Blood Angels Death Company

Homebrew by Omnissiah

The Sons of Sanguinius suffer from from many afflictions since their primarch's death, but none are quite as bad as the Black Rage. Once a Blood Angels enters the Black Rage, they are placed within a Death Company, whole squads made up from berserker Astartes who want to run into melee combat and rip apart anything they can lay their eyes upon.

META INFORMATION: To build this team, all the kits needed are the Combat Patrol (with some kitbashing), a Sanguinary Priest and a Chaplain with Jump Pack. The Captain, Chaplain, Sanguinary Priest and Blooddrinker all use 40mm bases, the rest use regular 32mm bases.

88% positive
Composition

A DEATH COMPANY Killteam is composed of:

1 DEATH COMPANY operative selected from the following list:

  • CAPTAIN with one option from each of the following: Inferno Pistol or Heavy Bolt Pistol Power Fist, Sanguinary Chainsword or Power Weapon
  • SERGEANT with one option from each of the following: Inferno Pistol, Heavy Bolt Pistol or Plasma Pistol Power Fist, Sanguinary Chainsword, Power Sword or Thunder Hammer

4 DEATH COMPANY operatives selected from the following list:

  • JUMP CHAPLAIN
  • SANGUINARY PRIEST
  • DUELLER
  • REAPER
  • BLOODDRINKER
  • INFERNAL
  • GUNNER
  • WARRIOR

Other than WARRIOR operatives, your kill team can only include each operative on this list once. You cannot have more than one JUMP PACK operative. You cannot take both a SANGUINARY PRIEST and a JUMP CHAPLAIN. Your kill team cannot include more than three weapons with the Piercing X (excluding Piercing Crits X) weapon rule combined.

Common Abilities and Options

Berserker Astartes:
During each friendly Death COMPANY operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly DEATH COMPANY operative can counteract regardless of its order. If a friendly DEATH COMPANY operative has moved towards the enemy deployment zone during it's turn, it can perform an additional 1AP action for free during their counteraction, but both actions must be different.

Black Rage:
As a STRATEGIC GAMBIT, a number of friendly DEATH COMPANY operatives can enter the Black Rage based on the turning point as follows: TP1 = 1, TP2 = 1, TP3 = 2, TP4+ = 2. Once a DEATH COMPANY operative has entered the Black Rage, it gains the following rules:

  • This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules).
  • Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
  • Its melee weapons gain the the Ceaseless and Lethal 5+ weapon rules. If an operative already has the Lethal 5+ weapon rule, they gain Relentless instead.

When a friendly DEATH COMPANY operative enters the Black Rage, they will always attack the nearest possible enemy target and take 1 DMG at the end of their turn.

Jump Pack:
Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Inferno Pistol (Rng 4", Prc2, Dev3)
4
3+
5/3
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Power Fist (Brutal)
5
3+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Sanguinary Chainsword (Rending)
5
3+
4/5
Abilities
Berserker AstartesBlack RageIron HaloTragic Leader

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

Tragic Leader: Once per turning point, you can do one of the following:

  • Use a firefight ploy or strategy ploy for 0CP.
  • Add 1 AP to any friendly DEATH COMPANY operative visible to and within 6" of this operative.
  • Transfer up to 3 wounds from themselves to another friendly DEATH COMPANY operative visible to and within 3" of this operative.
DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Inferno Pistol (Rng 4", Prc2, Dev3)
4
3+
5/3
Heavy Bolt Pistol (Rng 8". PrcCrit1)
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharged (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Fist (Brutal)
5
4+
3/4
Power Weapon (Lethal 5+)
5
3+
4/6
Sanguinary Chainsword (Rending)
5
3+
4/5
Thunder Hammer (Shock, Stun)
5
4+
5/6
Abilities
Berserker AstartesBlack RageEdgerunnerRage-filled Stamina

Edgerunner: This operative always has Ceaseless for its melee weapons.

Rage-filled Stamina: STRATEGIC GAMBIT in the first turning point. If this operative is wholly within your drop zone, it can immediately perform a free Reposition action.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, LEADER, SPACE MARINE SERGEANT
Jump Chaplain
A 3
M 8"
S 3+
W 15
Weapons
ATK
HIT
DMG
Absolvor Bolt Pistol (Rng 8", PrcCrit 1, Lethal 5+)
4
3+
3/5
Crozius Arcanum (Shock, Stun, Severe)
5
3+
5/5
Abilities
Berserker AstartesBlack RageFury UnboundJump Pack

Fury Unbound: When this operative sees another friendly DEATH COMPANY operative visible to and within 6", they can make them fight again if they are in melee.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, SPACE MARINE CHAPLAIN, JUMP PACK
Sanguinary Priest
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Absolvor Bolt Pistol (8", PrcCrit 1, Lethal 5+)
4
3+
3/5
Sanguinary Chainsword (Rending)
5
3+
4/5
Abilities
Berserker AstartesBlack Rage1AP: Blood VialMedic!Sanguine Rites

Blood Vial (1AP): Select one friendly DEATH COMPANY operative within this operative's control range to regain up to 1D3+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.

Medic!: The first time during each turning point that another friendly DEATH COMPANY 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 is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action.

After that action, that friendly operative can immediately perform a free Dash action, but must end that move with 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 is a Shoot action and this operative would be a primary or secondary target.

Sanguine Rites: Once per turning point, this operative can bring back other friendly DEATH COMPANY who used the BLACK RAGE ability to their normal behavior and statline, nullifying the effects of the ability. Friendly operatives who were brought back can use the BLACK RAGE ability again in later turning points.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, SANGUINARY PRIEST
Dueller
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit 1)
4
3+
3/4
Mastercrafted Power Weapon (Lethal 5+, Rending)
5
3+
4/6
Abilities
Berserker AstartesBlack RageVampiric Reflexes

Vampiric Reflexes: You can ignore any changes to the Hit stat of this operative’s Mastercrafted Power Weapon. 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.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, DUELLER
Reaper
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Astartes Eviscerator (Brutal, Severe, *Gory Retribution)
5
3+
5/6
Abilities
*Gory RetributionBerserker AstartesBlack Rage

*Gory Retribution: Once per turning point, when this operative incapacitates an enemy operative, they can immediatly perform another 4" Charge action and fight again.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, REAPER
Blooddrinker
A 3
M 8"
S 3+
W 14
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
Sanguinary Chainsword (Rending)
5
3+
4/5
Abilities
Berserker AstartesBlack Rage1AP: BloodthirstJump Pack

Bloodthirst (1AP): This action can only be performed in control range of an enemy operative. When the operative performs this action, you and your opponent roll off. Both players roll a D6, and if the DEATH COMPANY player rolls higher than the opponent you deal half the amount of damage the attacking player rolled against the target. In addition, the BLOODDRINKER operative heals the same amount as the DMG they dealt with this attack.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, BLOODDRINKER, JUMP PACK
Infernal
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Hand Flamer
Default (Rng 6", Sat, Tor 1")
4
2+
3/3
Deluge (Rng 4", Sat, Seek Light)
4
2+
3/3
Infernal Grenade ((Rng 6", Blast 2", Dev2, Lim1, Sat, *Inferno)
5
3+
3/3
Chainsword
5
3+
4/5
Krak Grenade (Rng 6", Piercing 1, Sat)
4
3+
4/5
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
4/5
Abilities
*InfernoBerserker AstartesBlack RageGrenadier

*Inferno: When an enemy operative is damaged by a weapon with this keyword, they gain one of your Inferno tokens. Operatives with an Inferno token on them take 1 DMG at the beginning of their turn.

Grenadier: This operative can use frag and krak grenades (See universal equipment). Doing so does not count towards any limited uses you have (i.e, if you also select those grenades from equipment for other operatives. Whenever it is doing so, improve the Hit stat of that weapon by 1.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, INFERNAL
Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrit1)
4
3+
3/4
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Berserker AstartesBlack RageThe Traitor In Sight

The Traitor In Sight: You can use this ability before you perform a shoot action. When this operative is shooting at an enemy operative, they gain the Relentless keyword, but their hit stat decreases by 1. This isnt cumulative with being injured.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, GUNNER
Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Berserker AstartesBlack ThirstLast Stand

Black Thirst: As a STRATEGIC GAMBIT, a number of friendly DEATH COMPANY operatives can enter the Black Rage based on the turning point as follows: TP1 = 1, TP2 = 1, TP3 = 2, TP4+ = 2. Once a DEATH COMPANY operative has entered the Black Rage, it gains the following rules:

  • This operative cannot perform the Pick Up Marker or mission actions (excluding Operate Hatch). If it’s carrying a marker, it must immediately perform the Place Marker action for 0AP (this takes precedence over all other rules).
  • Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
  • Its melee weapons gain the the Ceaseless and Lethal 5+ weapon rules. If an operative already has the Lethal 5+ weapon rule, they gain Relentless instead.

When a friendly DEATH COMPANY operative enters the Black Rage, they will always attack the nearest possible enemy target and take 1 DMG at the end of their turn.

Last Stand: When a friendly DEATH COMPANY WARRIOR operative is injured, they gain the Severe keyword to all their weapons.

DEATH COMPANY, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
Equipment

Purity Seals:
Once per turning point, when a friendly DEATH COMPANY 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.


Blood Chalice:
Once per turning point a friendly DEATH COMPANY operative can use this equipment. When they do, they ignore and remove any changes to their APL stats.


Blood-Drop Amulets:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly DEATH COMPANY operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.


Mark Of The Damned:
Once per turning point, when a friendly DEATH COMPANY 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 - An Honourable Death In Combat:
Use this firefight ploy when a friendly DEATH COMPANY operative has been incapacitated during a fight action. They can immediatly use one of their remaining successful hits in the sequence before being removed from play.


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly DEATH COMPANY operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Rending Chains:
Use this firefight ploy when you resolve a critical success for a friendly DEATH COMPANY operative that is attacking with a CHAIN weapon (Sanguinary Chainsword, Chainsword, Eviscerator). Inflict D3 additional damage.


Firefight - Shattering Impact:
Use this firefight ploy when a DEATH COMPANY operative charges an enemy operative. The enemy operative takes 2 DMG. If the DEATH COMPANY operative has the JUMP PACK keyword, they deal D3+2 DMG instead.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly DEATH COMPANY operatives from being injured.


Strategic - Indomitus:
Whenever an operative is shooting a friendly DEATH COMPANY operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - Company Of The Dead:
Select up to 2 friendly DEATH COMPANY operatives that have entered the BLACK RAGE. Until the end of the turning point, they gain +1" to their movement and gain another APL for whenever they are on an objective marker. Note that this doesn't actually increase their APL, it merely counts for the purpose of controlling the objective marker.


Strategic - Bloodsurge:
Whenever a friendly DEATH COMPANY operative is in melee combat with an enemy operative on the enemy board half, they gain the Severe keyword


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.