shadowdabest's Shield Host

Homebrew (Unpublished) by shadowdabest
Composition
Common Abilities and Options

Martial Ka'tah:
STRATEGIC GAMBIT For each friendly ADEPTUS CUSTODES operative, you can select one of the MARTIAL KA'TAH stances below. If you do, that stance becomes Active for that operative until another MARTIAL KA'TAH stance becomes Active for it.

Kaptaris: Add 1 to the AP cost of the Fall Back action for enemy operatives within this operative's control range. Once per sequence, when critical damage would be inflicted upon this operative from an attack die, you can choose for that attack die to inflict normal damage instead. Calistus: Whenever this operative is performing the Reposition or Fall Back actions, add 1" to its Move stat. This operative's ranged weapons gain the Saturate weapon rule. Dacatarai: During this operative's activation, it can perform two Charge actions. Whenever this operative is fighting or retaliating, add 1 to the Normal Dmg and Critical Dmg stat of its melee weapons.

Peerless Warriors:
During each friendly ADEPTUS CUSTODES operative's first activation of each turning point, it can perform either two Shoot actions or two Fight actions.

Whenever a friendly ADEPTUS CUSTODES operative ends its activation for the first time in a turning point, if it did not perform two Shoot actions or two Fight actions during that activation, it can remain ready (it isn't expended). If it does, subtract 1 from that operative's APL stat until the end of its next activation. The second time an ADEPTUS CUSTODES operative activates during the same turning point, during that activation, it cannot move more than 4".

Each friendly ADEPTUS CUSTODES operative can Counteract regardless of its order.

Auramite Adamantine:
4+ feel no pain

Psychic Abomination:
While an operative is within 6" of an ANATHEMA PSYKANA operative, it cannot perform psychic actions. SISTER OF SILENCE operatives cannot be targeted or affected by psychic actions.

Shield Captain
A 3
M 6"
S 2+
W 21
Weapons
ATK
HIT
DMG
Master Crafted Guardian Spear
Ranged (Accurate 1)
4
3+
3/4
Melee (Lethal 5+)
6
3+
4/6
Master Crafted Sentinel Blade
Ranged (Rng 12", Accurate 1)
4
3+
3/4
Melee (Balanced, Lethal 5+)
6
3+
4/5
Pyrite spear
Ranged (Rng 8" ,MW4)
4
3+
6/3
Melee (Lethal 5+)
6
3+
4/6
Abilities
Martial Ka'tahPeerless Warriors1AP: Shoulder The Mantle

Shoulder The Mantle (1AP): This action can only be performed during this operative's first activation of each turning point. If this action is performed, this operative cannot remain ready at the end of its current activation. Select another ready friendly ADEPTUS CUSTODES operative visible to this operative, when this operative is expended, activate that friendly operative before your opponent activates. This action cannot be performed while within control range of an enemy operative.

32
Blade Champion
A 3
M 6"
S 2+
W 20
Weapons
ATK
HIT
DMG
Vault Swords (Dual Wield) (Balanced, Lethal 5+)
5
2+
4/5
Vault Sword (GreatSword) (Rending, Devastating 1)
6
3+
5/7
Abilities
*CleaveMartial Ka'tahMartial ProwessPeerless Warriors

*Cleave: Whenever the operative using this weapon inflicts critical damage on an enemy operative, it immediately inflicts 2 damage on each other enemy operative within its control range.

Martial Prowess: Whenever one or more MARTIAL KA'TAH stances become Active for this operative, select one MARTIAL PROWESS stance from the list below to become Active for this operative until another MARTIAL KA'TAH stance becomes Active for it.

Behemor: This operatives melee weapons gain the Severe weapon rule.

Hurricanis: This operatives critical successes are retained as normal successes and cannot be changed to critical successes. During the Resolve Attack Dice step of a Fight action, when it is your turn to resolve a die, you can resolve two dice consecutively if they share the same result (e.g., two 5s).

Victus: When this operative is fighting or retaliating, the opponent cannot re-roll or change any of their dice (or the way those dice are retained).

32
Allarus Custodian
A 3
M 6"
S 2+
W 25
Weapons
ATK
HIT
DMG
Balistus grenade launcher
Focused (Piercing 1, Accurate 1)
4
2+
4/5
Blast (Rng 12", Blast 2")
5
3+
2/4
Castellan Axe (Brutal, Ceaseless)
4
3+
6/7
Abilities
Auramite AdamantineHammer of the ThroneMartial Ka'tahPeerless Warriors

Hammer of the Throne: After incapacitating an enemy in melee, preform a free dash action that can end within control range of another enemy oprative

32
Custodian Guard
A 3
M 6"
S 2+
W 20
Weapons
ATK
HIT
DMG
Guardian Spear
Ranged (Accurate 1)
4
3+
3/4
Melee (Lethal 5+)
5
3+
4/6
Sentinel Blade
Default (Rng 12")
4
3+
3/4
Profile (Balanced)
5
3+
4/5
Abilities
Martial Ka'tahPeerless Warriors
32
Venetari
A 3
M 8"
S 2+
W 20
Weapons
ATK
HIT
DMG
Kinetic Destroyer (Lethal 5+, Balanced, Accurate 1)
4
2+
4/5
Tarsis Buckler (Lethal 5+ Ceaseless)
4
2
4/5
Abilities
FlyMartial Ka'tahPeerless Warriors

Fly: Whenever this operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash, up to a maximum of 4" during the activation if it is the operatives second activation during this turning point) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).

32
Sagittarum Custodians
A 3
M 6"
S 2+
W 20
Weapons
ATK
HIT
DMG
Adrastus Desintegration Beam (Heavy, Prc2, MW2)
2
2
5/6
Adrastus Bolt Caliver (Balanced, Lethal 5+, Accurate 1)
4
2
4/5
Misericordia (Lethal 5+, Balanced)
5
2
3/4
Abilities
1AP: Calculated PrecisionMartial Ka'tahPeerless Warriors

Calculated Precision (1AP): Once per activation, when this operative performs a Shoot action, you can spend 1 APL to ignore the Heavy special rule for that action, allowing the operative to perform that Shoot action even if it performed a Normal Move, Dash, or Charge action during that activation.

32
Custodian
A 3
M 6"
S 2
W 25
Weapons
ATK
HIT
DMG
Infernus Firepike (Torrent 2", Lethal 5+)
4
2+
4/4
Twin Adrathic Destructor (MW2, Balanced, Prc2)
4
2
5/5
Solerite Power Gauntlet (Brutal, Punishing)
4
2
5/6
Solerite Power Talon (Lethal 5+, Rending)
5
2
4/5
Abilities
1AP: Auramite AdamantineMartial Ka'tahPeerless Warriors1AP: Sweeping Advance

Sweeping Advance (1AP): Once per activation, when this operative performs a Charge action, you can spend 1 APL to allow it to move through other non-operative terrain features as if they were open space during that charge move.

32
Knight Centura
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Master Crafted Executioner Greatblade (Rending, Lethal 5+)
4
3+
4/6
Abilities
Act of Faith1AP: Adaptive TrainingPsychic Abomination

Act of Faith: Reroll one attack or defense die for herself or a nearby Sister (3").

Adaptive Training (1AP): Select one other friendly ANATHEMA PSYKANA operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

32
Witch seeker
A 2
M 6"
S 3+
W 7
Weapons
ATK
HIT
DMG
Flamer (Rng 6", Torrent 2", Saturate)
5
2+
2/2
Close Combat Weapon
4
3+
2/3
Abilities
Blessed FrenzyPsychic Abomination

Blessed Frenzy: When reduced to 0 Wounds, immediately make one free Fight action before being removed.

32
Contemptor Achillus
A 4
M 6"
S 2+
W 35
Weapons
ATK
HIT
DMG
Lastrum Storm Bolter (Ceaseless, Piercing 1, Accurate 1)
5
2+
4/5
Twin Adrasite Destructor (Rng 6", Piercing 2, MW 3, Balanced)
4
2+
6/8
Dreadspear (Brutal, Lethal 5+, Rending)
5
2+
8/10
Abilities
Auramite AdamantineMartial Ka'tahPeerless Warriors
32
Telemon
A 4
M 8"
S 2+
W 50
Weapons
ATK
HIT
DMG
Arachnus Storm Cannon (Piercing 2, MW 3, Accurate 1)
5
2+
6/8
Caestus (Brutal, Lethal 5+, Stun)
5
2+
8/11
Abilities
Auramite AdamantineIndomitableMartial Ka'tahPeerless Warriors

Indomitable: Each time a shooting attack is allocated to this operative, if the damage inflicted is 3 or less, reduce it to 0.

32
Equipment
Ploys

Firefight - Manoeuvre And Fire:
Use this Firefight Ploy after a friendly ADEPTUS CUSTODES operative performs the Fall Back or Reposition action. It can immediately perform a free Shoot action.


Firefight - Superhuman Reserves:
Use this firefight ploy when a friendly ADEPTUS CUSTODES operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Firefight - Multipotentiality:
Use this firefight ploy during a friendly ADEPTUS CUSTODES activation or counteraction, before or after it performs an action. Select a MARTIAL KA'TAH stance to become Active for that operative until another MARTIAL KA'TAH stance becomes Active for it.


Firefight - Avenge The Fallen:
Use this Firefight Ploy when a friendly ADEPTUS CUSTODES operative is Incapacitated. Until the end of the Turning Point, friendly ADEPTUS CUSTODES operatives' weapons gain the Ceaseless and Rending weapon rules.


Strategic - Radiant Mantle:
Whenever an enemy operative is shooting a friendly ADEPTUS CUSTODES operative that is wholly within 6" of it, worsen the Hit stat of that enemy operative's weapons by 1 until the end of that action (this is not cumulative with being injured).


Strategic - Unwavering Sentinels:
You can ignore any changes to the stats of friendly ADEPTUS CUSTODES operatives from being injured (including their weapons’ stats).


Strategic - Martial Mastery:
Select one friendly ADEPTUS CUSTODES operative. All MARTIAL KA'TAH stances becomes Active for that operative until another MARTIAL KA'TAH stance becomes Active for it.


Strategic - Unleash The Lions:
Once per battle, each friendly ADEPTUS CUSTODES operative that is more than 6" from other friendly operatives can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to an enemy operative. You cannot use this ploy during the first turning point.


TacOps