Auric Triumvirate
Composition
During the Select Operatives step of the game sequence, this kill team cannot select Smoke Grenades as an equipment option.
Each ADEPTUS CUSTODES operative counts as two operatives for all rules purposes for which the number of operatives is counted.
An AURIC TRIUMVIRATE KillTeam is composed of:
- 1 ADEPTUS CUSTODES SHIELD-CAPTAIN operative with one of the following options:
- Guardian spear
- Sentinel blade; praesidium shield
- 2 ADEPTUS CUSTODES operatives selected from the following list:
- CUSTODIAN GUARD with one of the following options:
- Guardian spear
- Sentinel blade; praesidium shield
- BLADE CHAMPION
- VEXILUS PRAETOR
- VENATARI CUSTODIAN with one of the following options:
- Venatari lance
- Kinetic destroyer; tarsus buckler
- CUSTODIAN GUARD with one of the following options:
Other than CUSTODIAN GUARD operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Martial Ka'tah:
STRATEGIC GAMBIT For each friendly ADEPTUS CUSTODES operative, you can select one of the MARTIAL KA'TAH stances below. If you do, that stance becomes Active for that operative until another MARTIAL KA'TAH stance becomes Active for it.
- Kaptaris:
- Add 1 to the AP cost of the Fall Back action for enemy operatives within this operative's control range.
- Each time critical damage would be inflicted upon this operative from an attack die, you can choose for that attack die to inflict normal damage instead.
- Calistus:
- Whenever this operative is performing the Reposition or Fall Back actions, add 1" to its Move stat.
- This operative's ranged weapons gain the Accurate 1 weapon rule.
- Dacatarai:
- During this operative's activation, it can perform two Charge actions.
- Whenever this operative is retaliating, you can resolve one of your successes before the normal order.
Peerless Warriors:
Whenever a friendly ADEPTUS CUSTODES operative ends its activation for the first time in a Turning Point, it can remain ready (it isn't expended). The next time that operative activates during the same Turning Point, during that activation, it cannot move more than 4".
During each friendly ADEPTUS CUSTODES operative's first activation of each Turning Point, it can perform either two Shoot actions or two Fight actions.
Each friendly ADEPTUS CUSTODES operative can Counteract regardless of its order.
Vigilance Eternal:
Whenever determining control of a marker, friendly ADEPTUS CUSTODES operatives' APL stat is treated as 1 higher.
*Shield:
Whenever an operative is shooting this operative with this weapon, or whenever the operative with this weapon is fighting or retaliating, you can retain one of your normal successes as a critical success instead.
Shield-captain
A 3
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear (Piercing Crits 1) | 4 | 2+ | 3/5 |
| Sentinel Blade (Rng 6", Piercing Crits 1) | 4 | 2+ | 3/4 |
| Sentinel Blade (Lethal 5+) | 5 | 2+ | 4/6 |
| Guardian Spear (Lethal 5+) | 5 | 2+ | 5/7 |
| Praesidium Shield (*Shield) |
Abilities
Martial Ka'tahPeerless Warriors1AP: Shoulder The MantleVigilance EternalOptions
*ShieldCustodian Guard
A 3
M 6"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear (Piercing Crits 1) | 4 | 2+ | 3/5 |
| Sentinel Blade (Rng 6", Piercing Crits 1) | 4 | 2+ | 3/4 |
| Sentinel Blade (Lethal 5+) | 5 | 2+ | 4/6 |
| Guardian Spear (Lethal 5+) | 5 | 2+ | 5/7 |
| Praesidium Shield (*Shield) |
Abilities
Martial Ka'tahPeerless WarriorsVigilance EternalOptions
*ShieldBlade Champion
A 3
M 6"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vaultsword (Klaimor) (Brutal, *Cleave, Lethal 5+) | 4 | 2+ | 5/7 |
| Vaultsword (Nemis) (Accurate 1, Shock, Lethal 5+) | 5 | 2+ | 4/6 |
Abilities
*CleaveMartial Ka'tahMartial ProwessPeerless WarriorsVigilance EternalVexilus Praetor
A 3
M 6"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sentinel Blade (Rng 6", Piercing Crits 1) | 4 | 2+ | 3/4 |
| Sentinel Blade (Lethal 5+) | 5 | 2+ | 5/6 |
Abilities
Martial Ka'tahPeerless Warriors1AP: Vexilla Imperius1AP: Vexilla MagnificaVigilance EternalVenatari Custodian
A 3
M 6"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kinetic Destroyer (*Pistol, Rng 6", Lethal 5+) | 4 | 2+ | 3/4 |
| Venatari Lance (Piercing Crits 1) | 4 | 2+ | 3/5 |
| Venatari Lance (Lethal 5+) | 4 | 2+ | 5/6 |
| Tarsus Buckler (*Shield) |
Abilities
FlyMartial Ka'tahPeerless WarriorsVigilance EternalOptions
*Shield*PistolAegis projector
Whenever an enemy operative retains 2 or more critical successes while shooting a friendly ADEPTUS CUSTODES operative, at the start of the Roll Defence Dice step, the attacker must discard one retained success of their choice.
Misericordias
Friendly ADEPTUS CUSTODES operatives can perform the following unique action.
- MERCY (0 AP): Select one enemy operative within control range of this operative that has 1 wound remaining. That operative is incapacitated (this takes precedence over all other rules). An operative cannot perform this action while within control range of more than one enemy operative.
Panoptispex
Once per turning point, when a friendly ADEPTUS CUSTODES operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation or counteraction, that operative's ranged weapons gain the Saturate and Seek Light weapon rules, and enemy operatives cannot be obscured.
Tanglefoot grenades
Friendly ADEPTUS CUSTODES operatives can perform the following unique action. Your kill team can only perform this action twice during the battle.
- TANGLEFOOT GRENADE (1 AP): Select one enemy operative that is a valid target for this operative. That operative, and each other operative visible to and within 1" of it, cannot move more than 4" until the end of their next activation. An operative cannot perform this action while within control range of an enemy operative.
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: Manoeuvre And Fire
Use this Firefight Ploy after a friendly ADEPTUS CUSTODES operative performs the Fall Back or Reposition action. It can immediately perform a free Shoot action.
Firefight: Superhuman Reserves
Use this firefight ploy when a friendly ADEPTUS CUSTODES operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Firefight: Multipotentiality
Use this firefight ploy during a friendly ADEPTUS CUSTODES activation or counteraction, before or after it performs an action. Select a MARTIAL KA'TAH stance to become Active for that operative until another MARTIAL KA'TAH stance becomes Active for it.
Firefight: Avenge The Fallen
Use this Firefight Ploy when a friendly ADEPTUS CUSTODES operative is Incapacitated. Until the end of the Turning Point, friendly ADEPTUS CUSTODES operatives' weapons gain the Relentless and Rending weapon rules.
Strategy Ploys
Strategy: Radiant Mantle
Whenever an enemy operative is shooting a friendly ADEPTUS CUSTODES operative that is wholly within 6" of it, worsen the Hit stat of that enemy operative's weapons by 1 until the end of that action (this is not cumulative with being injured).
Strategy: Unwavering Sentinels
You can ignore any changes to the stats of friendly ADEPTUS CUSTODES operatives from being injured (including their weapons’ stats).
Strategy: Martial Mastery
Select one friendly ADEPTUS CUSTODES operative. All MARTIAL KA'TAH stances becomes Active for that operative until another MARTIAL KA'TAH stance becomes Active for it.
Strategy: Unleash The Lions
Each friendly ADEPTUS CUSTODES operative that is more than 6" from other friendly operatives can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to an enemy operative. You cannot use this ploy during the first turning point.
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.
Equipment
Aegis projector:
Whenever an enemy operative retains 2 or more critical successes while shooting a friendly ADEPTUS CUSTODES operative, at the start of the Roll Defence Dice step, the attacker must discard one retained success of their choice.
Misericordias:
Friendly ADEPTUS CUSTODES operatives can perform the following unique action.
- MERCY (0 AP): Select one enemy operative within control range of this operative that has 1 wound remaining. That operative is incapacitated (this takes precedence over all other rules). An operative cannot perform this action while within control range of more than one enemy operative.
Panoptispex:
Once per turning point, when a friendly ADEPTUS CUSTODES operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation or counteraction, that operative's ranged weapons gain the Saturate and Seek Light weapon rules, and enemy operatives cannot be obscured.
Tanglefoot grenades:
Friendly ADEPTUS CUSTODES operatives can perform the following unique action. Your kill team can only perform this action twice during the battle.
- TANGLEFOOT GRENADE (1 AP): Select one enemy operative that is a valid target for this operative. That operative, and each other operative visible to and within 1" of it, cannot move more than 4" until the end of their next activation. An operative cannot perform this action while within control range of an enemy operative.
Ploys
Firefight - Manoeuvre And Fire:
Use this Firefight Ploy after a friendly ADEPTUS CUSTODES operative performs the Fall Back or Reposition action. It can immediately perform a free Shoot action.
Firefight - Superhuman Reserves:
Use this firefight ploy when a friendly ADEPTUS CUSTODES operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Firefight - Multipotentiality:
Use this firefight ploy during a friendly ADEPTUS CUSTODES activation or counteraction, before or after it performs an action. Select a MARTIAL KA'TAH stance to become Active for that operative until another MARTIAL KA'TAH stance becomes Active for it.
Firefight - Avenge The Fallen:
Use this Firefight Ploy when a friendly ADEPTUS CUSTODES operative is Incapacitated.
Until the end of the Turning Point, friendly ADEPTUS CUSTODES operatives' weapons gain the Relentless and Rending weapon rules.
Strategic - Radiant Mantle:
Whenever an enemy operative is shooting a friendly ADEPTUS CUSTODES operative that is wholly within 6" of it, worsen the Hit stat of that enemy operative's weapons by 1 until the end of that action (this is not cumulative with being injured).
Strategic - Unwavering Sentinels:
You can ignore any changes to the stats of friendly ADEPTUS CUSTODES operatives from being injured (including their weapons’ stats).
Strategic - Martial Mastery:
Select one friendly ADEPTUS CUSTODES operative. All MARTIAL KA'TAH stances becomes Active for that operative until another MARTIAL KA'TAH stance becomes Active for it.
Strategic - Unleash The Lions:
Each friendly ADEPTUS CUSTODES operative that is more than 6" from other friendly operatives can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to an enemy operative.
You cannot use this ploy during the first turning point.
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.