Custodes

Homebrew (Unpublished) by kneeknow
Composition
Common Abilities and Options

Martial Ka'tah:
When this operative is activated, it may select one of the Ka'tah stances listed below, gaining its effects until their next activation:

- Dacatari - Increase the ATK stat of this operative's melee weapons by 1. This operative's ranged weapons gain the "torrent 1"" weapon rule.

- Rendax- This operative's melee weapons gain the "brutal" weapon rule. This operative's ranged weapons gain the "piercing 1" weapon rule.

Sentinel Guard
A 3
M 6"
S 2+
W 20
Weapons
ATK
HIT
DMG
Sentinel Blade (ranged) (Lethal 5+, Range 8")
4
2+
3/4
Sentinel Blade (melee) (Lethal 5+)
5
2+
4/6
Preasidium Shield (Lethal 5+, Shock, Stun, Shield)
3
3+
3/3
Abilities
Immovable ObjectMartial Ka'tah

Immovable Object: When this operative is contesting an objective or marker, its melee weapon profiles gain the "balanced" weapon rule. Additionally, this operative counts as having +1 AP for the sake of objective control (note that it does not actually gain this AP for use in actions though).

32Custodian
Hykanatoi
A 3
M 7"
S 3+
W 20
Weapons
ATK
HIT
DMG
Guardian Spear (ranged) (Lethal 5+)
4
2+
3/4
Guardian Spear (melee) (Lethal 5+)
5
2+
5/7
Abilities
Martial Ka'tahUnstoppable Force

Unstoppable Force: When fighting, this operative can resolve one success before the regular order.

32Custodian
Sister of Silence
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Boltgun (Piercing Crits)
4
3+
3/4
Witchseeker Flamer (Saturate, Torrent 2”, Range 8”)
5
2+
3/3
Executioner Greatblade (Lethal 5+)
4
3+
4/6
Combat knife
3
3+
3/4
Abilities
BlankBonded through deeds

Blank: Psychic ranged weapons cannot inflict damage on this operative. For the effects of Psychic actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:

  • That operative cannot perform Psychic actions or use Psychic additional rules.
  • That operative cannot use Psychic ranged weapons.
  • Psychic melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.

Bonded through deeds: When within 6" of a visible friendly Adeptus Custodes operative, this operative gains one of the following bonuses, depending on which Adeptus Custodes operative is chosen for this ability:

  • This Ground for Him on Terra! - If a Sentinel Guard is selected, this operative's save stat is increased by 1, and it can reduce the "piercing X" rule by 1 (effectivley ignoring "piercing 1")

  • Show Them True Fury! - If a Hykanatoi is selected, the DMG stat of this operative's melee weapons is increased by 1, and its melee weapons gain the "balanced" rule.

This operative can only benefit from one "Bonded Through Deeds" ability at a time, chosen by the controlling player.

32Sister of Silence
Vexilla Praetor
A 2
M 6"
S 4+
W 10
32
Equipment

Advanced Auto-injectors:
When a friendly Custodian operative is activated, it can either heal D3+3 wounds or remove any negative effects upon it (note this occurs before any negative effects that trigger upon activation e.g “Poison”).

When this occurs, if the activating Custodian is providing a Bonded Through Deeds effect to a friendly Sister of Silence operative, they can heal D3 wounds.


Faultless Battle-Plan:
Once per turning point, when a friendly operative is shooting, fighting or retaliating, if you roll two or more fails you can discard one and retain the other as a normal success.


Crushing Auramite:
Whenever a friendly Custodian operative ends a charge move, select one enemy within control range and deal D3 damage to them, increasing to D3+1 if the friendly Custodian operative is equiped with a Preasidium Shield.


Talismans of the Emperor:
Whenever a friendly Custodian operative is incapacitated, gain 1 CP


Ploys

Firefight - Masters of Warfare:
Select one friendly Custodian operative during its activation - this operative can perform one action with the bonuses of both Martial Ka'tah diciplines.


Firefight - A Fitting End:
Select one friendly Custodian operative just after it is incapacitated, but before it is removed from the battlefield - this operative deals D6+3 damage to each enemy operative in its control range.


Firefight - Silent Sentinels:
Select one friendly Sister of Silence operative during its activation - this operative can then perform a mission action or the pick up/place marker action for 1AP less than its original cost.


Firefight - Blank’s Power:
Select one enemy operative visible to and within 8" of a friendly Sister of Silence operative - this operative's abilities cost an additional AP to perform until the end of its next activation.


Strategic - Lightning Reflexes:
Select one friendly Custodian operative - this operative can perform 2 AP worth of actions before the firefight phase begins, but can only move a maximum of 3" throughout these actions, and cannot repeat the same action twice.

This ploy cannot be used if you are the player with initiative.


Strategic - For It Is His Will:
Until the next strategy phase, friendly Custodian operatives do not suffer the effects of being injured.


Strategic - Unnerving Presence:
Select one friendly Sister of Silence operative - whenever an enemy is within 3" of it or a friendly Custodian operative that is providing it with a Bonded Through Deeds effect, they cannot re-roll any attack dice.


Strategic - Finishing Blow:
When fighting or retaliating against a wounded enemy operative, friendly Sister of Silence operatives can re-roll any of their attack dice.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.