shadowdabest's Shield Host
Common Abilities and Options
Peerless Warriors:
During each friendly ADEPTUS CUSTODES operative's first activation of each turning point, it can perform either two Shoot actions or two Fight actions.
Whenever a friendly ADEPTUS CUSTODES operative ends its activation for the first time in a turning point, if it did not perform two Shoot actions or two Fight actions during that activation, it can remain ready (it isn't expended). If it does, subtract 1 from that operative's APL stat until the end of its next activation. The second time an ADEPTUS CUSTODES operative activates during the same turning point, during that activation, it cannot move more than 4".
Each friendly ADEPTUS CUSTODES operative can Counteract regardless of its order.
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. Once per sequence, when 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 Saturate weapon rule. Dacatarai: During this operative's activation, it can perform two Charge actions. Whenever this operative is fighting or retaliating, add 1 to the Normal Dmg and Critical Dmg stat of its melee weapons.
Auramite Adamantine:
4+ feel no pain
Operatives
1. Aurelian Vyr-Solarius
A 3
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Master Crafted Sentinel Blade | |||
| Ranged (Rng 12", Accurate 1) | 4 | 3+ | 3/4 |
| Melee (Balanced, Lethal 5+) | 6 | 3+ | 4/5 |
Abilities
Peerless Warriors1AP: Shoulder The MantleMartial Ka'tah2. Icarus Val-Kyrus
A 3
M 6"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear | |||
| Ranged (Accurate 1) | 4 | 3+ | 3/4 |
| Melee (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Peerless WarriorsMartial Ka'tah3. Drusilla Tor-Anaxes
A 3
M 6"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vault Swords (Dual Wield) (Balanced, Lethal 5+) | 5 | 2+ | 4/5 |
| Vault Sword (GreatSword) (Rending, Devastating 1) | 6 | 3+ | 5/7 |
Abilities
Martial ProwessMartial Ka'tah*CleavePeerless Warriors4. Augustus Justinian Sol
A 3
M 6"
S 2+
W 25
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Balistus grenade launcher | |||
| Focused (Piercing 1, Accurate 1) | 4 | 2+ | 4/5 |
| Blast (Rng 12", Blast 2") | 5 | 3+ | 2/4 |
| Castellan Axe (Brutal, Ceaseless) | 4 | 3+ | 6/7 |
Abilities
Martial Ka'tahAuramite AdamantinePeerless WarriorsHammer of the Throne5. Lysander Antonia-Thal
A 3
M 8"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kinetic Destroyer (Lethal 5+, Balanced, Accurate 1) | 4 | 2+ | 4/5 |
| Tarsis Buckler (Lethal 5+ Ceaseless) | 4 | 2 | 4/5 |
Abilities
Peerless WarriorsMartial Ka'tahFly6. Hyperion Caelia-Kesh
A 3
M 6"
S 2+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Adrastus Desintegration Beam (Heavy, Prc2, MW2) | 2 | 2 | 5/6 |
| Adrastus Bolt Caliver (Balanced, Lethal 5+, Accurate 1) | 4 | 2 | 4/5 |
| Misericordia (Lethal 5+, Balanced) | 5 | 2 | 3/4 |
Abilities
Martial Ka'tah1AP: Calculated PrecisionPeerless Warriors7. Tiberius Valerius Archon (Aquilon)
A 3
M 6"
S 2
W 25
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Infernus Firepike (Torrent 2", Lethal 5+) | 4 | 2+ | 4/4 |
| Twin Adrathic Destructor (MW2, Balanced, Prc2) | 4 | 2 | 5/5 |
| Solerite Power Gauntlet (Brutal, Punishing) | 4 | 2 | 5/6 |
| Solerite Power Talon (Lethal 5+, Rending) | 5 | 2 | 4/5 |
Abilities
Peerless Warriors1AP: Auramite AdamantineMartial Ka'tah1AP: Sweeping AdvanceInactive Equipment
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 Ceaseless 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
Once per battle, 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.
Battle History
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Equipment
Ploys
Manoeuvre And Fire
Firefight PloyUse this Firefight Ploy after a friendly ADEPTUS CUSTODES operative performs the Fall Back or Reposition action. It can immediately perform a free Shoot action.
Superhuman Reserves
Firefight PloyUse 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.
Multipotentiality
Firefight PloyUse 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.
Avenge The Fallen
Firefight PloyUse 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 Ceaseless and Rending weapon rules.
Radiant Mantle
Strategy PloyWhenever 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).
Unwavering Sentinels
Strategy PloyYou can ignore any changes to the stats of friendly ADEPTUS CUSTODES operatives from being injured (including their weapons’ stats).
Martial Mastery
Strategy PloySelect 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.
Unleash The Lions
Strategy PloyOnce per battle, 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.