Talons of the Emperor

Homebrew by TOXIKDAWG

Ur mums home brew

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Composition

Adeptus Custodes

Common Abilities and Options

The Emperors chosen:
You can ignore any or all modifiers to this operatives APL, and it is not affected by critocsl hit stuns. Immune to the 'injured' rule.

Shield Captain
A 4
M 6"
S 2+
W 20
Weapons
ATK
HIT
DMG
Pyrithite Spear (Lethal 5+, Prc1)
5
2+
2/4
Pyrithite spear & Storm shield (Brutal, Storm shield*)
5
3+
4/6
Abilities
Storm Shield*The Emperors Chosen

Storm Shield:* Whenever this operative is fighting or retaliating woth this weapon profile, each of your blocks can be allocated to block two unresolved Successes. You may resolve one of your critical successes before normal order, if used to block.

The Emperors Chosen: You can ignore any or all modifiers to this operatives APL, and it is not affected by critocsl hit stuns. Immune to the 'injured' rule.

40Imperium, Adeptus Custodes, Shield host
Custodian Point
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Guardian Spear (Range 8", PrcCrt1)
5
2+
2/4
Guardian Spear (Brutal)
5
3+
4/6
Abilities
The Emperors chosen
40Imperium, Adeptus Custodes, Shield host
Custodian Guard
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Sentinel Blade (Range 6")
4
3+
3/5
Sentinel blade & Praesidian shield (Lethal 5+, Shield*)
5
2+
3/5
Abilities
Shield*The Emperors chosen

Shield:* Whenever this operative is fighting or retaliating woth this weapon profile, each of your blocks can be allocated to block two unresolved Successes.

40
Equipment

Oath Parchment:
Once during each turning point, you may use the Command Re-roll ploy without spending CP


Tanglefoot Grenades (x2):
(1AP) Select one enemy operative visible to and within 6" of this operative. That operative and every other operative within 1" of that operative take a stun test. For an operative to take a stun test, they roll one D6. On a 3+, subtract 1 from its APL stat, and 2" from its movement stat until the end of its next activation.

An operative can not perform this action within control range of an enemy operative.


Vratine Faceplate:
When damage would be inflicted upon a friendly ADEPTUS CUSTODES from an attack dice, subtract 3 from the damage inflicted. After resolving all attack dice, roll a D6. On a 6+, the equipment is retained and will trigger again upon taking damage from the next attack die. Otherwise, the equipment is exhusted.


Misericordia:
Each time after a friendly ADEPTUS CUSTODES fights or retaliates, if neither the friendly unit nor the enemy unit is incapacitated, you can choose to use this equipment. If you do so, roll one D6, On a 4+, inflict to damage to the enemy operative that fought in this combat.

This equipment may only be used by ADEPTUS CUSTODES operatives not equiped with shields.


Ploys

Strategic - Aegis of the Emperor (1cp):
Until the end of the turning point, once per friendly operative, any time critical damage would be inflicted upon a friendly ADEPTUS CUSTODES operative from an attack dice, you can choose for that dice to inflict normal damage instead.


Strategic - Indomitus (1cp):
Whenever an enemy operative is shooting a friendly ADEPTUS CUSTODES operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - Peerless Warriors (1cp):
Until the end of the turning point, each time a friendly ADEPTUS CUSTODES operative is activated, it can perform up to 2 shoot actions or fight actions during that activation.


Firefight - Arcane Genetic Alchemy (1cp):
Use this tactical ploy in the roll defense dice step of a shooting attack, after rolling defense dice for a friendly ADEPTUS CUSTODES operative. You can change one of your normal save dice to a critical save dice.


Firefight - Brotherhood of Demigods (1cp):
Use this tactical ploy at the end of the turning point, or when it is your turn to activate an operative. Select one friendly ADEPTUS CUSTODES operative and perform one free action. (This does not count as an activation or expend your operative.)


Firefight - Talons of the Emperor (2cp):
Use this tactical ploy when a friendly ADEPTUS CUSTODES operative within 2" of the center of an objective marker is activated. Select a friendly operative visible to and within 3" of the active operator that has not yet been activated this turning point. Both operatives are activated at the same time and can perform theor actions in any order.


TacOps
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.