HollandHye's Company Heroes

Homebrew by HollandHye

This list was originally created by the KTDash user South22, I only made minor balance changes for use in my own games.

All credit for the creation of this list should be given to South22. Thank you for making an awesome killteam!

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Composition

A COMPANY HEROES kill team is composed of the COMPANY HEROES operatives listed below:

  • 1 COMPANY HEROES operative selected from the following list:

    • CAPTAIN with one option from each of the following lists:
  • Master-crafted bolter, neo-volkite pistol or plasma pistol

  • Power fist or power sword

    • CHAPLAIN
  • 4 COMPANY HEROES operatives selected from the following list:

    • COMPANY ANCIENT

    • COMPANY APOTHECARY

    • COMPANY CHAMPION

    • COMPANY MARKSMAN

    • COMPANY HEAVY GUNNER

Your kill team can only include each operative on this list once.

Common Abilities and Options

Heroes of the Company:
Whenever an operative is shooting a friendly COMPANY HEROES operative, if you don’t retain any critical successes with your defence dice, you can change one of your normal successes to a critical success.

Veteran Astartes:
During each friendly COMPANY HEROES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an absolver bolt pistol, plasma pistol, master-crafted heavy bolter, neo-volkite pistol or reductor pistol is selected for both, 1 additional AP must be spent for the second action.

Each friendly COMPANY HEROES operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Neo-volkite pistol ( (Rng 8”, Devastating 5)
4
3+
4/0
Master-crafted bolter (Lethal 5+)
4
3+
3/5
Plasma pistol
Standard (Rng 8”, Piercing 1)
4
3+
3/5
Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1))
4
3+
4/5
Power fist (Brutal)
5
3+
5/7
Power sword (Lethal 5+)
5
3+
4/6
Abilities
Heroes of the CompanyIron HaloRites of BattleVeteran Astartes

Iron Halo: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

Rites of Battle: You can do each of the following once per battle if this operative is in the killzone:

Use a COMPANY HEROES strategy ploy for 0CP. Use a COMPANY HEROES firefight ploy for 0CP.

COMPANY HEROES, IMPERIUM, ADEPTUS ASTARTES, LEADER, COMPANY CAPTAIN
Chaplain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolver bolt pistol (Rng 8", Piercing Crits 1)
4
3+
4/5
Crozius arcanum (Brutal, Shock)
5
2+
5/5
Abilities
Heroes of the Company1AP: Litany of Faith1AP: Litany of HateRosariusVeteran Astartes

Litany of Faith (1AP): Whenever an operative is shooting a friendly COMPANY HEROES operative, if you don’t retain any critical successes with your defence dice, you can change one of your normal successes to a critical success.

Litany of Hate (1AP): SUPPORT. Select one other friendly COMPANY HEROES operative visible to and within 6” of this operative. Until the end of that operative’s next activation, the first time you strike when fighting and/or retaliating, inflict 1 additional damage (to a maximum of 7).

Rosarius: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

COMPANY HEROES, IMPERIUM, ADEPTUS ASTARTES, LEADER, CHAPLAIN
Company Ancient
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Rifle (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes BannerHeroes of the CompanyUnbreakable DutyVeteran Astartes

Astartes Banner: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Unbreakable Duty: The first time this operative is incapacitated, it can immediately perform one action before being removed from the killzone. Note that this operative is injured for the duration of that action.

COMPANY HEROES, IMPERIUM, ADEPTUS ASTARTES, COMPANY ANCIENT
Company Apothecary
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolver bolt pistol (Rng 8", Piercing Crits 1)
4
3+
4/5
Reductor pistol (Rng 2", Brutal)
3
3+
3/4
Fists
4
3+
3/4
Abilities
Heroes of the CompanyMedic!1AP: NartheciumVeteran Astartes

Medic!: The first time during each turning point that another friendly COMPANY HEROES operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative.

If you do, that friendly operative isn’t incapacitated, has D3 wounds remaining and cannot be incapacitated for the remainder of the action.

After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

Narthecium (1AP): Select one friendly COMPANY HEROES operative within this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

COMPANY HEROES, IMPERIUM, ADEPTUS ASTARTES, APOTHECARY
Company Champion
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Master-crafted power weapon
Duel (Lethal 5+, Brutal)
5
3+
5/6
Sweep (Lethal 5+, Brutal, *Sweep)
4
4+
5/6
Abilities
Bladesman's HonourHeroes of the CompanySweepVeteran Astartes

Bladesman's Honour: You can ignore any changes to the Hit stat of this operative’s master-crafted power weapon. Additionally, whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Sweep: Whenever this operative performs the Fight action with the weapon profile, if it isn’t incapacitated, it can immediately performs a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

COMPANY HEROES, IMPERIUM, ADEPTUS ASTARTES, COMPANY CHAMPION
Company Heavy Gunner
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Master-crafted heavy bolter
Focussed (Hvy(Repos), Lethal 5+, Piercing Crits 1)
5
3+
4/6
Sweeping (Hvy(Repos), Lethal 5+, Piercing Crits 1, Torrent 1")
4
3+
4/6
Fists
4
3+
3/4
Abilities
Heroes of the CompanyStaunchVeteran Astartes

Staunch: Normal Dmg of 3 or more inflicts 1 less damage on this operative.

COMPANY HEROES, IMPERIUM, ADEPTUS ASTARTES, COMPANY HEAVY GUNNER
Company Marksman
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Master-crafted bolt rifle
Mobile (Lethal 5+, Piercing Crits)
4
3+
3/5
Heavy (Hvy(Dash), Lethal 5+, Piercing Crits 1)
4
2+
3/5
Bionic fist
4
3+
4/5
Abilities
Heroes of the CompanyMarksman's HonourVeteran Astartes

Marksman's Honour: You can ignore any changes to the Hit stat of this operative’s master-crafted bolt rifle.

Additionally, this operative can perform the Guard action (see close quarters rules, pg 58) in any killzone.

COMPANY HEROES, IMPERIUM, ADEPTUS ASTARTES, COMPANY MARKSMAN
Judiciar
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolver bolt pistol (Rng 8", Piercing Crits 1)
4
3+
4/5
Executioner relic blade (Lethal 5+, Severe, Brutal, Devastating 3)
5
3+
4/4
Abilities
Heroes of the CompanyVeteran Astartes
COMPANY HEROES, IMPERIUM, ADEPTUS ASTARTES, COMPANY JUDICIAR
Equipment

COMPANY ARMOURY:
This equipment allows you to select two items from universal equipment. If you select Explosive Grenades, whenever an operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.


CENTURIOS SERVICE STUDS:
Once per turning point, when a friendly COMPANY HEROES operative is performing the Fight or Shoot action, you can use this rule. If you do, until the end of the turning point, its weapons have the Punishing weapon rule.


IMPERIAL LAURELS:
Once per turning point, during a friendly COMPANY HEROES operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP.


MOUNTED SIGILS:
Once per turning point, when a friendly COMPANY HEROES operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).


Ploys

Firefight - ROUSED TO FURY:
Use this firefight ploy when an injured friendly COMPANY HEROES operative is activated. It regains up to D3+1 lost wounds, and during that activation you can ignore any changes to its APL stat.


Firefight - SQUAD TACTICS:
Use this firefight ploy before or during an action in a friendly COMPANY HEROES operative's activation, it can perform this action during its activation.

SQUAD TACTICS (1AP)

SUPPORT: Select one friendly COMPANY HEROES operative visible to and within 6" of this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action. This operative cannot perform this action while within control range of an enemy operative.


Firefight - ARDENT PROTECTORS:
Use this firefight ploy when a friendly COMPANY ANCIENT or COMPANY CAPTAIN operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly COMPANY HEROES operative (excluding COMPANY ANCIENT and COMPANY CAPTAIN) visible to and within 3” of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this).

If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.


Firefight - BIONICS ASSISTED TARGETING:
Use this firefight ploy whenever you’re selecting a valid target for a friendly COMPANY HEROES operative. Enemy operatives within 4" of it cannot be obscured or in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly COMPANY HEROES operative is within 2" as normal.


Strategic - OATH OF MOMENT:
Select one objective marker or one of your mission markers:

Whenever a friendly COMPANY HEROES operative is shooting, fighting or retaliating, if either the attacker or defender is within control range of that marker, its weapons gain the Ceaseless weapon rule.


Strategic - HONOUR THE CHAPTER:
Whenever a friendly COMPANY HEROES operative is within control range of an objective marker or one of your mission markers:

Normal Dmg of 3 or more inflicts 1 less damage on it. If that friendly operative is injured, instead, both Normal or Critical Dmg of 3 or more inflicts 1 less damage on it.


Strategic - ARMOUR OF CONTEMPT:
Whenever an operative is shooting a friendly COMPANY HEROES operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly COMPANY HEROES operatives from being injured (including their weapons’ stats).


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.