Words: 11, Pages: Preview Full text. As such, it is a much lighter force than the full might of the Adeptus Mechanicus would normally use in combat, but is more suited to the Exploratory nature of the force. In these missions they often encounter hostile forces usually determined not to give up such items!
They sometimes also accompany other forces of the Imperium when it suits their own inscrutable purposes. The Cult Mechanicus guards its secrets carefully, and none but the dreaded Inquisition dare question them. How to use this list: 1 One selection from the list can be chosen as an Elite selection for any Imperial Guard or Space Marine army.
If a single selection is made, a Tech-Priest Engineer must accompany the selected unit if not already part of the unit. The unit plus this Tech-Priest will count as a single Elite selection for the army, much in the same manner as the regular Heroes of the Imperium. Note the Mechanicus Detachment will always be allowed at least one Heavy Support selection, no matter the mission type. Note that an Adeptus Ministorum army cannot use any Adeptus Mechanicus forces, or a Mechanicus force take any Ministorum selections!
There may possibly be some Infighting special rules if you try to have them both as Detachments or selections in the same overall army.
Plus of course fleshing out what you see here fully. Note that some Tech Relics count as Weapons for this purpose! Within these limits, a character may add to or replace any weapons he already has with weapons from the Armory. In addition, each character may select up to a total of 50 points of combined Wargear and Tech Relics, except for Tech-Priest Lords or Engineers who may take up to points. You may not take duplicate items for the same model or vehicle, and all Wargear and Weapons should be represented on the model.
All Wargear and Weapons must be represented on the model. As such, all benefit from the Master Crafted Weapons rules automatically. Although classed as Tech Relics, these items count as two-handed weapons for purposes of normal Weapons selections. As Tech Relics, they cannot be Master Crafted. Special Rules Adeptus Mechanicus Master Crafted Weapons A master crafted weapon follows the normal rules, except that you may re-roll one failed 'to hit' roll per turn for an attack made by the master crafted weapon.
Master crafted weapons are taken as an 'upgrade' for a weapon already being carried by a model and should be represented by a suitably ornate weapon on the model itself. Weapons taken from the Adeptus Mechanicus Armory Weapons list are assumed to have been carefully constructed and expertly maintained by the finest artisans in the Imperium.
Note that any weapons chosen from the Tech Relics section cannot gain this ability — even the bravest Tech-Priest would not dare tamper with these ancient and inscrutable devices! Tech Quest The Cult Mechanicus is in a never-ending search for lost technology from the Dark Age of Mankind, but also is always on the lookout for new or alien weapons and vehicles to study.
The Tech-Priests will have instructed all members of the battle force to be ready to act if they encounter any of the suspected items, and to quickly alert them for their inspection and retrieval.
Before the game starts, randomly pick one unit from the enemy forces this can be a regular troop unit, or a vehicle squadron, or a even a single character model. Then randomly pick out one vehicle, heavy weapon, or character from that unit. This will be the target of the Tech-Quest. If the model is killed for any reason leave it on the board rather than removing it as normal.
If the Tech Quest target was a vehicle, leave it on the table if it is destroyed. If any Tech-Priest can get to it before the end of the game, their side will gain and additional D6x10 extra Victory Points in scenarios that use victory points to determine the winner.
If the Quest target runs off the board, the Tech-Priests side automatically get the points. Otherwise the other side gets the extra victory points. Tech Relics might be a very rare or singular device, or even an ancient item from the Dark Age of Technology whose origins are lost in history.
Important Note: Tech Relics cannot be Master Crafted, as even the Adeptus Mechanicus itself cannot sometimes fathom the inner workings of these arcane devices! Also due to their rarity, only one of each Tech Relic can ever be in an Adeptus Mechanicus force. Acolyte: Tech-Priest Lords are often accompanied by special Servitor Acolytes, small stunted creatures designed to record everything that happens during their Quests. Their presence also helps ensure the unit acts in a manner which brings honor to the Red Planet as well!
In game play, the Acolyte model is always placed within 1 inch of the Magus if not actually on his base and does not count as a model for transport purposes. It can never be harmed or attacked in any way during the game, does not block Line of Sight or movement, and is only removed if the Magus is killed. All other models in base contact friend and foe! Note that models may only select one Field from the Wargear list.
Take these saves as normal, but at the end of the Shooting or Assault Phase assuming the model is still alive! If the scatter movement would move the model off the table edge, or into a scenery section like a rock, roll again. Graviton Gun — This arcane rifle fires a stream of graviton particles, which disrupt the gravimetric field around the target. Infantry, cavalry, bikes, and vehicles except Skimmers hit once by a Gravitron Gun move as if always in Difficult Terrain even if it can ignore Difficult Terrain.
Non-vehicle models already in Difficult Terrain when effected now can only roll 1D6 for movement. When hit twice or more, the model cannot move that turn and counts as Immobilized; it will still count as having moved though for weapon fire rules though. These effects last the rest of the game. Normal vehicles hit more than once suffer no additional penalty.
Skimmers hit by a Graviton gun take an automatic Glancing Blow hit roll a D3 for the result on the table though as the graviton particles disrupt their anti-grav drives, but have no other lasting effects. The wearer may re-roll one failed armor saving throw per turn, except those inflicted from Instant Death level attacks.
If no armor saving throw is allowed for whatever reason, or some other saving throw type is used cover or Invulnerable, for example , no re-roll is allowed. This item cannot be combined with Artificer or Terminator Armors though, as those special suits are too rare to risk damage from rune inscription, or Refractory Armor Coatings. Needler — Also known as a Needle Gun, it has the same effects as a Sniper Rifle but is shorter range and not as accurate.
Units hit must still test for pinning as per the normal Sniper Rifle rules. This save can only be used against ranged attacks — in an Assault, the enemy is inside the area of the energy bubble and the field can offer no help. The device is bulky as well, and the wearer will suffer —1 Initiative. Note this cannot be taken in conjunction with Terminator or Artificer Armor.
Staff of Wisdom: Only the most senior Tech-Priests are gifted with one of these very powerful and rare techrelics. Glowing with tech-runes, the Staff contains nano-sized warp portals which can be opened on impact. The impacts on the portals create intense localized warp disruptions, causing micro-explosions which devastate the struck enemy. It emits a shower of graviton particles on detonation, slowing down the enemy reaction.
All enemy units involved in the Assault may only Consolidate, and cannot not Pursue. Determine to where the model wishes to teleport, then roll the scatter die and 2D6. If a double 1 is rolled, the Warp Jump has failed, and the model is lost in the Warp and counts as being killed for the purposes of Victory Points. If a double 6 is rolled, or the scatter takes the model off the edge of the table, the device has suffered a glitch and does not work, but the wearer suffers no other harm.
It cannot move that turn, but does count as having moved for weapons fire purposes due to the time spent attempting the jump. Assuming the model is not lost in the Warp, after the effects of the Warp Jump are worked out the model may shoot in the Shooting Phase but may not Assault. Webber — Web Guns also commonly known as Webbers fire a compressed mass of thin plaswire at the target, which explodes into a large web on contact.
An enemy model hit by a Webber must roll under their Strength a 6 always fails or be entangled by the webbing. While webbed, the model cannot move, and cannot fight back in an Assault. Multiple hits from a webber have no cumulative effect, and models still webbed at the end of the game do not count towards enemy casualties for Victory Points as they are still very much alive just not kicking. Cult Mechanicus Power Axe: These special devices are the signature weapon of the Tech-Priest, and while they are usually not the most exceptional of warriors each Priest becomes totally attuned to his own Axe over many years of training.
The user also cannot gain any benefits from any other close combat weapons when used in this manner. Hand Flamer: This is a smaller, more compact version of the regular flamer seen widely in Imperial forces.
It can be used to fire a template area effect shot, with the profile below, but can also be used in close combat like a regular pistol. Range Template Str 3 AP 6 Type Pistol Hover Disk — Hover disks are small devices, barely large enough for one rider to stand on, but mounted with a powerful and compact anti-grav propulsion system.
They allow the rider to move just like he was mounted on a jetbike but without any mounted weapons or increase in Toughness. Imperial Jetbike — These operate just like a regular jetbike see page 94 of the Warhammer 40, Rulebook , and are mounted with a Storm Bolter regular, not Master Crafted. The first Penetrating hit either via ranged fire or in an assault may be ignored, as the plating absorbs the impact. After this first hit is absorbed the ablative armor is destroyed and has no further effect.
Note that Glancing hits are not effected and are resolved as normal. The vehicle now counts as Fast. Electro Hull: The vehicle has been wired with powerful electrical cabling on its exterior, delivering a powerful shock to any enemy models attempting to attack it.
They can still make their single supporting attack as per the normal rules, but if none of the models remain in contact the unit cannot Assault the vehicle at all. Heavy Weapon Mounting: The Adeptus Mechanicus know each and every secret of the hidden construction possibilities for Imperial vehicles or so they think, and so far no one has been able to contradict them on it.
It is common for Tech-Priests in the field on Quests to customize their transport vehicle the ubiquitous Rhino to carry a heavy weapon for extra firepower without sacrificing its transport capability.
The normal Rhino Storm Bolter is replaced with the new Heavy Weapon, and the firing controls are wired into the Servitor crewman.
This upgrade does not prevent a Pintle Mounted Storm Bolter to be added as well if desired. Nothing went up in price yet they all got regiment traits, extra orders, strategems, relics, and warlord traits. I know this because I run almost nothing but IG infantry. Its kinda weird. Other things got much needed buffs, like russes which were pretty trash aside from pask, but they didnt need Grinding Advance AND a discount. Other than that the only other weird thing is some odd interactions with strategems and command points.
Which is a shame because flavor wise the codex is awesome. Theres so many new traits and little nods to the lore in it. Its just a shame whoever wrote it could not into math. Conscript nerf edition.
Text search [? Advanced search Text to find Subject [? Warlords from custom forgeworlds are stuck with codex canticles. The main thing that gives the Adeptus Mechanicus their character and radically alters their playstyles is what Forge world they hail from. Everyone has their own favorite group and way of playstyle, so choose a Forge World and try to find what synergizes best with their traits, relics and stratagems.
Unlike every other army with custom faction traits, these dogmas aren't all pick-and-mix. The amount of customization, while present, isn't really as diverse, forcing you to pick the main trait and one of several different secondary traits. Rad-Saturated Forge World Balances long range and close combat. Can be unfocused, but also balanced and useful in plenty of situations.
Holy order warlord traits explicitly cannot be given to named characters but the extra warlord trait strategem can target named characters. The following four warlord trait options were added in Psychic Awakening: Engine War, and they are pretty much flat upgrades to anything found in the codex. Each trait offers one of three auras that are selected at the beginning of your turn, and can be swapped out as the situation demands.
Two things to take note, however: If you end up going second, you will have no bonus active; and many of the auras affect models, not units - position your units responsibly.
RAW this affects the auras of enemy models in the area around the aircraft, not preventing enemy models issuing auras. Therefore a model inside the aura projects its aura outside even though it itself won't benefit, while a model outside the aura range has the portion inside disabled. Specialist Detachments are a type of Detachment added in the Vigilus Defiant campaign supplement, giving you access to a couple extra stratagems, relics and warlord traits, locked behind a 1CP paygate.
The robot detachment, somewhat geared for the melee version. Kastelans and their attending Dominus, Enginseers and Datasmiths gain the Cybernetica cohort keyword. Warlord Trait: Adept of the Legio Cybernetica: Once per battle, your warlord can repair d6 wounds to a unit of robots instead of the standard d3. Combine it with the Autocaduceus of Arkhan Land so you don't roll a one.
Artifact: Doctrine Foreas Servo-skull: Robots can attempt to change battle protocol at the start of each movement phase if they are within 9" of the bearer, who DOESN'T need to be a Datasmith, which eases his workload and enables your cheaper Enginseers or durable Dominus to do that job. Of great value to your Destroyers, and when combined with the discounts to Kataphrons their points efficiency skyrockets. Warlord Trait: Master of Biosplicing: At the end of the movement phase, heal a Kataphron by sacrificing a servitor.
If none are wounded, resurrect a dead model instead. It comes back with one wound. In fact, taking Astra Militarum Servitors is an excellent idea, as their heavy weapons come at a steep discount. Not completely worthless in an army with limited access to mortal wounds, but you're still probably better off with a different relic. It does lend itself to Ryzan use, who is prone to field Plasma Destroyer formations, though. Our army is two 7E armies finally fused together, and here's where it shows.
Try to strike a balance between the small Skitarii and the big Kataphrons that works well with the rest of your army, as they complement each other nicely: Kataphrons can clear the ground from afar and hold objectives, Skitarii can go and storm them.
And with their new transport, storm them they can. Skitarii can also tie up enemies for Kataphrons to finish, and Breachers can bar access to your Ranger snipers. Try to guesstimate what any unit can endure, lest your lines crumble and leave your expensive heavy guns exposed to the enemy. And with the recent points drop this just got easier. Skitarii In 8th edition, table control is paramount to victory, more than it ever was now with non-scattering deepstrikes and double-fights to pile in multiple units.
Enter reliable and spammable Skitarii. There are two main ways of using them: naked MSUs of 5 for body blocking and filling up battalions, or fully equipped squads of An Omnispex can be used instead to ignore cover, a bonus that doesn't require CP and that is ever-present.
Kataphrons The big guys of the Cult Mechanicus are closer to tankettes than they are to people: their Ogryn-sized T5 frames make them difficult to remove from an objective, and with 3W your HQs can actually repair them.
Their long ranged firepower doesn't suffer the penalty for moving; like a Russ tank group, they ARE the gunline wherever the enemy finds them.
This comes at the penalty of advancing only d3" You do still have access to all Fortification options. While immobile, they do provide an extra layer of defense that AdMech can greatly benefit from. However, the limitation on Fortifications to one unit plus any number of characters limits their usefulness as firebases, since only half the embarked models can fire out.
The Titan Guard are Super-Skitarii, but with a downside. But doesn't keep the rest of your army from benefiting from the rule. This is because apparently, being assigned to guard Titans means you immediately lose all Forge World specific equipment and training, despite the fact that Titans are both drawn from specific Forge Worlds and the fact that the Codex specifically states that the Titan Guard is drawn from a Forge World's 1st Macroclade.
See here for an in-depth discussion of Knights on their own; what matters to you is that Cawl, Domini, and Enginseers can fix Questor Mechanicus Knights, and any of the three or a Datasmith can propagate the Knight of the Cog stratagem onto them they also have access to a new stratagem from our Codex, Rotate Ion Shields, but they can do that without any assistance from us at all.
If you want to maximize the impact of this:. Thematically, Agripinaa is the defense forgeworld, having resisted chaos sieges for millennia. Crunchwise they hold their ground with enhanced overwatch and wave after wave of disposable Kataphrons. If you love Kataphrons but the enemy kills and locks them in melee too fast for you to have fun, give this forgeworld a try. When the Cadian gate breaks open and the enemy comes knocking on your door, let Agripinian steel crush the serpent 'neath their heel.
In the grim darkness of the far future, the best planet is made by yourself with the will of Omnissiah. The more fanatical of the worlds. They refuse to flee but are hard to kill and don't care about shooting plasma during melee. They can also Have Vanguard fire point-blank. In the grim darkness of the far future, space itself bends to the will of the Machine God.
Lucius specializes in the durable Infantry side of the Mechanicus, Shrugging off Autocannons, and placing up to a 30 man anywhere on the board. Suprise Electro-Priests or robots will wreck. Thematically, Mars is the exemplar. The first and holiest forgeworld, the heart of the entire Adeptus Mechanicus. Crunchwise, while some forgeworlds are defined by the gimmicks that differentiate them from the red planet, Mars itself focuses on what differentiates the Adeptus Mechanicus from other factions: your Canticles and sheer firepower.
Make your enemies kneel before the glory of the Omnissiah with prayer and Martian Might! In fluff, Metalica is as close to machines as possible, and that's just how they like it. Their world is scorched clean of life and covered in metal, and the sounds of their industry are deafening. In the crunch, they are relentless and efficient, not letting something like close combat or assaulting get in the way of them shooting.
They are all about movement, whether it's assaulting with rapid fire weapons to get just into range, or using their warlord trait to ensure that your key units aren't tarpitted, you can and will show them the ordered might of the Omnissiah! Thematically, while Ryzans are masters of plasma, their protracted war against the orks has forced them to develop aggressive close combat doctrines.
Crunchwise, where ranged elements already stand out in AdMech armies, Ryza boosts your sometimes overlooked melee infantry. This way they become a balanced offensive force with many options, so that they're not confined to a single gimmick like other forces are. Bring ruination to your enemy both at range and face to face, until you're drenched Red in Cog and Claw!
In the grim darkness of the far future, innovation is the only way forward. Stygies VIII specializing in both speed and durability. Vanguarding lets units get a head start and -1 to hits make your shooter durable. Ideal for your chicken walkers and Walking Tanks. So you want to start hoarding technology and shooting cancer at people, but where should you start?
All units are pretty much mandatory when running a strong Adeptus Mechanicus army. The Start Collecting box comes at a decent discount over buying the units separately. Notably, buying a seperate Dunecrawler is almost as expensive as buying the Start Collecting box, so when you feel like you need a second Dunecrawler, just buy another Start Collecting box. A solid purchase after you have the basics down would be either Kastelan Robots, or a few close combat specialists like Sicarian Infiltrators, or Electropriests though they are by far the ugliest models GW has ever produced.
There is a new Start Collecting Box and it is pretty awesome. But then you get a Skorpius. A few of these and you have your infantry of choice and either their rides or the best Mechanicus tank lined up and ready to go. Depending on your preference, you'll either be running a combined arms list, or a Heavy Support list. Adeptus Mechanicus are very Command Point hungry, so running at least one Battalion detachment is always worth it, which means you'll need 2 HQ choices and 3 troop choices.
Before you start buying models left and right, consider which Forgeworld you want to run. If you want to run Mars, you will need to purchase Cawl, if you want to run anything else, one Techpriest Dominus and a Techpriest Enginseer will do. Next, you will need to run a minimum of 3 troops. If you want to run any other Forgeworld, I suggest you run 3 minimum squads of Rangers or Vanguard instead, just to comply with the troop tax.
You now have your Battalion ready, and you've got 8 Command Points to play with. Your Battalion Detachment has room for 6 elites, 3 heavy support, and 3 fast attack choices. Rather than using these slots, however, consider starting a Spearhead Detachment for an additional Command Point. Please note that you can give this detachment a different Forgeworld dogma, should you so desire. The sweetest Adeptus Mechanicus units are found in Heavy Support, and you'll want to run lots of them.
It will require 1 HQ choice, which you can fill with a cheap, barebones Techpriest Enginseer, and a minimum of 3 heavy support choices.
At the very least, you'll want one Onager Dunecrawler armed with an Icarus Array to deal with fliers. The rest is up to you. Want Kastelan beep boops? Go to town. Want more Dunecrawlers? Go crazy. Unless you are planning to run more than 3 units of Infiltrators, Dragoons or Electropriests, just keep them in your Battalion Detachment. Another option is to simply try and maximize your Command Points by running two full Battalions.
It's fairly easy to achieve since Techpriest Enginseers is an HQ choice now, and cheap as can be, clocking in at a measly 30 points. Get two additional Enginseers, and three troop choices small or big, whatever suits your need, however 5-man ranger squads are now only 35 points , and you'll have all the slots you'll ever need, plenty of troops for objective capping, and 12 Command Points to use. Besides, having 2 additional Enginseers to repair your units isn't a bad deal, to begin with.
If you have your heart set on building a Brigade detachment, then it can be accomplished for a minimum of points. Take a large unit of Dragoons and two lone Ballistarii.
Take a large unit of Kastelans instead of a Dunecrawler. Swap a unit or two of Rangers for some Kataphrons for the added firepower or some Vanguard for frontline screening and more small arms fire.
Use those 3 Elites slots for something useful like Priests or a Datasmith for your blob of robots. Kastelan Robots are still derpy Baymaxes. And as mentioned before electro-priests look like ass. You might be screwed on the priests, but we do not need to settle for the derpbot For the Electro-priests take some Servitors. Grabbing the Extra Arc claws and Hydralic Fists and put those on and you have electric dudes with melee weapons.
Snap off the Assault Cannon barrel and stick some leftover Kataphron guns for Breachers. Fortunately, AdMech in 8th Edition is overall a pretty solid army, with counters for almost anything.
However, if you really want to make your guys as well rounded as possible, you need to address a few things:. Psyker Tomfuckery. Unless you're taking Graia, you have absolutely no psychic defense. This makes AdMech vulnerable to anything that messes with morale which is kind of a problem unless you have specifically built a list against this and Smite spam. Morale again.
This is why we have to take min. This hurts things like Electro-Priests, which really do benefit from being in large groups.This document was uploaded by user and they confirmed dree they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. Home Warhammer 40k - Codex - Adeptus Mechanicus. Words: 11, Pages: Preview Full text. As such, it is a much lighter feee than the full might of the Adeptus Mechanicus would normally use in combat, but is more suited to adeptus mechanicus codex 8th edition pdf free download Exploratory nature of the force. In these missions they often encounter hostile abrar ul haq all songs mp3 free download usually determined not adeptus mechanicus codex 8th edition pdf free download give up such items! They sometimes also accompany other forces of the Imperium when it suits their own inscrutable purposes. The Cult Mechanicus guards its secrets adeptus mechanicus codex 8th edition pdf free download, and none but the dreaded Inquisition dare question them. How to use this list: 1 One selection from the list can be chosen adeptus mechanicus codex 8th edition pdf free download an Elite selection for any Imperial Guard edjtion Space Marine army. If a single selection is made, a Tech-Priest Engineer must accompany the selected unit if not already part of the aseptus. The unit plus this Tech-Priest will count as a single Adeptus mechanicus codex 8th edition pdf free download selection for the army, much in the same manner as the regular Heroes of the Imperium. Note the Mechanicus Detachment will always be allowed at least one Heavy Support selection, no matter pdg mission type. Note that an Adeptus Ministorum army cannot use any Adeptus Mechanicus forces, or a Mechanicus force take any Ministorum selections! There may possibly be some Infighting special rules if you try to have them both as Detachments or selections in the same overall army. Plus of course fleshing out what you see here fully. Note that some Tech Relics count as Weapons for this purpose! Within these limits, a character may add codeex or replace any weapons he already has with weapons from the Armory. In addition, each dree may select up to a total of 50 points of combined Wargear and Tech Relics, except for Tech-Priest Lords or Engineers who may take up to points. Kataphron demiplate confers a 4+ Armour Save. SPECIAL ISSUE WARGEAR. CONVERSION FIELD. The technocrats of the Adeptus Mechanicus are past masters. Download & View Warhammer 40k - Codex - Adeptus spacesdoneright.com as PDF for free. More details. Words: 11,; Pages: Preview. Conscript nerf edition. >Everything 8th edition in properly converted pdf & epub, fully bookmarked and >Adeptus Mechanicus codex (thank you Vladimir). Codex: Adeptus Mechanicus (ePub). This digital edition is supplied as an ePub3 file. It is a complete and unabridged version in a full-colour, fixed-layout format. Watch and Download the martian codex pdf and its Free Video!. Adeptus Mechanicus: How to paint Skitarii Rangers. views. WarHammer 40K [codex] 7th ed -. Daedalosus - Codex Warlord traits only no dogma specific traits. Larsen Van der Grauss (If taken in an Elucidian Starstriders. Codex: Adeptus Mechanicus Enhanced Edition By Games Workshop PDF Download. Behind them stomp soulless automata, and towering over them are enormous walkers. An Adeptus Mechanicus army marching to war is a sight both terrifying and. Warhammer 40k Adeptus Mechanicus Codex on spacesdoneright.com *FREE* shipping a Kindle? Get your Kindle here, or download a FREE Kindle Reading App. Leave room for some Dragoons to boost leadership, some arc rifles for vehicles and some plasma calivers for TEQ, and you can end up with a pretty effective pseudo-space marine horde list. The Cult believes that all knowledge already exists, and it is primarily a matter of time before it can be gathered together to complete the Quest. They have fought together many times since, typically gathering to eliminate suddenly arising threats close to or within the Sol System. That's right, finally merged into one army. Their long ranged firepower doesn't suffer the penalty for moving; like a Russ tank group, they ARE the gunline wherever the enemy finds them. Reports from the Dark Cells cite a growing sense of agitation amongst the hidden inmates, and numerous support servitors have to be destroyed by the Shadowkeepers after they exhibit sudden, violent madness. Yet it is at that moment that word reaches their closed session of an incredible disturbance on the surface of Luna, of demigods battling through the airless void at the head of great armies, and of a Primarch restored by the strangest of roads. With fresh Imperial reinforcements flooding in to the wider Gathalamor war zone, the Custodians set course for Terra, leaving the Grey Knights to deal as they see fit with the unfortunates that they rescued from the macro-cathedrum. Guns blazing, the Custodians hold off the Orks long enough to plant vortex implosion detonators on every ship. This WT can be used to stack on toys without having to pay CP for them. Each Custodian is sublimely skilled, their strategic and tactical nous, bladesmanship and instinct little short of supernatural. Unless you are planning to run more than 3 units of Infiltrators, Dragoons or Electropriests, just keep them in your Battalion Detachment. Battletome: Disciples of Tzeentch Games Workshop.