Companions of the Emperor
Composition
A COMPANIONS OF THE EMPEROR Kill Team is composed of:
- 1 COMPANIONS OF THE EMPEROR SHIELD CAPTAIN operative with one of the following options:
- Guardian spear
- Sentinel blade and storm shield
- 2 COMPANIONS OF THE EMPEROR operatives chosen from the following list:
- CUSTODIAN GUARD with either of the following options:
- Guardian spear
- Sentinel blade and storm shield
- BLADE CHAMPION
- CUSTODIAN GUARD with either of the following options:
You may only include 1 BLADE CHAMPION operative.
Common Abilities and Options
Storm Shield:
If this operative is equipped with a Storm Shield, it ignores the Piercing weapon rule. Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).
The Emperor's Finest:
A friendly COMPANIONS OF THE EMPEROR operative may be activated twice during the turning point as long as it has AP to spend, and it stays ready while it can still be activated a second time. Per turning point, it cannot move more than 9” and you cannot spend more than 5AP in total for it.
During each friendly COMPANIONS OF THE EMPEROR operative's activation, it can perform either two Shoot actions or two Fight actions. Each friendly COMPANIONS OF THE EMPEROR operative can counteract regardless of its order.
A COMPANIONS OF THE EMPEROR Kill Team counts as a six-operative Kill Team for the purposes of determining Kill Op scoring. When a friendly COMPANIONS OF THE EMPEROR operative dies, it counts as two operatives and your opponent scores Victory Points accordingly.
Whenever a friendly COMPANIONS OF THE EMPEROR operative is within Control Range of an objective marker, it controls that marker regardless of any other rule.
Shield Captain
A 4
M 6"
S 2+
W 22
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian spear (Piercing Crits 1) | 4 | 2+ | 3/5 |
| Sentinel blade (Rng 8", Piercing Crits 1) | 4 | 2+ | 3/4 |
| Guardian spear (Lethal 5+) | 5 | 2+ | 5/7 |
| Sentinel blade (Lethal 5+) | 5 | 2+ | 4/6 |
Abilities
1AP: Shoulder the MantleStorm ShieldThe Emperor's FinestBlade Champion
A 4
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vaultswords | |||
| Duel (Balanced, Devastating 2, Lethal 5+) | 5 | 2+ | 4/4 |
| Sweep (Balanced, Lethal 5+, Sweep*) | 4 | 2+ | 4/6 |
Abilities
*SweepSwordmasterThe Emperor's FinestCustodian Guard
A 4
M 6"
S 2+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian spear (Piercing Crits 1) | 4 | 2+ | 3/5 |
| Sentinel blade (Rng 8", Piercing Crits 1) | 4 | 2+ | 3/4 |
| Guardian spear (Lethal 5+) | 5 | 2+ | 5/7 |
| Sentinel blade (Lethal 5+) | 5 | 2+ | 4/6 |
Abilities
Storm ShieldThe Emperor's FinestMisericordias
Once per turning point when a friendly COMPANIONS OF THE EMPEROR operative fights in combat, you can use this ability. If you do so, roll one D6: on a 3+, the enemy operative that fought it in that combat suffers 2 mortal wounds.
Martial Ka'tah
When you choose this equipment, you gain one of the options below for use during the battle. This equipment may be chosen more than once, selecting a different option each time. During a turning point in which an operative uses one of the options, that operative may not use another of the options until the start of the next turning point.
- Dacatarai Stance: After fighting or retaliating, if a friendly COMPANIONS OF THE EMPEROR operative is no longer within control range of an enemy operative they can perform a free charge up to 3" (but then normal requirements for that move apply).
- Kaptaris Stance: Whenever an attack dice inflicts damage of 3 or more on a friendly COMPANIONS OF THE EMPEROR operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
- Rendax Stance: Until the end of the turning point all friendly COMPANIONS OF THE EMPEROR melee weapons gain the Severe special rule.
Tanglefoot Grenade
Twice per battle in the firefight phase, an COMPANIONS OF THE EMPEROR operative can perform the following action:
TANGLEFOOT GRENADE (1 AP):
- Select one enemy operative Visible to this operative. Subtract 2" from its Movement characteristic until the end of the turning point. This operative can can not perform this action while within Engagement Range of enemy operatives.
Oath Parchments
Once per turning point, when a friendly COMPANIONS OF THE EMPEROR operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
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: Arcane Genetic Alchemy
Use this firefight ploy when an operative is shooting a friendly COMPANIONS OF THE EMPEROR operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Avenge the Fallen
Use this firefight ploy when a friendly COMPANIONS OF THE EMPEROR operative is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly COMPANIONS OF THE EMPEROR operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Balanced weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.
Firefight: Brotherhood of Demigods
Use this firefight ploy when a friendly COMPANIONS OF THE EMPEROR operative is counteracting. It may change its order, and may perform an additional 1AP action for free during that counteraction, but both actions must be different.
Firefight: Final Word
Use this firefight ploy at the end of the Firefight phase. Select one friendly COMPANIONS OF THE EMPEROR operative to perform one free Counteract action. This is in addition to any previous Counteract actions it may have taken this turning point.
Strategy Ploys
Strategy: Aegis of the Emperor
Until the end of the turning point, each time Critical Damage would be inflicted upon a friendly COMPANIONS OF THE EMPEROR operative from an attack die, you can choose for that attack die to inflict Normal Damage instead.
Strategy: Unwavering Sentinels
Until the end of the turning point, you can ignore any changes to the stats of friendly COMPANIONS OF THE EMPEROR operatives from being injured.
Strategy: Manoevre and Fire
Select one friendly COMPANIONS OF THE EMPEROR operative. Until the end of the turning point, that friendly operative can perform the Fall Back action for 1 less AP. They can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
Strategy: Relentless Prosecution
Select one friendly COMPANIONS OF THE EMPEROR operative more than 6” from enemy operatives. That friendly operative can immediately perform a free Dash action or you can change its order. You cannot use this ploy during the first turning point.
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.
Equipment
Misericordias:
Once per turning point when a friendly COMPANIONS OF THE EMPEROR operative fights in combat, you can use this ability. If you do so, roll one D6: on a 3+, the enemy operative that fought it in that combat suffers 2 mortal wounds.
Martial Ka'tah:
When you choose this equipment, you gain one of the options below for use during the battle. This equipment may be chosen more than once, selecting a different option each time. During a turning point in which an operative uses one of the options, that operative may not use another of the options until the start of the next turning point.
- Dacatarai Stance: After fighting or retaliating, if a friendly COMPANIONS OF THE EMPEROR operative is no longer within control range of an enemy operative they can perform a free charge up to 3" (but then normal requirements for that move apply).
- Kaptaris Stance: Whenever an attack dice inflicts damage of 3 or more on a friendly COMPANIONS OF THE EMPEROR operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
- Rendax Stance: Until the end of the turning point all friendly COMPANIONS OF THE EMPEROR melee weapons gain the Severe special rule.
Tanglefoot Grenade:
Twice per battle in the firefight phase, an COMPANIONS OF THE EMPEROR operative can perform the following action:
TANGLEFOOT GRENADE (1 AP):
- Select one enemy operative Visible to this operative. Subtract 2" from its Movement characteristic until the end of the turning point. This operative can can not perform this action while within Engagement Range of enemy operatives.
Oath Parchments:
Once per turning point, when a friendly COMPANIONS OF THE EMPEROR operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ploys
Firefight - Arcane Genetic Alchemy:
Use this firefight ploy when an operative is shooting a friendly COMPANIONS OF THE EMPEROR operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Avenge the Fallen:
Use this firefight ploy when a friendly COMPANIONS OF THE EMPEROR operative is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly COMPANIONS OF THE EMPEROR operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Balanced weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.
Firefight - Brotherhood of Demigods:
Use this firefight ploy when a friendly COMPANIONS OF THE EMPEROR operative is counteracting. It may change its order, and may perform an additional 1AP action for free during that counteraction, but both actions must be different.
Firefight - Final Word:
Use this firefight ploy at the end of the Firefight phase. Select one friendly COMPANIONS OF THE EMPEROR operative to perform one free Counteract action. This is in addition to any previous Counteract actions it may have taken this turning point.
Strategic - Aegis of the Emperor:
Until the end of the turning point, each time Critical Damage would be inflicted upon a friendly COMPANIONS OF THE EMPEROR operative from an attack die, you can choose for that attack die to inflict Normal Damage instead.
Strategic - Unwavering Sentinels:
Until the end of the turning point, you can ignore any changes to the stats of friendly COMPANIONS OF THE EMPEROR operatives from being injured.
Strategic - Manoevre and Fire:
Select one friendly COMPANIONS OF THE EMPEROR operative. Until the end of the turning point, that friendly operative can perform the Fall Back action for 1 less AP. They can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
Strategic - Relentless Prosecution:
Select one friendly COMPANIONS OF THE EMPEROR operative more than 6” from enemy operatives. That friendly operative can immediately perform a free Dash action or you can change its order. You cannot use this ploy during the first turning point.
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.