Custodian Sodalities

Homebrew by uberstrata_makes

The Adeptus Custodes are a force of individual warriors, each a bastion in their own right and a sentinel of unmatched capability and singular purpose created to counter any possible threat -- Human, alien or Daemonic. These warriors have stood in the presence of the immortal Emperor of Mankind since before the time of the Unification Wars. For ten thousand Terran years and more, the Custodians have stood watch over their lord and master, serving as the Emperor's personal heralds and praetorian bodyguard.

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Composition

Each Killeam will consist of 3 CUSTODES from the selection below:

Custodian Guard equipped with a Guardian Spear

Custodian Sentinel equipped with a Sentinel Warblade and Praesidium Shield

Custodian Vexillarius equipped with one of the choices below:

  • Misericordia and Praesidium Shield
  • Sentinel Blade

Each Kill Team may only contain only 1 Vexillarius Praetor.

For the Purposes of the Kill Op this team counts as 6, with each operative incapacitated counting as 2

Common Abilities and Options

Wardens of The Throne:
Each Custodian can Shoot or Fight twice in an activation. They also ignore the effects of being Injured.

After all Custodian Operatives have activated for the first time in a turning point reset all ready markers to, each operative can activate an additional time this turn.

If 1 CUSTODIAN operative has been incapacitated all remaining operatives gain +1 APL funtil the end of the battle. If 2 CUSTODIAN operatives have been Incapacitated the remaining operative increases its movement by 2" until the end of the battle

Praesidium Shield:
Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored. In addition when rolling defence dice, results of 5+ are critical successes.

Custodian Guard
A 3
M 6"
S 3+
W 24
Weapons
ATK
HIT
DMG
Guardian Spear
4
2+
3/5
Guardian Spear (Lethal 5+)
5
2+
5/7
Abilities
Wardens of The Throne
40CUSTODIAN SODALITIES, IMPERIUM, ADEPTUS CUSTODES, CUSTODIAN GUARD
Custodian Sentinel
A 3
M 6"
S 3+
W 24
Weapons
ATK
HIT
DMG
Sentinel Warblade (Range 8")
4
2+
3/4
Sentinel Warblade and Praesidium Shield (Lethal 5+)
5
2+
4/6
Abilities
Praesidium ShieldWardens of The Throne
40CUSTODIAN SODALITIES, IMPERIUM, ADEPTUS CUSTODES, CUSTODIAN SENTINEL
Custodian Vexillarius
A 3
M 6"
S 3+
W 24
Weapons
ATK
HIT
DMG
Sentinel Warblade (Range 8")
4
2+
3/4
Sentinel Warblade (Lethal 5+)
5
2+
4/6
Misericordia and Praesidium Shield (Devastating 3, Lethal 5+)
5
2+
3/3
Abilities
2AP: Auric AuthorityPraesidium ShieldVexilaWardens of The Throne

Auric Authority (2AP): Choose one objective that is visible to this operative, until the start of the next turning point this operative counts as controlling or contesting that objective regardless of being within range of it.

This operative cannot perform this action whilst within control range of an enemy operative.

Vexila: This operative counts as being 1APL higher for the purposes of controlling objectives.

40CUSTODIAN SODALITIES, IMPERIUM, ADEPTUS CUSTODES, CUSTODIAN VEXILLARIUS
Equipment

Oath Parchment:
Once per turning point, when a friendly CUSTODIAN operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Artificer Rounds:
Once per Turning point when performing a shoot action the selected weapon gains the Piercing 1 special rule.


Panoptispex:
Once per Turning Point when a CUSTODIAN operative is performing a Shoot action, enemy operatives cannot be obscured.


Misericordia:
Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, inflict 3 damage to an enemy operative within control range.


Ploys

Firefight - Breaching Behemoths:
You may use this Firefight Ploy when a CUSTSODIAN is performing a Reposition or Fallback action. During that action, it can move an additional 2", and can move within control Range of enemy operatives (it cannot begin or end the move there). Inflict D3+1 damage on each enemy operative it moved within control Range of (roll separately for each after it’s moved, in the order it moved within control Range of them).


Firefight - Inescapable Vengeance:
You may use this Firefight Ploy when a CUSTSODIAN is performing a Charge action. For the purposes of that charge it treats all terrain as Accessible and must spend an additional 1" of movement for each piece of terriain it moves through.


Firefight - Epic Challenge:
Use this Firefight Ploy when a CUSTODIAN operative activates. Until the end of the Turning Point all Shooting attacks from enemy operatives must target this operative if it is a valid target.


Strategic - Aegis of The Emporer:
Until the end of the Turning Point, each time Critical Damage would be inflicted upon a CUSTODIAN operative from an attack dice, you can choose for that attack dice to inflict Normal Damage instead.


Strategic - Talons Interlocked:
Until the end of the Turning Point, if a friendly CUSTODIAN operative is


Strategic - Overwhelming Magnificence:
Until the end of the Turning Point each enemy operatives APL for the purposes of controlling objectives count as 1 less, this is not a modifier.


Strategic - Arcane Genetic Alchemy:
As a Strategic Gambit roll D3 for each CUSTODIAN operative. They regain that many wounds, up to thier maximum.


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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