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CodexFactionsAdeptus CustodesKnight-Centura

Knight-Centura

M6"
T3
SV3+
W4
LD6+
OC1

Composition & Wargear

Knight-Centura
Equipped Executioner Greatblade

Ranged Weapons

WeaponRangeABSSAPD
Witchseeker flamer 12"D6N/A 401
Master-crafted boltgun 24"12+ 402
Auriferous OrbBlinding Light 8"D32+ 101

Melee Weapons

WeaponRangeAWSSAPD
Executioner Greatblade Melee32+ 5-22
Close combat weapon Melee32+ 301
Emperor's Light Melee32+ 5-21

Abilities

Leader Datasheet

This model can be attached to the following units: ■ Prosecutors ■ Vigilators ■ Witchseekers

Seeker's Instincts Datasheet

While this model is leading a unit, add 2" to the Move characteristic of models in that unit and add 2 to Advance and Charge rolls made for that unit.

Corner the Quarry Datasheet

Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this model’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.

Daughter of the Abyss Ability

This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.

Scouts Core

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:  - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.  - If that unit is wholly within your deployment zone, it can make a scout move (see below).  - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

Ceaseless Vigilance Ability

In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is nulled:  - While a unit is nulled, that unit has +3" detection range.

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).