Custodes
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'tahHykanatoi
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 ForceSister 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 deedsVexilla Praetor
A 2
M 6"
S 4+
W 10
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
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: 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.
Strategy: For It Is His Will
Until the next strategy phase, friendly Custodian operatives do not suffer the effects of being injured.
Strategy: 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.
Strategy: Finishing Blow
When fighting or retaliating against a wounded enemy operative, friendly Sister of Silence operatives can re-roll any of their attack dice.
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.
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.