Codex8th download pdf






















Such as the Aeldari and the Necrons, continue to exhibit a. I was pretty anxious about the 8 th edition and was hopeful that it would help resolve some canon conflicts, and bring back some of the 3 rd edition themes. Sadly, GW has disappointed on both ends.

Here are the issues with the codex:. It is a blatant copy-paste from the 5 th edition codex. There was clearly no review by any GW authors. At least the legal team wasn't too lazy to review it and made sure 'Eldar' was changed to 'Aeldari'. They kept copy-pasted the 5 th edition codex lore on Dolmen Gates that does away with the intertialess drives.

This is by far my biggest gripe and proof that GW did not have this codex reviewed at all. Here' the tidbit on the Dolmen Gates from the new codex:. As a race bereft of psykers, the Necrons are incapable of warp travel, and without access to the webway, they would be forced to rely once more on slow-voyaging stasis-ships. A former GW author mentioned to me that many other GW did not like the Dolmen Gates and wanted to slowly reintroduce the intertialess drives without outright retconning the Dolmen Gates.

These were both post-5 th edition. Worst of all, a developer for Battlefleet Gothic: Armada 2 directly mentions the intertialess drives for the Necrons. So we now have a more serious canon conflict, because both the Codex and the new BFG game that is more aggressively reviewed conflict with each other, and both are released in the same year.

The new codex doesn't acknowledge newer lore mentioned recently, like the nature of the Ymga Monolith, even though it's sitting named on the map. As aside, the idea that the Necrons have the technology to duplicate matter, create weapons with an infinite energy source, but somehow can't develop intertialess drives is just absurd.

For some reason, some in the community try to argue against interialess drives by arguing they're too OP and allows the Necrons to invade anywhere. Such an argument is baseless, because warp drives and the webway allow any faction to do the same thing. Every faction is always a threat to every other faction, and the only thing they're lacking is numbers. I wish there was some way I could complain to GW about this, because the quality of the codex is just incredibly sub-par and I feel cheated.

A codex often pluralised as codexes by Games Workshop, though the grammatically correct pluralisation is codices , [1] in the Warhammer 40, tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign. Codexes for particular armies were introduced for the second edition of the game. The third edition rendered these obsolete, and a new series began, including introducing codexes for battlezones and campaigns.

For thousands of years the Emissaries Imperatus have been seen abroad, but rarely and in small numbers. Yet with the return of Guilliman and the commencement of the Indomitus Crusade, their activity has increased considerably. When the Primarch announced his intention to bear the secrets of the Primaris Space Marines to the loyalist Chapters, there was some resistance from the Adeptus Custodes, who feared strengthening those who might one day rebel against the Emperor once again.

Yet dozens of Emissaries Imperatus stepped forwards to intercede, stating this was the will of the Emperor. The presence of the Adeptus Custodes also ensured that even the most traditional Chapters accepted the Primaris warriors into their ranks. They band together in like-minded groups and, through discussion and meditation, interpret what it is that the Master of Mankind wishes them to do.

By the grace of the almighty Emperor are they given now to you. Silence your questions and instead rejoice at the honour done to you this day. You are handed the gift of hope by the immortal Master of Mankind himself, and you will accept it with sincere and solemn gratitude lest you be taken for the traitors that you profess to hate. He fights as part of the Custodian Warden squad known as the Veritas Proclamation, proudly wearing the red shoulder guard and grey-white robes of his shield company.

The Veritas Proclamation had only just returned to Terra when the Great Rift opened, and they were among the first to speak out in favour of the Indomitus Crusade.

With the opening of the Great Rift, that time has passed. The Sol System today boasts some of the most formidable fortifications in the galaxy, manned by determined warriors and shielded by technology and faith. Yet still the greatest lynchpin of its defence is the Adeptus Custodes.

The rest of the outer system is densely laced with thousand-mile-wide fields of void mines, prowling system monitors and huge, vacuum-hardened hunter servitors of terrifying aspect. Were the invader to overcome these hazards, they would find resistance stiffening the deeper they pushed into the system.

Heavy naval patrols from the Battlefleet Solar thunder through the darkness, their craggy silhouettes presaging death to any who fall beneath their sights. Monitor-shrines, dock-fortresses, fighter bases and countless weapons platforms dot the darkness, their lumen winking like artificial constellations.

The Grey Knights, the Inquisition and the Adeptus Mechanicus all have holdings within the Sol System, boasting suitably ferocious defences. Yet there are subtler threats to the Golden Throne, and it is against these that the Adeptus Custodes must be especially vigilant.

From all across the Imperium come endless streams of pilgrims, merchants, bureaucrats, adepts, zealots, emissaries, refugees and countless others. Thousands of ships translate from the warp every day, entering strictly coordinated approach corridors that lead them to Venus, Mars, Jupiter, Luna and Terra itself. Every world and moon in the Sol System — barring a few mysterious exceptions — is ringed with habitats and docking platforms, while all those whose surfaces are sufficiently solid play host to sprawling hab complexes, manufactora and city-sized fortifications.

It is amongst these masses that rebellion, sedition and heresy can and do foment. However, even these pious Imperial servants are not immune to corruption, whether by nihilistic ideologues, Chaos taint or xenofanatical mesmerism.

Thus the Adeptus Custodes maintain their own presence, and perform their own patrols and monitoring sweeps throughout the Sol System. The Custodians seed listening devices, spyservitors and dictalarcenous subroutines through the hives of the throneworld and beyond. The data prophecies that emerge from these vast engines aid the Captain-General in his command decisions on a daily basis, and help the Ten Thousand to be ever vigilant.

This was the flagship of the Imperial Fists, and remains their primary base of operations to this day. If this is so, then somehow it survived that cataclysmic conflict, and has endured the long millennia since. Since then, repairs have been under way to restore Phalanx to its full functionality, and to purify those zones of the craft deemed tainted by the touch of Chaos. Amidst the endless bustle, the toing and froing of gene-bulked work gangs, and the interminable rites of the Ministorum, the Adeptus Custodes have had little difficulty seeding agents onto the craft.

Hidden in plain sight, these intruders keep careful watch over what they view as a dangerously potent Adeptus Astartes war engine, and stand ready to take whatever action they must. To the Custodians, even the most loyal Space Marine Chapters will always be potential traitors. It is their duty never to forgive, nor forget, what trust in the Primarchs led to. Thus, were Phalanx ever to direct its guns towards the Imperial Palace, the Custodians would enact veiled protocols that would see it scuttled before it could fire a shot.

Phalanx was almost destroyed during the fall of Cadia, first by a daemonic infestation that overran its decks during warp transit, and then by the prodigious firepower of traitor warships. The battle station persevered through all of these hazards, however, successfully bearing many faithful Imperial warriors back to the Sol System and resuming its time-honoured position in orbit above the throneworld.

Their long path leads from the darkness of Old Night, through the fires of the Horus Heresy, and out of the shadows of ten thousand years of ignorant obfuscation into the cold light of the present. In all of those hundreds of centuries the Custodians have never faltered, and they never shall.

The Great Crusade sweeps through the void like a tidal wave, uniting the scattered worlds of Humanity and driving the xenos races into the shadows. The Emperor leads the greatest battles of this era in person, and always at his side stride the peerless warriors of the Legio Custodes.

War consumes the Imperium, a swift-spreading conflagration that threatens to turn to ash all the Emperor has built. Yet as his sons and their Legions battle across the stars, the Master of Mankind is nowhere to be seen. This period will come to be known as the Scouring, and it is a time of violent catharsis and retribution. Yet the newly reorganised Adeptus Custodes take no part in it, standing their sombre watch upon the throneworld and contemplating their ultimate failure.

Though records conflict as to how and when, it is during this period that Captain-General Constantin Valdor disappears from Imperial histories, along with his weapons and armour, which never make their way to the Hall of Armaments. The first outward sign of the coming catastrophe is the Burning of Prospero. In the end, the truth is immaterial; the Emperor unleashes a censure force under Constantin Valdor and Primarch Leman Russ of the Space Wolves, charged with apprehending Magnus on his home world of Prospero and returning him to Terra to answer for his acts.

Still recovering from the events of the Horus Heresy, the Imperium is again beset. This time it is the Ork menace that almost overruns Mankind, bringing their war all the way to gates of Terra itself. He meets Horus in single combat and defeats him at last, but the cost is appalling.

Repeated attempts are made by the Adeptus Arbites to break the heretic barricades, but every attack is hurled back by tides of fanatics. Meanwhile, word escapes the space port that the cultists are repurposing hundreds of heavy landers and atmospheric barges for an all-out attack upon the Imperial Palace. Bands of Custodians tear through the cultists with merciless efficiency, driving their victims before them and trapping them in macro-hangar level onefour-two.

There the Cult of the Hedonic Lord are slaughtered to the last, and their deviant dreams of an attack upon the Golden Throne ground to dust. Blood Will Tell Envoys to the Omnissiah Leotydus Dat-Hastael runs a successful Blood Game, spending over a decade in hiding, evading every ward and sentry to finally reach the Sanctum Imperialis with blade in hand.

Precautions are put in place to seal off his route of ingress, just in time to catch the elite Drukhari killer known as the Blade of Ptesh as he attempts the very same route as Dat-Hastael in his efforts to slay the Emperor on behalf of a mysterious and exceptionally persuasive patron. Initially, the notoriously insular Fabricator-General Uixot of Mars refuses to pledge his aid in eliminating the Heretic Astartes.

Mere months later, a combined force of Minotaurs Space Marines, Adeptus Mechanicus war maniples and Custodians from the Dread Host annihilates the traitors in their captured strongholds. The Ominous Gift Halo-belt augurs reveal the space hulk Ominous Gift advancing inexorably out of the dark void towards Terra. Using his status as a High Lord to overrule objections by the Imperial Navy, Captain-General Aesoth Koumadra orders a strike by several shield companies to gut the craft from the inside and ensure its corruption is wholly purged.

Those outside the Adeptus Custodes do not understand the significance, but the attack is led by the Lockwarden of the Shadowkeepers and a band of his black-armoured comrades.

The Ominous Gift is destroyed — the wider Imperium need never know any more than that. Guardians of Greatness A controversial act of insubordination sees Lieutenant Nathasian of the Cadian 86th slated for execution.

Yet he is spared when a band of grim-faced Custodians from the Aquilan Shield appear at his side in a blaze of golden light, and wordlessly cut down his would-be commissariat executioners. With his remarkable bodyguards at his side, Nathasian is free to exercise his flair for unconventional tactics, which soon sees his promotion to Commander Army Group, then to Warmaster of an entire Imperial crusade.

The Shuddering Stars are swept clear of Ork tribes, stopping Waaagh! The Years of Madness A time of strange omens and ominous whispers engulfs Terra, beginning with the disappearance of the notoriously conservative Captain-General Galahoth.

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.

Worse is to follow as possession is revealed amongst a sub-sect of the doomscryers themselves, though not until the false predictions of the fallen psykers send Captain-General Launceddre to his death at the Battle of the Gilded Pyre. Sensing a deeper level still to this perfidy, Lencilius continues his investigations with cold, deliberate patience until at last he has concrete proof: the Inquisitors have struck a deal with High Lord Sennaca, who is contriving to hide their activities in exchange for being allowed to sell the stolen psykers on to wealthy nobles for exorbitant fees.

At last the Shield-Captain is able to release his pent-up fury, assembling a combined force of Custodians, Sisters of Silence and Imperial assassins to pull the corrupt operation up by its roots. They annihilate dozens of hidden cults, purge the polar underhives, eliminate a vermillion-classified xenos threat amidst the Plutonian void-fortresses, and launch thirty-two separate extrasolar interdiction strikes. Several, it is rumoured, even utilise shattered spars of the webway to reach their targets.

As word reaches Terra of ever increasing warp storm activity, and cries for help sweep in from every corner of the galaxy, Valoris assembles the High Lords of Terra to discuss their response to this gathering storm. 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.

Riding their boiling crests comes a horde of Khornate Daemons, who burst through the skin of reality to assail Terra itself. Victory is bought at a steep price in irreplaceable lives, but it is victory nonetheless. Bringers of Greatness Roboute Guilliman announces the Indomitus Crusade, a desperate and determined undertaking by a combined Imperial force to drive back the rampaging armies of Chaos. As part of this crusade, the Ultramarines Primarch intends to bear Primaris Space Marine reinforcements and the secrets behind their creation to the far-flung and hard-pressed Space Marine Chapters.

On the eve of his decision, a large number of Emissaries Imperatus step forwards, compelled by the spirit of the Emperor to accompany the crusade. As their Dark Apostles summon creatures from beyond the veil, the fight turns viciously against the Imperial defenders. Sure enough, even as hordes of traitors and abominations mobilise to attack, the Emperor answers the cries of his followers. Teleport flares erupt through the heretic lines, gold and silver lightning leaping as a combined force of Custodians and Grey Knights storm into battle.

Bolters roar and crackling blades tear through heretic flesh, Trajann Valoris and Grand Master Voldus leading an assault that sees the traitor army shattered into battling warbands. Inspired by the sudden arrival of veritable demigods, the Mordians and Sisters of Battle advance, hymnals rising from their ranks over the roar of flamers and the scream of massed lasgun fire.

Blood slicks the streets around the macro-cathedrum, corpses piling in gory heaps as the Word Bearers and their daemonic allies fight back furiously. Yet after three days and nights of unremitting savagery, the Chaos host is broken in the Battle for the Statue Steps. 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.

Before they can lay claim to this mysterious structure, two of the warships known as the Moiraides appear in orbit. The Custodians of the Dread Host deploy in force, securing the mountain pass that leads to the Echovault with squads of Wardens who hold firm against wave after wave of attacks.

Meanwhile, multiple shield companies strike at the flanks of the traitor force, pulling their formation apart and dividing their strength. Finally, a decisive force of forty Allarus Terminators teleports into the very heart of the Black Legion lines, tearing their command structure apart and slaying Lord Hadrexus and his Chosen to the last. Though dozens of Custodians fall during the fighting, they smash the Black Legion invaders utterly and send their remnants fleeing back into the warp.

As for the Echovault, it is left undisturbed, and a permanent garrison of Custodian Wardens left to watch over it. The Dangers of Excellence Amidst the horrors of the ongoing war against Chaos, it is deemed heresy for Administratum clerks to suggest the Adeptus Custodes could ever lose a battle, regardless of the odds.

Fearing for their safety and their souls, many adepts record campaigns as Imperial victories even before the first shots are fired, should so much as a single Custodian be reported active in that war zone.

Despite their best efforts, systems continue to fail, and no one still living knows how to repair them. He gathers a band of his finest warriors aboard the cruiser Scion of Argo, and sets off following a lead that points to the lost forge world of Morvane.

Their advance is spearheaded by the renegade armoured companies of the Vostokh 7th, led by the traitorous Marshal Griegor, whose battle tanks repel every Imperial force sent to stop them. At last, upon the rocky plains of Pallus, Griegor meets his match. Screaming into battle upon their ornate steeds come Shield-Captain Aadilus and his company of Vertus Praetors, melta missiles streaking from their salvo launchers to annihilate the lead vehicles of the Vostokh spearhead.

The traitor tanks open fire with everything they have, seeking to swat the seemingly outmatched jetbikes from the air. Yet the Praetors weave effortlessly between the shots, weathering those blasts that do hit home and suffering only scant casualties before they split into hunting packs and begin criss-cross strafing runs over and between the enemy armour.

More renegade vehicles explode by the moment, the Vostokh gunners panicking as they find themselves unable to track their hurtling tormentors. Several shield companies launch strikes against the xenos, with the Allarus Custodians of the Gilded Fist leading the attack. The surviving Drukhari flee aboard sleek warships that swiftly vanish, while the Custodians evacuate in good order. As their raiding The Orks of Waaagh! Zagstomp overrun the Iron Warriors Citadel of Miseries after a gruelling three-year siege.

Guns blazing, the Custodians hold off the Orks long enough to plant vortex implosion detonators on every ship. The survivors then teleport back to their own ships and jump away into the warp.

In attempting to give chase, the Orks trigger the vortex bombs, and their vast fleet — which Imperial doomscryers warned would appear on the fringes of the Sol System if left unchecked — is consumed by the ferocious energy storm that follows.

Duty unto Death Silent Crossing Since the inexplicable escape of Cypher, the mysterious Fallen Angel, from a highsecurity cell in the Imperial Palace, the Custodians charged with apprehending him have tirelessly attempted to reacquire their captive. Unable to find him on Terra, and following a trail of fading clues, ShieldCaptain Daryth and his men have pressed out into the stars to continue their mission.

The presence of the Silent Sisters seems to calm the madness of the empyrean, at least enough to aid the Custodians in making their dangerous journey into the Imperium Nihilus. Amidst the madness, their augurs do not detect the heavily shielded Space Marine cruiser that follows in their wake, its hull night-black and its insignia veiled.

Captain-General Valoris refuses a request by the Deathwatch to send Kill Teams against this threat, instead leading the purge in person at the head of a huge Adeptus Custodes shield host.

The Cult put up a brutal fight, their sheer numbers and fanaticism allowing them to drag down one Custodian after another and tear them limb from limb. Yet for every one of the Custodians that falls, hundreds upon hundreds of malformed cultists and Aberrants are slaughtered. At last, Valoris himself beheads the monstrous Broodlord that ruled over the cult. Pursued by Tyranid swarms, the Wardens retreat into the fumechoked volcanic highlands and prepare to defend their precious cargo to the last.

Wave after wave of Tyranids surge up the perilous lava-channels, but the Custodians — cleaving to their oaths of indomitable defence — repulse every attack. A month later, a relief force of Marines Malevolent arrives in orbit and drives the hive ships away with thunderous firepower.

On the planet below they find a single living Warden, grievously wounded yet still standing guard over the untouched boon of technology amidst a fortress of heaped Tyranid corpses. Into Shadow Upon the direct orders of Trajann Valoris, a small, fast-moving force of Custodians makes haste for the ruined remains of Cadia. Details of their mission are suppressed, even amongst their comrades, but they are accompanied by a number of warriors drawn from the ranks of the Shadowkeepers.

With gilded blade and thundering bolter did the Ten Thousand march out to meet Waaagh! It confers full responsibility for the overall defence of the Sol System, Terra, the Imperial Palace and — ultimately — the Golden Throne and the Emperor himself. The Captain-General is the master of the Adeptus Custodes, and, on many occasions during Imperial history, has stood amongst the ranks of the High Lords of Terra.

He is further charged with leading the greatest military campaigns fought by the Ten Thousand, and must display a degree of warrior prowess that approaches that of the Primarchs of old.

Allarus Custodians. If Valoris showed a weakness, it was his reluctance to stand back and wait for his enemies to come to him. He lasted only twenty-two years amongst the Companions before his desire to participate in a more proactive strategy of defence saw him reassigned.

He gained the rank of Shield-Captain soon afterwards, and spent several centuries leading sorties against emergent threats throughout the Sol System and beyond. Valoris became well known for his tendency to observe his enemies carefully, predict their movements, then deliver a sudden and decisive blow.

He cultivated networks of agents and informers across the Segmentum Solar, and even further out into the wider Imperium. Valoris recognised his own proclivity for aggressive action, and took constant steps to temper it with comprehensive foreknowledge.

Thus his strikes always fell where they should, and no comrade was ever lost to reckless commands. In the millennia since the Great Crusade, there have been just seventeen incumbents of this weighty mantle. Most have died in battle, either on the holy soil of Terra or whilst leading crucial campaigns amidst the stars. Several have become Eyes of the Emperor, while three — including Constantin Valdor himself — simply vanished, their disappearances wreathed in mystery even amongst their own comrades.

The current Captain-General is Trajann Valoris. Many claim that he is the greatest warrior to hold the title since the Emperor bestrode the stars. Within his first decade of service, Valoris ran not just one, but two successful Blood Games, a record that remains unbroken. With his remarkable grasp of battlefield strategy and his naturally aggressive streak he earned a place for himself amongst the When Captain-General Andros Launceddre fell at the Battle of the Black Pyre, Valoris was named his successor.

As tradition dictated, he took up the armour and weapons of his former lord. The second of these great relics is an elaborate suit of powered armour known as the Castellan Plate, which incorporates a heraldic tilting shield, an auramite halo, and a magnificent cloak woven with adamantine thread so that it flows like cloth but yields to neither blade nor blast. At his belt the Captain-General also carries a strange device known as the Moment Shackle. A relic of Dark Age technology released from the vaults beneath the Imperial Palace, this artefact allows Valoris to trap fragments of temporal energy and turn them to his use, excising split-second events from history or slowing the localised temporal flow enough to tip a desperate fight in his favour.

Trajann Valoris has proven a dynamic and effective CaptainGeneral. Under his rule the number of Blood Games have increased tenfold, the defences of the stable warp routes into the Sol System have been strengthened, and long-hidden cults have been purged from the Terran underhives. Little escapes the eyes of his ever expanding spy network and, armed with the certainty of the truly righteous, his covert strikes have annihilated dozens of threats to the Golden Throne.

Perhaps, some whispered, the halfunderstood power of the Moment Shackle allowed him to do just that. After all, it was this very practice within the Legiones Astartes that allowed the Horus Heresy to occur. Every Custodian has a voice, and is expected to use it. As such, the Ten Thousand respect only those leaders who have proved themselves worthy, whose judgement, strategic skill and strength of mind and character have been shown time and again. Such Custodians are called Shield-Captains, and their fellows follow them with loyalty and dedication.

Conversely, a Custodian who has stood amongst the Companions will forever be known as Honoured Watchman, while one who has triumphed in a Blood Game will forever after bear the title of Shieldsmith. Shield-Captains are amongst the greatest assets of the Imperium. They are superlative warriors who are able to take on an entire squad of Heretic Astartes in close combat, strike the heads from xenos beasts the size of tanks, and fell rank after rank of lesser enemies with pinpoint fire.

Whether they hack their enemies apart with powerful swings of a castellan axe, slice and stab with a sentinel blade, or impale their victims upon a crackling guardian spear, Shield-Captains display absolute mastery of their chosen weapons. Some — the swiftest in thought and action — soar into battle in the saddle of a Dawneagle jetbike. Whatever their preference, Shield-Captains are the masters of those disciplines required to become heroes of legend.

When the Custodians march to war, it is not unusual to see multiple Shield-Captains leading them in battle. Sometimes these warriors fight alongside each other — groupings such as the Golden Brothers or the Heralds Three have won remarkable renown through their impressive accomplishments. The decision of who leads at such times is rarely difficult, for the Shield-Captains are frank in discussing their respective merits and quick to recognise whether they, or one of their fellows, is the appropriate choice.

More than just exceptional fighters, Shield-Captains are highly intelligent and tactically gifted battlefield commanders, able to read the ebb and flow of the wider war at a glance and direct their forces accordingly. They know neither fear nor self-doubt, and can appear arrogant and aloof to other warriors of the Imperium.

This is a misconception, however, for Shield-Captains are untroubled by such self-serving notions as egotism. They are absolute realists, fully aware of the stakes involved in the wars they wage. They act accordingly, every statement declarative, every action decisive, suffering no impediment to their mission — be it the machinations of the foe or the pomposity, ignorance or superstition of their allies. This is not to say that Shield-Captains lack for charisma. Rather, they exude it.

To the common soldiery of the Imperium these gilded figures seem to have stepped from the pages of religious scripture. Their presence fills faithful men and women with rapturous euphoria, banishing fears and doubts, replacing them with the absolute certainty that the Emperor watches over his servants and will preserve their souls should they fall in battle that day. Shield-Captains are also master diplomats, well versed in the intricacies of Imperial high society, privy to secrets and traditions that allow them to charm, inspire, threaten and manipulate as required to see their will done.

The rank of Shield-Captain is a purely martial one. It signifies that the Custodian in question has the responsibility of leading a force of his comrades into battle. Beneath that umbrella honorific are hundreds of more symbolic or traditional titles. These warriors are rank-and-file infantry only insomuch as their numbers are greater than those of the other, more specialised Adeptus Custodes warriors.

Even a single one of their number is a terrifying force of destruction, his every shot perfectly placed, his every cut, thrust and stab a masterclass in bladesmanship, footwork and combat awareness that sees enemy corpses fall like dead leaves at his feet. Custodian Guard are steadfast in defence and unstoppable on the attack. Such squads do not have formal memberships, and Custodians may swap from one squad to another before each new campaign, or even each new battle.

With their individualistic fighting styles, the Custodian Guard do not fight as one in the way that a conventional squad of soldiers would — it is enough for them to know that they fight shoulder to shoulder with respected comrades, and that their fellows will watch their backs when the enemy press close.

As with all of the Adeptus Custodes, Custodian Guard have the might of the Emperor flowing through their veins, and his aegis of protection hanging around them like a shield. Their traditional armament is the guardian spear, a golden halberd so heavy it would take several men to lift it. This composite weapon is both a powered blade capable of hewing a Chaos Space Marine in two, and a boltgun to engage threats from afar.

Conversely, some Custodian Guard prefer to enter battle armed with a sentinel blade and storm shield. The sentinel blade is a broadsword of daunting size, so large its hilt is flanked with the double barrels of a bolt caster that can lay down a hail of short-range fire. It is a testament to the strength of the Custodians that they can wield these powered blades one-handed. When coupled with the armoured bulwark of the storm shield — whose protective powers are augmented with an inbuilt energyshield generator — this potent combination allows the Custodian Guard to cut their foes apart while weathering even the most devastating of attacks.

As befits their elevated status, Custodian Guard squads can call upon ancient Land Raider battle tanks to carry them to war. The combination of demigod-like warriors and enormous war engine is a terrifyingly potent one, and when several such squads advance at once, even super-heavy armour and towering daemonic abominations cannot endure their wrath.

Those Wardens that do not carry the iconic guardian spears of their order wield heavybladed castellan axes. The Wardens are known amongst their comrades as level-headed and endlessly patient watchmen.

Upon accepting the robes that mark their station they swear binding oaths to fight as immovable 38 sentinels, a living fortress of auramite and sinew that no foe will ever breach. To break their vows would be worse than death to these warriors, and their determination to uphold them bolsters their already formidable wills to something of truly frightening intensity. Where a strongpoint must be cracked wide open, a traitor warship boarded or a foul demagogue slain even as he stands amidst his dedicated bodyguards, there are the Allarus Custodians deployed.

These warriors wear suits of Allarus Terminator plate, expertly crafted armour whose worth can be measured in worlds. Driven by magnatomic generator-shrines, articulated with leonus-class actuators, and fashioned from layered auramite and adamantium, Allarus armour is a marvel of craftsmanship.

It provides its wearer with an exceptional range of movement and near-unencumbered speed, augmented strength and resilience, and the survivability to stride unharmed from the blast of a macro-cannon shell. Coupled with the protective blessings of the Emperor, Allarus Terminator plate is arguably the most effective man-portable combat armour in the entire Imperium.

Just as well, for the battles fought by Allarus Custodians demand nothing less. Their weapons, too, are formidable. They heft guardian spears twice the height of a man, or swing massive castellan axes that can bisect a Chaos Lord or lop the head from an Ork psyker with a single blow. To supplement these weapons, Allarus Custodians also wield balistus grenade launchers upon their left forearms.

These drum-fed weapons can be triggered with a thought, spitting salvoes of sanctified projectiles in saturation patterns through the enemy ranks. They are also capable of launching concussion grenades that explode amidst bursts of electroexorcist chaff and overwhelming light and sound. Enemies subjected to these barrages are sent reeling, their senses rebelling against the onslaught even as their weapons and equipment falter and they spasm in pain.

Unusually for Custodians, these warriors have fought side by side for decades now, asserting that they can best serve the Emperor operating as a single, tightly fraternal force. Hand-picked by the Captain-General from amongst the most bellicose of the Ten Thousand, Allarus Custodians relish the chance to plunge into the most lethal battles. Their killer instincts are razorsharp, their wrath honed to a fine point.

Yet these are no maniacal berserkers. They land every blow with murderous strength, but also with surgical precision. It is an effective tactic that has seen more than one heretic fortress fall from within. In the earliest days of the Imperium they marched to war alongside the Emperor himself, presenting a magnificent spectacle which echoed the majesty of the Master of Mankind.

Just as their weapons and armour have always been fashioned to reflect his martial glory, so too are the proud standards known as vexillas, which are borne to war by some of the most veteran Custodians.

Whether this effect is purely psychological, or if there is some crypto-technological aspect to the phenomenon, is unknown beyond the Tower Aquilane.

It is enough that it works, and works well. The Vexilla Defensor is borne into battle where the foe brings overwhelming firepower to bear. Built into this proud standard is a refractor-field generator of prodigious power, whose protective umbrella crackles out to ward all nearby allied forces from harm.

The deployment of these vexillas has spawned more than one legend and parable; to the unenlightened, the effects of the Vexilla Defensor look as though the Emperor is extending direct protection to those who fight at the side of his favoured warriors.

The Custodes alone are permitted to display it as their foremost heraldic icon, and its inspirational effect upon those around them is nothing short of electric. Hefted high above the anarchy of the battlefield, the vexilla forms a golden beacon of truth and light that fills true servants of the Emperor with awe.

Beneath the winged shadow of the Aquila, even the humblest defender of Humanity feels the touch of the Emperor upon their soul. The Vexilla Magnifica incorporates photophantasmic fluctuators and psychoamplifactor clarions. Such standards are borne at the forefront of an attack, placed where they can best blunt any attempt by the foe to launch a counter-offensive of their own.

Each vexilla is created on Terra, painstakingly fashioned over a period of one hundred years by the oath-sworn artisans of the Tower Aquilane. Upon their completion, these beautiful standards are borne amidst processions of craftthralls, Ministorum Priests and heraldic servitors to the Auric Eyrie, where they are held upon stasis-podia until required. Most, however, incorporate potent technologies suited specifically for deployment upon the field of battle.

Those vexillas carried by the veterans of the shield companies typically belong to one of several patterns. But I'm sad there is no mention of auxilary army choices. I want to see a buff to kroot or some hint that they are getting more models and rules.

But still very interesting and I am excited. Luciferian wrote: Ugh, first they're revealing a new faction of marines that are what marines always should have been, and now they're buffing Tau and adding an apostrophe to their name.

Tbh they sound broken as hell oO. Remains to be seen what how they really do, but they sound like their shooting tripled at least and they can't be locked in melee after an even stronger overwatch than before AND they can freely murder characters if buffmanders are still a thing.

On a sidenote, they have a 'Sept' keyword. That's a really really good sign I hope. Verviedi wrote: Luciferian wrote: Ugh, first they're revealing a new faction of marines that are what marines always should have been, and now they're buffing Tau and adding an apostrophe to their name. That is, if they survive CC at all. We don't know enough to start complaining yet. Why would GW address nerfs in their PR docs? The Sniper drones lose their spotter? Automatically Appended Next Post: Luciferian wrote: Battlesuits being able to split fire all of their weapons each phase and fall back from CC with no penalties are pretty brutal buffs.

Tau did not need a buff. I know we are seeing things in a 'rules vacuum', but I just cannot see how buffing Tau is a good thing. On a good note, maybe I will finally be able to sell them I hate to be negative, but not enough to not do it.

Once again, the mighty T'''au get to ignore rules at a whim. The 'huge' penalty for falling back? While I think they will be more manageable than before, and we haven't seen their points, which is a critical component, I just feel The whole point of a shooting army is that they are vulnerable to getting charged.

Not the T'''au it seems. Maybe 2 ML reroll 1s and 2s? HAHA probably not. Giantwalkingchair wrote: Ughhhhh, looks like I'll be boycotting games against this stupid army again. Traditio wrote: Sounds like another edition of me refusing to play against Tau armies.

I hope tau become more fun to play against, currently even a win is I would love to see more breachers and fire warriors in devilfish screamin around hitting objectives and not just 2 min units for points or now with better snipers probably just kroot.

Well, it simply means I won't leave my power weapons at home when playing against Tau this edition, as I have to kill them in one go and can't hide in CC now. Da-Rock wrote: Traditio wrote: Sounds like another edition of me refusing to play against Tau armies. Anybody remember that scene from The big Bang Theory where they argue about how to pronounce warlords of ka'a? So do we now have [T] [ow] instead of the one word it used to be?

Roknar wrote: Anybody remember that scene from The big Bang Theory where they argue about how to pronounce warlords of ka'a? People thought I was crazy for not getting a game as Tau at my local store.

Who will be banned from playing games next? I know lots of whiners follow up Tau with Eldar. Are Nu-Marines next? Nba 2k16 Free Download Ios.



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