Death company

Homebrew by Inquisitor

Death Company warriors already live on the edge of the Black Rage. The Red Thirst Serum drives them even further into their battle fury, heightening their senses and unleashing the savage instincts inherited from Sanguinius. For a brief moment, the warrior becomes a living weapon, consumed only by the need to destroy the enemy before them

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Composition

Composition: A Death Company Kill Team consists of a Death Company Captain leading five fallen Blood Angels warriors: an Assault Marine, Butcher, Destroyer, Heavy Gunner, and Veteran, each bringing brutal melee power and relentless firepower to the battlefield.

Death company captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Special issue bolt pistol (Range 8", Piercing 1)
4
3+
3/4
Chainsword (Lethal 5+)
5
3+
4/5
Power weapon (Lethal 5+. Rending, Severe)
4
3+
5/6
Power fist (Brutal, Rending, Severe, Shock)
5
3+
6/7
Abilities
Black RageInsatiable hunger

Black Rage: Black Rage (Once per turning point): When this operative fights or shoots, it can gain either one of the following +1 attack +1 to hit stat Re-roll any attack die for melee attacks

Insatiable hunger: Insatiable Hunge (once per turning point): Whenever this operative incapacitates an enemy operative, it can regain up to D6 lost wounds

40Astartes, Death Company
Death Company Assault Warrior
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Heavy bolt pistol (Range 8", Piercing crits 1)
4
3+
3/4
Chainsword (Lethal 5+)
5
3+
4/5
32Astartes, Death Company
Death Company Butcher
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Dual wield Chainsword (Lethal 5+. Rending, Severe, Reap 1)
6
3+
4/5
32Astartes, Death Company
Death Company Smasher
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Thunder Hammer (Shock, Stun, Torrent 1)
5
3+
6/7
32Astartes, Death COmpany
Death Company Heavy Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Autocannon (Lethal 5+, Piercing crits 1)
5
3+
4/5
Fists
4
3+
3/4
40Astartes, Death Company
Death Company Vangaurd
A 3
M 6"
S 2+
W 14
Weapons
ATK
HIT
DMG
Power weapon and Shield (Brutal, Rending, Severe)
5
3+
5/5
32Astartes, Death Company
Equipment

Blood Chalice Fragment:
Represents the Blood Angels' relics and their connection to Sanguinius.


Red Thirst Serum:
A rare combat stimulant derived from the Blood Angels' own gene-seed therapies, Red Thirst Serum pushes the warrior closer to the edge of the rage that consumes them. For a brief moment, the Death Company Marine becomes an unstoppable force of fury, sacrificing restraint for overwhelming violence."


Blessed Ammunition:
Represents specially prepared Blood Angels ammunition.


Ploys

Firefight - Unstoppable Fury:
After a Death Company operative fights:

It can make a free 2" move.


Firefight - Blood-Fuelled Assault:
After charging:

Re-roll one attack dice during that Fight action.


Strategic - Unleash the Rage:
Use at the start of the Turning Point. Until the end of the Turning Point:

Death Company operatives gain +1 Attack in melee. They cannot Fall Back.


Strategic - Red Thirst:
Use when a Death Company operative fights after charging.

Add +1 Damage to melee attacks for that Fight action.


Strategic - No Rest Until Death:
Use when an operative is injured.

That operative ignores the effects of being injured until the end of the Turning Point.


Strategic - The Black Rage Consumes:
Use when an enemy operative is incapacitated.

One friendly Death Company operative within 6" can make a free Dash action.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.