Death Company

Homebrew by Yinikren

Marked by the Black Rage, the warriors of the Death Company are no longer soldiers in the conventional sense. They are living weapons, stripped of fear, restraint, and self-preservation, driven by visions of Sanguinius’ final moments and an unrelenting need to destroy the foe at any cost.

Clad in blackened armour and hurled into battle by roaring jump packs, Death Company fight with terrifying speed and violence. They do not hold ground, they do not retreat, and they do not survive. Instead, they are unleashed at the moment of greatest need, crashing into the enemy lines in a frenzy of chainblades and thunder hammers, carving a bloody path until they are finally brought down.

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Composition

A DEATH COMPANY KillTeam is composed of:

1 DEATH COMPANY VETERAN SERGEANT 4 DEATH COMPANY operatives selected from the following list:

  • EXECUTIONER
  • BLACK RAGE BEARER
  • FIRESTARTER
  • CHAINED FURY
  • LOST ANGEL

Other than LOST ANGEL operatives, your kill team can only include each operative on this list once.

DEATH COMPANY VETERAN SERGEANT
A 2
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Master-Crafted Power Sword (Lethal 5+, Balanced)
5
3+
4/6
Abilities
Black Rage

Black Rage: Each friendly DEATH COMPANY operative is consumed by the Black Rage.

At the start of each of each operative’s activation, that operative must take a Black Rage test. To do so, roll one D6 and consult the Black Rage table below.

BLACK RAGE TABLE

6 — MOMENT OF CLARITY: For a fleeting instant, the operative remembers its duty.

  • The operative regains 2 wounds and may perform mission actions for 1 less AP until the end of the turning point.

5 — BITTER FOCUS: The operative channels its rage into precise violence.

  • Until the end of the turning point, each time this operative fights in combat, you can re-roll one of its attack dice.

4 — RISING RAGE: The operative’s fury sharpens, but discipline remains.

  • Until the end of the turning point, this operative’s melee weapons gain the Ceaseless special rule.

3 — BLOOD VISION: Hallucinations of Sanguinius’ death overwhelm the operative.

  • Until the end of the turning point, add 1 attack die to this operative’s melee weapons.
  • This operative cannot perform the Guard action and must perform a Charge or Fight action during its activation if it is able.
  • This operative can ignore any changes to its stats from being injured (including weapons’ stats).

2 — UNCHAINED FURY: The Black Rage overwhelms all remaining restraint.

  • This operative suffers 1 wound and gains the effects of Blood Vision. If this damage would incapacitate it, it is not incapacitated and instead remains with 1 wound remaining.
  • Until the end of the turning point, add 1 inch to this operative’s Move stat.

1 — TOTAL ABANDON: The operative is utterly lost to the Black Rage.

  • This operative suffers 2 wounds and gains the effects of Unchained Fury. If this damage would incapacitate it, it is not incapacitated and instead remains with 1 wound remaining.
  • For the remainder of the battle, add 1 inch to this operative’s Move stat. This is cumulative with the bonus from Unchained Fury.
  • This operative cannot perform Mission Actions for the remainder of the battle.
  • For the remainder of the battle, when this operative takes a Black Rage test, it is treated as having rolled a result of 1 on the Black Rage table.
DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS, LEADER
Equipment
Ploys
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.