Custodes

Homebrew by mark4418

FACTION RULES Auramite Plating When an enemy operative performs a shoot actions against a CUSTODES Operative, may apply this rule and select one of the following,

  • Before rolling defense dice, enemy operative discards one normal hit.
  • Before enemy operative rolls attack dice, declare this. May roll additional dice equal to piercing value. Discard the piercing value amount from the total results.
  • If using Seek/Seek Light rule, considered in cover for this attack.
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Composition

Your Custodian Kill Team can include;

1 CUSTODIAN GUARD with the following options:

  • Guardian Spear
  • Sentinel Blade ; Storm Shield

5 SISTERS OF SILENCE Operatives from the following

  • Prosecutor
  • Witchseeker
  • Vigilator

You can only include up to 2 WITCHSEEKER operatives in this kill team.

Common Abilities and Options

Psychic Abomination:
- Friendly Operatives within 3" cannot be targeted by Psychic rules

  • Enemy operatives within 6" must roll a 4+ to use Psychic effects and actions.
Custodian Guard
A 3
M 7"
S 3+
W 18
Weapons
ATK
HIT
DMG
Guardian Spear - Focused (Piercing Crits 1, Accurate 1, Severe, 2" Devastating 1)
4
2+
3/4
Guardian Spear - Spread (Torrent 3", Balanced, Piercing Crits 1, Heavy Reposition)
4
3+
3/5
Sentinel Blade (Piercing Crits 1, Severe, Devastating 1)
4
3+
3/4
Guardian Spear (Lethal 4+, Rending)
5
2+
5/6
Sentinel Blade (Lethal 5+, Rending)
5
2+
4/6
Abilities
Peerless WarriorsStorm Shield

Peerless Warriors: - This operative can perform up to 2 Shoot Actions or 2 Fight Actions.

  • When performing a Charge action, may add 1 to the APL stat of this operative until the end of its activation.
  • This operative can counteract on a conceal order.
  • This operative can perform the Guard action even outside of close quarters rules for 2AP.

Storm Shield: When this is equipped,

  • Reduce Piercing by 1 (Piercing 1 and Piercing Crits 1 would therefore be ignored)
  • When fighting or retaliating with this operative, when parrying, enemy operative discards an additional hit dice.
  • When this operative retaliates, may resolve a parry first.
Prosecutor
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Relic Bolter - Focused (Piercing Crits 1, Severe, 1" Devastating 1, Accurate 1)
4
3+
3/4
Relic Bolter - Sweep (Piercing Crits 1, Torrent 2")
4
4+
3/4
Gun Butt (Balanced)
4
4+
3/3
Abilities
Evasive ShotsPsychic Abomination

Evasive Shots: After resolving a Shoot action using the Relic Bolter weapon, this operative may perform a free Dash action.

Witchseeker
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Torrent 3", Lethal 4+, Saturate, Blaze*)
4
2+
2/2
Gun Butt (Balanced)
4
4+
3/3
Abilities
BlazePsychic Abomination

Blaze: - For every Crit dealt with a weapon with the Blaze rule, target gains a Blaze token

  • At the start of every activation, Operatives with Blaze Tokens suffer D3 wounds for every token they have. Remove one token after damage is dealt.
  • At
  • Operatives with at least one Blaze token, reduce Mov stat by 1", mission actions and pick up marker actions cost an additional 1AP, and Worsen BS and WS
  • Blaze Tokens are only removed according to this rule, or if the operative regains wounds or is incapacitated.
Vigilator
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Executioner Greatblade - Reach (Rng 2", Seek light, Saturate, Lethal 5+, Piercing 1, Silent)
3
3+
2/5
Executioner Greatblade (Lethal 5+, Rending, Cleave*)
4
2+
4/6
Abilities
CleavePsychic AbominationSwift Assault

Cleave: - When striking with a crit, deal D3+1 damage to all enemy operatives within control range.

  • If this operative charged this turning point, add 1 to normal and crit DMG stat until the end of the Fight.

Swift Assault: - If this operative incapacitated an enemy operative within control range, and is not in control range of enemy operatives, this operative may perform a free Reposition action, ignoring rules that say otherwise.

  • Operative may only move up to its remaining move from the charge action previously +D3" (If no charge action was made, may move as far as a charge would as a reposition action)
Equipment

Arcane Genetic Alchemy:
- At the start of every turning point, friendly CUSTODES operatives regain 1 lost wound.

  • After or before a CUSTODIAN GUARD action, may regain D3+1 lost wounds.
  • After or before a SISTER OF SILENCE action, may regain D3 lost wounds.

Power Knives:
PROSECUTOR and WITCHSEEKER operatives add 1 to normal and Crit Damage of Gun Butt and gain Severe.


Agile Momentum:
Friendly CUSTODES operatives can ignore the first vertical 2" of the first climb, and up to 3" instead of 2" vertical distance when dropping.


Purity Seal:
Once per turning point, when rolling attack dice.

  • Discard one failed result and convert another failed result to a normal hit.

Ploys

Firefight - Sisters of Silence:
Use at the end of a Sisters of Silence friendly operatives activstion. May activate a ready Sisters of Silence operative immediately after.


Firefight - Boltstorm:
When a friendly CUSTODES operative performs a shoot actions, may use this ploy. Until the end of this operatives activation, may perform up to two shoot actions in an activation.


Firefight - Superior Reflexes:
Use when rolling defence dice. Convert a normal save into a critical save, or a failed save into a normal save.


Firefight - Praesidium Shieldwall:
Use this ploy at the start of end of a CUSTODIAN GUARD operatives activation. - If this operative is within friendly territory, improve save by 1, and critical saves can be retained on a 5+.

  • If within enemy territory, retain a save if operative is out of cover, and The first melee strike deals -1 damage in a fight against this operative.
  • If contesting an objective marker, for every attack dice dealt to this operative, -2 (min 3) Damage dealt. (This stacks with other damage reduction)

Strategic - Unyielding Will:
- Until the end of the turning point, friendly operatives can halve the damage stat inflicted of up to 2 hits per attack.

  • e.g, Custodes operative is being dealt 2 hits and a crit. Operative would have the damage stat of 1 hit and 1 crit.
  • Additional 1 CP must be spent to use this ploy for every turn this ploy was already used.

Strategic - Creeping Dread:
Give up to 2 Sisters Of Silence operatives a Creeping Dread token.

  • Operatives within 4" of an operative with Creeping Dread token worsen BS and WS by 1.
  • Remove Creeping Dread token at the end of the turn.

Strategic - Emperor's Finest:
The first time a friendly Custodian Guard operative is selected to counteract this turning point, may activate again as if Ready. When doing so, may change the order before starting the activation.


Strategic - Talons Of The Emperor:
Friendly CUSTODES operatives may ignore any modifiers to stats from injury. May ignore APL modifiers and Shock and Stun rules.


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.