i decided to house rule these guys on a whim. i suppose they might come in useful if someone is running a heresy or pre-heresy game. Anyways here they are, my interpretation of Adeptus Custodes in the Deathwatch rules set.
Stat Bonuses: +10 to all (custodes are supposed to be slightly more powerful than a space marine and i believe that that is most easily represented in stats than any other way)
Starting Bonuse Skills/talents: Guardian (from DH Ascension)
Demeanor: // undecided at this point, not sure if they even warrant an organisational demeanor, the fluff says that they are an organisation of individuals not a cohesive force like space marines, and as such may not have a chapter identity in the same way.
Advances:
Lip reading 200
Scrutiny 200
Scrutiny +10 200
Scrutiny +20 200
Combat Sense 1000
Counter Attack 600
Deflect Shot 300
Fearless 800
Halberd Master 800 (exactly the same as Blade Master except with a halberd)
Iron Jaw 300
Paranoia 500
Rapid Reaction 500
Sturdy (trait) 1000
Wall of Steel 700
Solo Mode Ability:
Shield Against Harm: The main role of an Adeptus Custode is of a bodyguard, to protect his charge with his life if need be. This can entail interposing himself between his charge or taking damage so that his charge may escape unscathed. During Combat, an Adeptus Custode may perfom the following abilities if he is no more than 4 meters from his charge's side:
- An Adeptus Custode may make a Parry test as a Reaction to Block an attack made against the his charge.
- Sacrificing his next turn, an Adeptus Custode may take all of the damage from one hit just suffered by his charge.
Squad Mode Abililties: NA (custodes were not trained as soldiers, and do not share a spitit of brotherhood that is instilled within the Astartes in order to function together as a cohesive unit. as such i have chosen not to give custodes squad mode abilities)
That should be enough for NPC's. i dont know enough of the fluff, or if it even exists, to give backgrounds or insanity effects.