetrating hits as glancing hits when damaging vehicles. May be fired even if the Castigator moved up to 12".

Options:
• Take a hunter-killer missile for +15 points.
• Take a dozer blade for +5 points.
• Take extra armour for +15 points.

Transport Capacity: 6 Models.

 

Heavy Support: Turret Emplacements

See Turret Emplacements in Imperial Armour I. 1-3 Turret Emplacements may be taken as a single Heavy Support choice. They do not have to be deployed within squad coherency.

 

 

TRANSPORT

 

Dedicated Transport Vehicles: Chimera

See Chimeras in codex Witch Hunters or Imperial Guard.

 

Dedicated Transport Vehicles: Rhino

See Rhinos in codex Witch Hunters. Rhinos have BS 3 and cost 45 points.

 

 

Codex Adeptus Custodes

 

By Robert Kaye and Michael Deaton

This codex is based off the various mentions of the Adeptus Custodes, who, despite being mentioned ever since 1st ed. Have never been given their own codex. The background for the Adeptus Custodes has been modified over time from humans with lasers in robes to the ultimate superhumans armed with the finest weapons and wargear. Although the Adeptus Custodes are confined almost entirely to the imperial palace on Terra a good case has been made for a handful of members of the Adeptus Custodes to occasionally leave Terra in order to maintain their skills, as no amount of training can really match the experience of live battlefield combat. This codex was written using the various scraps of information on the Adeptus Custodes scattered throughout the 40K fluff using the Space Marine Movie army list and codex: Daemonhunters and Witch Hunters as guides towards making the army playable (I hope). If the codex needs further tweaking in any way, please let me know, as it is quite unlike the majority of the codexes that I have made in terms of playing style and sheer power. Although this army may seem overly-powerful, they do have a major weakness, apart from making the last chancers look like a horde army, and that is that despite having the best protection, they can be whittled down through the sheer number of attacks made against them. What this army is really about is to be the ultimate example of elite heroes maximising cover before dashing through and overcoming the odds stacked against them.

For modelling purposes, the blessed weapons for custodians is a halberd with a storm bolter built into it, much like those used by the grey knights. The blessed weapons used by companions and captains may be in other forms such as swords, maces, axes etc, with the storm bolters carried separately or mounted on the wrist of the other hand.

 

Special Rules: Iron Will, Acute Senses, Fleet, Independent Characters, Relentless, Shield of Faith, Unparalleled Faith

Unparalleled Faith: Each member of the Adeptus Custodes is protected by the Emperor and has the utmost faith in him. To represent this, not only do all members of the Adeptus Custodes automatically pass their Test of Faith to see if their act of faith will work, but all faith points are replenished at the start of each player's turn, so a model with 2 faith points can choose to automatically have 2 acts of faith in each turn, with each act of faith lasting until the beginning of the next turn of the Custodes player. For the sake of simplicity it is assumed that all faith points are being used on Spirit of the Martyr at all times until the Custodes player changes what the faith points are spent on. All members within squad coherency must use the same Act of Faith. To simplify the effects in game terms and to take into account that the custodies are already powerful, each Act of Faith does the following:

Hand of the Emperor: +2 Strength, Initiative 1.

Divine Guidance: All attacks become Rending.

The Passion: +2 Initiative.

Spirit of the Martyr: Invulnerable save increases by 1. 

Light of the Emperor: All units in base contact suffer a S4 AP- hit before attacks are rolled and the Hit & Run ability is granted for this turn to the faithful unit.

Note that these are cumulative, so the Custodes Captain can focus both faith points into The Passion to get Initiative 9, Custodes with assault cannons would Rend on a 5+ if invoking Divine Guidance, and Companions with storm shields would have a 2+ invulnerable save if invoking the Spirit of the Martyr.



HQ


HQ: The Emperor 10 Points

The presence of the Emperor grants re-rolls towards units in the army. Any dice may be re-rolled but not re-rolled more than once. 1-5 re-rolls may be purchased per HQ slot used at a cost of 10 Points/re-roll.


HQ: 0-1 Custodes Captain 190 Points

Captain: WS 6 BS 6 S 5 T 5 W 3 I 5 A 4 Ld 10 Sv 2+/4+

Unit Type: Infantry

Wargear: Frag grenades, Melta bombs, Storm bolter, Blessed weapon, Artificer armour, Rosarius

Faith Points: 2

Special Rules: Iron Will, Acute Senses, Fleet, Independent Characters, Relentless, Shield of Faith, Unparalleled Faith, Relics

Relics: All weapons used by the Captain are sacred relics, and count as having 1 higher Strength (to a maximum of 10) and where an AP value is used one lower AP than normal (so AP 5 becomes AP 4, with the minimum being AP 1). The needle pistol wounds on a 3+ instead.

Options:
• May replace his storm bolter and/or blessed weapon with a bolt pistol or needle pistol for free, brazier of holy fire or combi-flamer for +10 Points, combi-melta, combi-plasma gun, inferno pistol or storm shield for +15 Points, a null rod or power stake for +20 Points, a lightning claw for +25 Points, or a thunder hammer for +30 Points.



ELITES


Elites: Terminator Companions 450 Points

Terminator Companion: WS 5 BS 5 S 5 T 5 W 2 I 5 A 4 Ld 10 Sv 2+/4+

Unit Composition: 5 Terminator Companions

Unit Type: Infantry

Wargear: Storm bolter, Blessed weapon, Terminator armour, Rosarius

Faith Points: 1/Model

Special Rules: Iron Will, Acute Senses, Fleet, Independent Characters, Relentless, Shield of Faith, Unparalleled Faith, Deep Strike

Options:
• Up to 5 more Terminator Companions may be purchased for +90 Points/Model.
• Up to 2 Terminator Companions may replace their storm bolter with an incinerator for +10 Points or assault cannon for +30 Points.
• Any Terminator Companion may replace his storm bolter with a brazier of holy fire or combi-flamer for +10 Points, combi-melta, combi-plasma gun or storm shield for +15 Points, a null rod or power stake for +20 Points, a lightning claw for +25 Points, or a chainfist or thunder hammer for +30 Points.

Transport: If not deep striking, the terminator companion squad may select a Land Raider variant as a transport choice.


Elites: Companions 450 Points

Companion: WS 5 BS 5 S 5 T 5 W 2 I 5 A 4 Ld 10 Sv 2+/4+

Unit Composition: 5 Companions

Unit Type: Infantry

Wargear: Frag grenades, Melta bombs, Storm bolter, Blessed weapon, Artificer armour, Rosarius

Faith Points: 1/Model

Special Rules: Iron Will, Acute Senses, Fleet, Independent Characters, Relentless, Shield of Faith, Unparalleled Faith

Options:
• Up to 5 more Companions may be purchased for +90 Points/Model.
• Up to 2 Companions may replace their Blessed weapons with an incinerator for +5 Points, multi-melta for +10 Points, or assault cannon for +15 Points.
• Any Companion may replace his storm bolter with a bolt pistol or needle pistol for free, brazier of holy fire or combi-flamer for +10 Points, combi-melta, combi-plasma gun, inferno pistol, plasma pistol or storm shield for +15 Points, a null rod or power stake for +20 Points, a lightning claw for +25 Points, or a thunder hammer for +30 Points.

Transport: The squad may select a Land Raider variant as a transport choice.


Elites: Venerable Custodian Dreadnought 180 Points

Same as codex space marines (p137) except that:

Already has Extra Armour.

May purchase Blessed ammunition, Holy promethium and Laud hailers from the Witch Hunter codex.

May not have a drop pod.


Elites: Custodian Dreadnought 120 Points

Same as codex space marines (p137) except that:

Already has Extra Armour.

May purchase Blessed ammunition, Holy promethium and Laud hailers from the Witch Hunter codex.

May not have a drop pod.


Elites: Custodian Ironclad Dreadnought 135 Points

Same as codex space marines (p137) except that:

May purchase Blessed ammunition, Holy promethium and Laud hailers from the Witch Hunter codex.

May not have a drop pod.



TROOPS


Troops: Custodian Squad 390 Points

Companion: WS 5 BS 5 S 5 T 5 W 2 I 5 A 4 Ld 10 Sv 2+/4+
Custodian: WS 5 BS 5 S 5 T 5 W 2 I 5 A 3 Ld 10 Sv 2+/4+

Unit Composition: 1 Companion, 4 Custodians

Unit Type: Infantry

Wargear: Frag grenades, Melta bombs, Storm bolter, Blessed weapon, Artificer armour, Rosarius

Faith Points: 1/Model

Special Rules: Iron Will, Acute Senses, Fleet, Independent Characters, Relentless, Shield of Faith, Unparalleled Faith

Options:
• Up to 5 more Custodians may be purchased for +75 Points/Model.
• Up to 2 Custodians may replace their Blessed weapons and storm bolter with an incinerator for +5 Points, multi-melta for +10 Points, or assault cannon for +15 Points.
• The Companion may replace his storm bolter with a bolt pistol or needle pistol for free, brazier of holy fire or combi-flamer for +10 Points, combi-melta, combi-plasma gun, inferno pistol, plasma pistol or storm shield for +15 Points, a null rod or power stake for +20 Points, a lightning claw for +25 Points, or a thunder hammer for +30 Points.

Transport: The squad may select a Land Raider variant as a transport choice.



FAST ATTACK


Fast Attack: Custodes Jetbike Squad 360 Points

Companion: WS 5 BS 5 S 5 T 5(6) W 2 I 5 A 4 Ld 10 Sv 2+/4+
Custodian: WS 5 BS 5 S 5 T 5(6) W 2 I 5 A 3 Ld 10 Sv 2+/4+

Unit Composition: 1 Companion Jetbiker, 2 Custodian Jetbikers

Unit Type: Jetbikes

Wargear: Frag grenades, Melta bombs, Pintle-mounted twin-linked bolters, jetbike, Blessed weapon, Artificer armour, Rosarius

Faith Points: 1/Model

Special Rules: Iron Will, Acute Senses, Fleet, Independent Characters, Relentless, Shield of Faith, Unparalleled Faith

Options:
• Up to 2 more Custodian Jetbikers may be purchased for +115 Points/Model.
• Up to 2 Custodian Jetbikers may replace their pintle-mounted twin-linked bolters with an incinerator for +5 Points, multi-melta for +10 Points, or assault cannon for +15 Points.
• The Companion Jetbiker may replace his storm bolter with a bolt pistol or needle pistol for free, brazier of holy fire or combi-flamer for +10 Points, combi-melta, combi-plasma gun, inferno pistol, plasma pistol or storm shield for +15 Points, a null rod or power stake for +20 Points, a lightning claw for +25 Points, or a thunder hammer for +30 Points.


Fast Attack: Custodes Teleport Squad 440 Points

Companion: WS 5 BS 5 S 5 T 5 W 2 I 5 A 4 Ld 10 Sv 2+/4+
Custodian: WS 5 BS 5 S 5 T 5 W 2 I 5 A 3 Ld 10 Sv 2+/4+

Unit Composition: 1 Companion, 4 Custodians

Unit Type: Infantry

Wargear: Frag grenades, Melta bombs, Storm bolter, Blessed weapon, Artificer armour, Rosarius

Faith Points: 1/Model

Special Rules: Iron Will, Acute Senses, Fleet, Independent Characters, Relentless, Shield of Faith, Unparalleled Faith, Deep Strike

Options:
• Up to 5 more Custodians may be purchased for +85 Points/Model.
• Up to 2 Custodians may replace their Blessed weapon and storm bolter with an incinerator for +5 Points, multi-melta for +10 Points, or assault cannon for +15 Points.
• The Companion may replace his storm bolter with a bolt pistol or needle pistol for free, brazier of holy fire or combi-flamer for +10 Points, combi-melta, combi-plasma gun, inferno pistol, plasma pistol or storm shield for +15 Points, a null rod or power stake for +20 Points, a lightning claw for +25 Points, or a thunder hammer for +30 Points.



HEAVY SUPPORT


Heavy Support: Custodes Purification Squad 390 Points

Companion: WS 5 BS 5 S 5 T 5 W 2 I 5 A 4 Ld 10 Sv 2+/4+
Custodian: WS 5 BS 5 S 5 T 5 W 2 I 5 A 3 Ld 10 Sv 2+/4+

Unit Composition: 1 Companion, 4 Custodians

Unit Type: Infantry

Wargear: Frag grenades, Melta bombs, Storm bolter, Blessed weapon, Artificer armour, Rosarius

Faith Points: 1/Model

Special Rules: Iron Will, Acute Senses, Fleet, Independent Characters, Relentless, Shield of Faith, Unparalleled Faith

Options:
• Up to 5 more Custodians may be purchased for +75 Points/Model.
• Up to 4 Custodians may replace their Blessed weapon and storm bolter with an incinerator for +5 Points, multi-melta or plasma cannon for +10 Points, or lascannon or assault cannon for +15 Points.
• The Companion may replace his storm bolter with a bolt pistol or needle pistol for free, brazier of holy fire or combi-flamer for +10 Points, combi-melta, combi-plasma gun, inferno pistol, plasma pistol or storm shield for +15 Points, a null rod or power stake for +20 Points, a lightning claw for +25 Points, or a thunder hammer for +30 Points.

Transport: The squad may select a Land Raider variant as a transport choice.


Heavy Support: Custodes Land Raider 265 Points

Same as codex space marines (p142) except that:

Already has Extra Armour.

May purchase Blessed ammunition and Laud hailers from the Witch Hunter codex.


Heavy Support: Custodes Land Raider Crusader 265 Points

Same as codex space marines (p142) except that:

Already has Extra Armour.

May purchase Blessed ammunition and Laud hailers from the Witch Hunter codex.


Heavy Support: Custodes Land Raider Redeemer 255 Points

Same as codex space marines (p143) except that:

Already has Extra Armour.

May purchase Blessed ammunition, Holy promethium and Laud hailers from the Witch Hunter codex.

 

 

Codex Adeptus Mechanicus



By Robert Kaye

 

This codex is based off the countless mentions of the adeptus mechanicus throughout the history of 40k. From its handful of units in the pamphlet that came with the 2nd ed. boxed set to its current incarnation as part of the imperial guard list, the adeptus mechanicus has deserved a codex for years. Hopefully those of you who are fans of the cyborg priests will be satisfied by this incarnation of their codex. It uses mostly vehicles as you would expect to form the bulk of the list, as no army should have as many imperial vehicles as this army that actually manufactures them. I've made the revered rule in order to make them more survivable, since other attempts at vehicle armies have struggled to find ways to avoid being slaughtered by armies with multiple lance weapons and the damage modifier seemed a good way of giving them a fighting chance to organise some resistance in case they get blitzed by a powerful anti-mech force rather than being wiped out in one go. It also buys time for the techpriests to try and fix them. The weakness of the army lies in its lack of infantry and somewhat vulnerable scoring units, so unusually the Troops have to support the specialist units, particularly the techpriest enginseers. Electro priests used to have a crazily high strength in previous incarnations but since other electrical attacks have it at around S 3 it made more sense to keep them in line with the ork runtherd's weapon and to make them poisoned attacks, with the voltage adjusted to suit the target. Treat the save as invulnerable just like with arco-flagellants due to the blinding speed and they make for the perfect anti-monstrous creature unit. The heavy combat servitors are based off the kill-team boss mentioned in a WD that used an ogre as a base and stuck some dreadnought power fists on his arms. This unit isn't really supposed to provide close combat support, just to buy time for the vehicles to escape should the army be trapped. It's assumed that some units have BS 3 and others have BS 4 because some are manned by tech-guard and others by techpriests or tech-adepts. If they were made BS 4 as standard that could make things complicated when dealing with the points costs, especially with forge world models.

 

 

Special Rules: Forge World: All vehicles may be taken as a squadron of 1-3.

In addition, any imperial vehicle not included in this codex (such as those made by forge world) may also be taken as part of the army, although vehicles not available to the imperial guard become Elites choices and Dreadnoughts & Penitent Engines may not be taken.

 

Vehicle Upgrade: Revered:

All vehicles in an adeptus mechanicus army must take the Revered upgrade to represent it being an ancient and extremely well-maintained artefact under the constant care of a personal techpriest. Vehicles with the Revered upgrade have an additional -1 when rolling on the damage table for them. The cost of the upgrade depends on the armour of the vehicle (after any modifications which affect armour value).

Vehicle's Front Armour 10 11 12 13 14 (just Front Armour) 14 (on Front and Side Armour)
Revered Upgrade Cost 5pts 10pts 15pts 20pts 25pts 30pts

Vehicles with structure points taken as part of an adeptus mechanicus apocalypse army are an exception to this as their parts are too rare and their technology too misunderstood to be constantly kept in peak condition.

The cost of the vehicles' Revered upgrade has been included in the points costs for the vehicles already mentioned in this codex.

 

HQ

HQ: Arch-Magos 85 Points

WS 3 BS 4 S 3 T 5 W 2 I 3 A 2 Ld 10 Sv 2+

Unit Type: Infantry

Wargear: Artificer armour, mechadendrites, laspistol, power weapon, servo-arm, frag and krak grenades

Special Rules: Fearless, Blessings of the Omnissiah, Extensive Bionics

Options:
• May have servitors and upgrade them in the same way as normal techpriests.
• May replace laspistol and/or power weapon with a bolt pistol/boltgun for +2pts, hellpistol or storm bolter for +5pts, combi-flamer, -melta, -plasma, plasma pistol, lightning claw or power fist for +10pts or storm shield, thunder hammer or inferno pistol for +15pts.
• May have melta bombs for +5pts.

Mechadendrites: May make 2 repair rolls when attempting to repair a vehicle. Both repair attempts can be on the same vehicle or on 2 different vehicles provided that both vehicles are in base contact.

Extensive Bionics: Has a 5+ invulnerable save.


HQ: Master of the Forge
 

Same as codex space marines (p133) except that:

Does not have the Lord of the Armoury rule.

If no bike is taken may take a Chimera, Rhino, Razorback or Drop Pod as a Transport.

 

ELITES


Elites: Electro Priests 14 Points/model

WS 4 BS 0 S 3 T 3 W 1 I 3 A 2 Ld 9 Sv 4+

Composition: 5-10 Electro Priests

Unit Type: Infantry

Wargear: None

Special Rules: Poisoned Attacks, Invulnerable Save, Fearless, Fleet, Charged

Charged: May not be transported.


Elites: Techmarine

Same as codex space marines (p138) except that:

If no bike is taken then the techmarine may have a Thunderfire Cannon for +50pts.

If no bike is taken may take a Chimera, Rhino, Razorback or Drop Pod as a Transport.


Elites: Heavy Combat Servitors 140 Points

Same as ogryn squad from codex imperial guard (p94) except that:

Instead of being led by an ogryn bone 'ead the squad is led by a techpriest enginseer.

The squad does not have Furious Charge or Stubborn.

The squad has the Mindlock and Relentless special rules, Ld 8 and a 4+ save.

Up to 2 heavy combat servitors may replace their ripper guns with a heavy bolter for +25pts or a multi-melta or plasma cannon for +35pts.


Elites: Land Speeder Squadron 55 Points/model

Same as codex space marines (p139)


Elites: Land Speeder Storm 55 Points/model

Same as codex space marines (p141) except that:

It can carry tech-guard and techpriest enginseers.


Elites: Land Raider 280 Points/model

Same as codex space marines (p142)


Elites: Land Raider Crusader 280 Points/model

Same as codex space marines (p142)


Elites: Land Raider Redeemer 270 Points/model

Same as codex space marines (p143)


Elites: Predator 80 Points/model

Same as codex space marines (p143)


Elites: Whirlwind 95 Points/model

Same as codex space marines (p143)


Elites: Vindicator 135 Points/model

Same as codex space marines (p143)


Elites: Baal Predator 120 Points/model

Same as codex blood angels (p24)


Elites: Grey Knights Land Raider 280 Points/model

Same as codex daemonhunters (p32)


Elites: Grey Knights Land Raider Crusader 285 Points/model

Same as codex daemonhunters (p32)


Elites: Immolator 75 Points/model

Same as codex witch hunters (p36)


Elites: Exorcist 155 Points/model

Same as codex witch hunters (p36)

 

TROOPS


Troops: Tech-Guard 80 Points

Same as Storm Trooper Squad from codex imperial guard (p95) except that:

Additional storm troopers cost +15pts/model.

They do not have Special Operations.

They may take either a Chimera, Rhino, Razorback or Drop Pod as a Transport.


Troops: Techpriest Enginseer

Same as codex imperial guard (p93) except that:

May take either a Chimera, Rhino, Razorback or Drop Pod as a Transport.

 

FAST ATTACK


Fast Attack: Scout Sentinel Squadron 40pts/model

Same as codex imperial guard (p100)


Fast Attack: Armoured Sentinel Squadron 70pts/model

Same as codex imperial guard (p100)


Fast Attack: Hellhound Squadron 145pts/model (Hellhound/ Bane Wolf), 135pts/model (Devil Dog)

Same as codex imperial guard (p101)


Fast Attack: Valkyrie Assault Carrier Squadron 115pts/model

Same as codex imperial guard (p101)


Fast Attack: Vendetta Gunship Squadron 145pts/model

Same as codex imperial guard (p101)

 

HEAVY SUPPORT


Heavy Support: Siege Enginseer

Same as techpriest enginseer from codex imperial guard (p93) except that:

Up to 5 servitors may replace their arms with heavy weapons.

May take either a Chimera, Rhino, Razorback or Drop Pod as a Transport.


Heavy Support: Leman Russ Squadron 175pts/model (Battle Tank/ Exterminator), 180pts/model (Vanquisher), 185pts/model (Eradicator), 190pts/model (Demolisher), 205pts/model (Punisher), 215pts/model (Executioner)

Same as codex imperial guard (p102)


Heavy Support: Hydra Flak Tank Battery 90pts/model

Same as codex imperial guard (p102)


Heavy Support: Ordnance Battery 140pts/model (Basilisk), 150pts/model (Medusa), 155pts/model (Colossus), 90pts/model (Griffon)

Same as codex imperial guard (p103)


Heavy Support: Manticore Rocket Launcher 175pts/model

Same as codex imperial guard (p103)


Heavy Support: Deathstrike Missile Launcher 175pts/model

Same as codex imperial guard (p103)

 

TRANSPORT


Dedicated Transport Vehicle: Chimera 70 Points

Same as codex imperial guard (p99)


Dedicated Transport Vehicle: Rhino 45 Points

Same as codex space marines (p135)


Dedicated Transport Vehicle: Razorback 50 Points

Same as codex space marines (p135)


Dedicated Transport Vehicle: Drop Pod 50 Points

Same as codex space marines (p135)

 



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