Auric Triumvirate

Homebrew by Piotyrian

"Three is all that is required."

​Where the armies of the Imperium bring the hammer, the Auric Triumvirate brings the scalpel. They are a specialized formation of the Adeptus Custodes, deployed only when a threat requires absolute, surgical annihilation. Unlike the shield companies that guard the Throne, the Triumvirate operates as a cell of three independent demigods—each capable of slaughtering armies, yet fighting with a singular, unified consciousness.

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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

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.

  1. 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.
  1. 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.
  1. 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 Eternal
Options
*Shield

Shoulder The Mantle (1AP): This action can only be performed during this operative's first activation of each turning point. If this action is performed, this operative cannot remain ready at the end of its current activation. Select another ready friendly ADEPTUS CUSTODES operative visible to this operative, when this operative is expended, activate that friendly operative before your opponent activates.

ADEPTUS CUSTODES
Custodian 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 Eternal
Options
*Shield
ADEPTUS CUSTODES
Blade 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 Eternal

*Cleave: When fighting with this weapon, each retained critical success immediately inflicts 2 damage on each enemy operative within this operative's control range.

Martial Prowess: Whenever one or more MARTIAL KA'TAH stances become Active for this operative, select one MARTIAL PROWESS stance from the list below to become Active for this operative until another MARTIAL KA'TAH stance becomes Active for it.

  1. Behemor: This operatives melee weapons gain the Accurate 1 and Severe weapon rules.

  2. Hurricanis: During the Resolve Attack Dice step of a Fight action, when it is your turn to resolve a die, you can resolve two dice consecutively if they share the same result (e.g., two 5s).

  3. Victus: When this operative is fighting or retaliating, the opponent cannot re-roll or change any of their dice (or the way those dice are retained) during the Roll Attack Dice step.

ADEPTUS CUSTODES
Vexilus 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 Eternal

Vexilla Imperius (1AP): Friendly ADEPTUS CUSTODES operatives within 6" of this operative regain up to D3 lost wounds. This operative cannot perform this action more than once per turning point, or if it has performed the Vexilla Magnifica action during this turning point.

Vexilla Magnifica (1AP): Until the end of the turning point, whenever determining control of an objective marker, treat the APL stat of friendly ADEPTUS CUSTODES operatives as 2 higher. Note this is in addition to the Vigilance Eternal rule. This operative cannot perform this action more than once per turning point, or if it has performed the Vexilla Imperius action during this turning point.

ADEPTUS CUSTODES
Venatari 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 Eternal
Options
*Shield*Pistol

Fly: Whenever this operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash, up to a maximum of 4" during the activation if it is the operatives second activation during this turning point) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).

*Pistol: The operative with this weapon can perform the Shoot action while within control range of an enemy operative. If it does so, only enemy operatives within this operative's control range are valid targets for that action (this takes precedence over the normal Select Valid Target step rules).

This weapon can be selected as a melee weapon when retaliating as part of a Fight action (it counts as a melee weapon for the remainder of that action). If it is, reduce its Atk stat by 1 until the end of that action.

ADEPTUS CUSTODES
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.