Custodian Shield Cadre

Homebrew by MajorLeeRugged

Dispatched from the Throneworld under sealed writ, Custodian Shield Cadre Asterion walks the distant void-lanes as the Emperor’s embodied fist. Where vital supply arteries feed the Imperium’s throne, and ancient materials of the highest important dwell, they stand watch — auditing commanders, checking tithes and judging threats. The power of the custodes unbound, extinguishing heresy without proclamation

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Composition

A Custodian Sheild Cadre team is composed of 2 fire teams, of 2 operatives each. Select operatives from the following list:

Fire team one 1 Custodian Captain 1 Custodian or Custodian Blade Warden (one per kill team)


Fire team two 1 Custodian Vexilus Praetor 1 Custodian or Custodian Blade Warden (one per kill team)

Shield Captain
A 3
M 6"
S 3+
W 21
Weapons
ATK
HIT
DMG
Bolt Caster (Piercing 1, Range 8)
4
3+
4/5
Castellion Axe (Lethal 5+, Shock)
5
2+
6/7
Abilities
Long Vidual

Long Vidual: This custodian can roll a D6 when it's AP is expended. Roll a D6, if it lands on 6 then the Custodian gains 1 AP to use this turn only.

Talons of the Emperor, Imperium, Adeptus Custodes, Throne
Blade Warden
A 3
M 8"
S 3+
W 20
Weapons
ATK
HIT
DMG
Sentinal Blades (Lethal 5+, Shock)
5
3+
3/6
Abilities
3AP: Emperor's ChallengeFight Twice

Emperor's Challenge (3AP): The custodian can offer an Enemy operative a Melee challenge (must start with leader). if accepted then the custodian moved up to the target immediately and enters melee. cover and terrain are no obstacle and distance is not messaured. (once the enemy Leader is removed any other operative is available to challenge).

Fight Twice: The Custodian can fight with he Sentinel Blades twice per turn

Talons of the Emperor, Imperium, Adeptus Custodes, Throne
Vexilus Praetor
A 3
M 5"
S 3+
W 20
Weapons
ATK
HIT
DMG
Bolt Caster (Range 8")
4
3+
4/5
Guardian Spear
5
3+
5/6
Emperor's Banner (Blinded)
5
4+
3/3
Abilities
3AP: Golden ThroneThe Banner Never FallsThe Emperor's Light

Golden Throne (3AP): Once per Game This Custodian can be used to revive any other friendly custodian within 5``. Roll x2 D6 and the number shown is the ammount to share among all the friendly custodians in that affect area. If there is only 1 friendly then use all healing on that single operative.

The Banner Never Falls: If this Custodian is lost durring phase 1,2,3 then the nearest friendly Custodian (not leader)MUST move to and "recover" the banner. When the friendly Custodian reaches the location of the Vexilus Praetor, they are immediately remvoed from play and the Standard bearer brought back. The Standard Bearer retains 1/2 the shown max wounds and will have only the AP left unspent by the operative from this turn. The Stanndard bearer continues as normal. This repeats again if fallen. (durring the movemnt to the fallen vexilus Praetor, the fall can be removed and replaced with a tokem or layed down in the board. the moving friendly custodian can not engage others, be brought to melee and is targetable )

The Emperor's Light: Any enemy 6" from the Custodian Vexilus Praetor takes the damsge shown in the weapons profile for "Emperor's Banner". Resolve the dice as normal and roll for each enemy operative individually, roll any defensive saves as normal unless

  • Chaotic (if the target has the Chaos Key then dounle the wounds rolled on the dice).
Talons of the Emperor, Imperium, Adeptus Custodes, Throne
Spear Warden
A 3
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Bolt Caster (Range 8")
4
3+
4/5
Guardian Spear
5
3+
5/6
Talons of the Emperor, Imperium, Adeptus Custodes, Throne
Spear Warden
A 3
M 6"
S 3+
W 20
Weapons
ATK
HIT
DMG
Bolt Caster (Range 8")
4
3+
4/5
Guardian Spear
5
3+
5/6
Talons of the Emperor, Imperium, Adeptus Custodes, Throne
Equipment
Ploys

Strategic - Emperor's reinforcements:
If before the start of Turning point 3, you have lost half your Custodian Operatives (2 units) you can teleport another friendly Custodian into the centor of the board. They can join at any point durring the turning points and can fight on arrival with 2AP only for tjere forst turn.


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.