Golbrandtian Companions

Homebrew by PowerfulWarrior

Often called upon in times of great peril, the Golbrandtian Companions have served as the personal retinue of Rogue Traders from the Golbrandt Dynasty for centuries. Swearing to protect the Rogue Trader with life and limb, only the Lord Captain's word or death can release them from their oaths.

Probably needs an update for 2025. Characters are based on a W&G campaign.

100% positive
Composition

Every GOLBRANTIAN COMPANION Operative in the following list:

  • 1 LIN GOLBRANDT operative with one of the following options:

    • Custom heavy bolter; fists
    • Master-crafted plasma gun; fists
    • Hot-shot laspistol; gaelicos
  • 1 COMMISSAR VALTRIS

  • 1 FREIYRN ATHANA

  • 1 NU-73 RUSTSTALKER

  • 1 SERAPHINE VAEL

  • 1 TYBORC with one of the following options:

    • Autopistol and plasma pistol
    • Stubcarbine; fists
  • 1 VOID-BROTHER TYLUS

Lin Golbrandt
A 3
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Custom Heavy Bolter
Heavy Bolter (focused) (Piercing Crits 1)
4
3+
4/5
Heavy Bolter (silent) (Devestating 3, Heavy, Silent)
4
2+
3/3
Relic Plasma Gun
Standard (Piercing 1, *Preysense Sight)
4
4+
6/3
Supercharge (Hot, Lethal 5+, Piercing 1, *Preysense Sight)
4
3+
5/6
Hot-Shot Laspistol (Rng 8")
4
3+
3/4
Gaelicos (Lethal 5+, Ceaseless)
4
3+
4/6
Fists
3
4+
2/3
Abilities
Faction Rule: Profit FactorFaction Rule: Wrath and GloryLord Captain's Prerogative1AP: Preysense Sight

Faction Rule: Profit Factor: Wealthy beyond measure, Rogue Traders like Lin Golbrandt know the value of bringing more riches than you need to any given situation.

You can pick 1 additional Equipment option.

Faction Rule: Wrath and Glory: Heroic paragons of the Imperium, the Golbrandtian Companions thrive when there is Glory to be seized upon the battlefield. They seize victory from the jaws of defeat, and press any advantage they can to ensure absolute success.

You start with 1 Glory in the first turning point. You can earn up to 3 Glory each turning point when you do one of the following:

  • Gain 1 Glory when you incapacitate a enemy operative with 10 wounds or more OR for advancing your Kill Grade.
  • Gain 1 Glory if you score at least 1 VP from your Crit or Tac Op.
  • Gain 1 Glory if at least 1 friendly GOLBRANTIAN COMPANION operative was Incapacitated, or up to 3 Glory for every operative incapacitated in the first turning point.

Glory is calculated at the end of the turning point, and any acculumated Glory can be expended in the next turning point. When Glory is spent, it is known as a Shift. Certain ploys gain additional features if you **Shift **your Glory to them.

You can hold up to 3 Glory in a single turning point. After the second turning point, any unused Glory is discarded at the end of the turning point, when your Glory for next turning point is being calculated.

Lord Captain's Prerogative: While this operative isn't Incapacitated, once per turning point you can Shift without spending Glory on a firefight ploy, spending the CP cost normally, or gain 1 additional CP.

Preysense Sight (1AP): Until the start of this operative's next turn, whenever it shoots, enemy operatives cannot be Obscured.

GOLBRANDTIAN COMPANION, IMPERIUM, LEADER, LIN GOLBRANDT
Commissar Valtris
A 3
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/5
Chainsword
4
3+
4/5
Abilities
Fearsome PresenceLoyal Bodyguard1AP: Personal Involvement

Fearsome Presence: Whenever this operative is Fighting or Retaliating, enemy operatives cannot assist. Whenever a friendly operative is Fighting or Retaliating, as long as they are within this operative's control range, enemy operatives cannot assist.

Loyal Bodyguard: Once per battle, if the operative SERPAHINE VAEL is visible to and within 6" of this operative, this operative can use the Seize The Initiative firefight ploy for 0 CP and without expending Glory. SERPAHINE VAEL must be the target of this firefight ploy, and must end within control range of this operative. Using the Seize The Initiative firefight ploy with this feature does not count towards the once per turning point limit.

If SERAPHINE VAEL performs the Fight action on a enemy operative that is within control range of this operative, worsen the Hit stat of the attacking enemy operative by 1 (this is not cumulative with Injured).

Personal Involvement (1AP): Select one other friendly GOLBRANDT COMPANION operative with less than 2 APL, and is visible to and within 6" of this operative. Until the end of that operative's next activation, it has +1 APL. This ability can be used while this operative is engaged, but only if the friendly operative targeted is being engaged by the same enemy operative.

GOLBRANDTIAN COMPANION, IMPERIUM, COMMISSAR VALTRIS
Freiyrn Athana
A 2
M 7"
S 4+
W 6
Weapons
ATK
HIT
DMG
Laspistol
4
3+
2/3
Knife
3
4+
3/4
Abilities
Abhor The Alien1AP: MarkTranshuman Intellect

Abhor The Alien: If the Marked enemy operative has the AELDARI, GENESTEALER CULT LEAGUES OF VOTANN, ORK ,TYRANID keyword, friendly operatives shooting against, fighting against or retaliating against the Marked target gain the Ceaseless weapon rule on their weapon.

Mark (1AP): This operative designates an enemy operative that is visible to it and does not have a Conceal order. That enemy operative is Marked. When a friendly operative is shooting against, fighting against or retaliating against a **Marked **enemy operative, add 1 to the Atk stat of that friendly operative's weapons. The mark ends at the end of the turning point.

Transhuman Intellect: Once per turning point, if a friendly operative Incapacitates a **Marked **target, this operative can immediately designate another target to be marked, provided they meet all of the requirements.

GOLBRANDTIAN COMPANIONS, IMPERIUM, INQUISTION, SERPAHINE VAEL
Nu-79
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Chordclaw & Transonic Blades (Balanced, Rending)
5
3+
4/6
Abilities
1AP: Blade FlurryCombat ProtocolsWasteland Stalker

Blade Flurry (1AP): When this operative is Charging, it can inflict D3+2 damage on operatives that are visible to and within 2" of this operative. Roll seperately for each. The operative cannot use this feature in the same activation as the Fight action.

Combat Protocols: Once per battle, you can use a Firefight Ploy on this operative for 0 CP.

Wasteland Stalker: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save or one critical save.

GOLBRANDTIAN COMPANIONS, IMPERIUM, ADEPTUS MECHANICUS, SICARIAN, RUSTSTALKER, NU-79
Seraphine Vael
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Smite (PSYCHIC, Devestating 2)
6
3+
2/2
Force Sword (PSYCHIC, Lethal 5+)
4
3+
4/6
Abilities
1AP: Biomantic RegenerationPrescient DuelistWarp Speed

Biomantic Regeneration (1AP): This operative regains 1d3 lost wounds, or removes any of the following tokens before they take effect: Poison, Terrorchem, Neutron Fragment. The first time this operative is Incapacitated, it can use the Death Defiance firefight ploy for 0 CP, and succeeds on a result of 3+ the first time it uses this ploy.

Prescient Duelist: Whenever this operative performs the Fight action, after resolving your first attack dice, you can immediately resolve another before your opponent. When this operative is Retaliating, you always resolve the first attack dice (before your opponent).

Warp Speed: This operative cannot lose more than 6 Wounds per Shoot action targeting this operative. When this operative performs the Charge action, their MOVE stat becomes 7".

GOLBRANDTIAN COMPANIONS, IMPERIUM, SERPAHINE VAEL
Tyborc
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scoped Plasma Pistol
Standard (Rng 12", Piercing 1)
4
3+
3/5
Supercharge (Rng 12", Hot, Lethal 5+ Piercing 1)
4
3+
4/5
Suppressed Autopistol (Rng 8", Silent)
4
3+
2/3
Stubcarbine (Ceaseless)
4
3+
3/4
Fists
3
4+
2/3
Abilities
1AP: Pistoleer's Salvo0AP: Seneschal's Preparations

Pistoleer's Salvo (1AP): Perform two Shoot actions with this operative, taking precedence over action restrictions. You must use the Scoped Plasma Pistol (any profile) and the Suppressed Autopistol in any order. If this operative is not within control range of an enemy operative, it can perform a free Dash action immediately resolving its attacks.

This operative cannot perform this action when it has a Conceal Order, or if it performed the Shoot action already.

Seneschal's Preparations (0AP): At the start of the battle, pick one of the following options:

  • Improve this operative's saves to 4+.
  • The damage stat of the Suppressed Autopistol increases by 1.
  • You can ignore any changes to the Hit stat of this operative's ranged weapons from being Injured.
GOLBRANDTIAN COMPANIONS, IMPERIUM, TYBORC
Void Brother Tylus
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Chainsword
5
3+
4/5
Heavy Bolt Pistol (Rng 8", Piercing Crits 1)
4
3+
3/4
Abilities
AstartesJump PackVoid Shadows

Astartes: This operative can perform either 2 Shoot actions or 2 Fight actions. If it is 2 Shoot actions, a bolt weapon must selected for at least 1 of them. This operative can counteract regardless of its order.

Jump Pack: Treat the vertical climbing distance as 2", regardless of the actual distance. When you perform the CHARGE action, add 1".

Void Shadows: Whenever an enemy operative is shooting this operative, it is Obscured when it is in Heavy Cover and it is more than 8" from enemy operatives.

GOLBRANTIAN COMPANIONS, IMPERIUM, ADEPTUS ASTARTES, VOID BROTHER TYLUS
Equipment

Fire Support:
Wealthy beyond measure, Rogue Traders like Lin Golbrandt utilise powerful macro-cannons in orbital bombardments.

Once per battle, when the GOLBRANDTIAN COMPANION Lin Golbrandt performs the Shoot action, you can use the Macrocannon ranged weapon. You determine cover saves differently; if the target has cover if any part of its base is under Vantage terrain. You must select a valid target for a Shoot action; like the Starstriders, the shot comes from above.

NAMEATKHITDMGWR
Macrocannon54+5/6Heavy (Reposition only), Piercing Crits 1, Saturate, Silent, Torrent 2")

Emergency Combat Stims:
Lin Golbrandt's companions are pushed to greater heights,and learn to use their special-issue stimulants in oportune moments.

Once per battle, each friendly GOLBRANDT COMPANION operactive can ignore any changes to their stats from being Injured, until the end of the turning point.


Glorious Servo-Skull:
The deeds of House Golbrandt are spread wherever the Rogue Trader goes, bringing Glory to the bloodline.

Deploy the Servo-Skull. It does not count towards your operative count. While LIN GOLBRANDT is not Incapacitated, you gain 1 Glory at the start of each turning point.


Sophisticated Vox-Beads:
Clear communication is critical to any victory, and these communication devices provide clear channels of relaying key information even in the harshest of conditions.

Once per turning point, one friendly GOLBRANDT COMPANION operative can perform a mission action for -1 AP.


Ploys

Firefight - Seize The Initiative:
Daring and bold, the Golbrandtian Companions are known for acting quickly and decisively in the heat of battle.

Use this firefight ploy after friendly operative is expended. You can immediately activate another friendly GOLBRANDT COMPANION operative that does not have the ADEPTUS ASTARTES keyword visible to within 6" of that operative before an enemy operative. When the second operative is expended, your opponent activates their operatives normally. You can use this firefight ploy once per turning point. If you Shift this firefight ploy, you can activate operatives with the ADEPTUS ASTARTES keyword.


Firefight - Fortunate Fortitude:
Luck seems to run in the veins of these dashing rogues. Many times have the Golbrandt Companions stared in the face of death, and many times they have come out unscathed.

Use this firefight ploy when a enemy operative is shooting a friendly GOLBRANDT COMPANION operative. You can reroll one of your defense die. If you Shift, you can choose to roll an additional defense die, or your results of 5+ are considered critical successes.


Firefight - Heroic Moment:
Heroism and Lin Golbrandt's ethos inspire the Golbrandt Companions to greater deeds.

Use this firefight ploy at the start of a friendly operative's activation, you can add 1 APL to their stats until the end of their activation if they have less than 3 APL. If you Shift, you can add 1 APL to a friendly operative regardless of their APL. If the operative has less than 3 APL, that friendly operative regains up to D3+2 lost wounds instead when you Shift.


Firefight - Death Defiance:
Stubborn to the end, the tenacity and grit shown by the Rogue Trader's retinue proves that it is difficult to kill a Golbrandt Companion."

Use this firefight ploy when a friendly operative is about to be Incapacitated. Roll a d6; on a result of 4+, this operative is instead reduce to 1 wound. If you Shift this ploy, you do not need to roll a d6.


Strategic - Hey, You. That's Mine.:
Lin Golbrandt is known to covet opportunity where he can sense it, and places an obsessive desire upon his companions to fulfill the objectives he presents.

Designate a objective marker. Whenever a friendly GOLBRANTIAN COMPANION operative is within control range of this objective, treat their APL as 1 higher for the purposes of control. If you Shift this ploy, friendly operatives within 3" of this marker cannot have their APL reduced and gain the Balanced weapon rule when Fighting or Retaliating.


Strategic - Defend The Realm!:
With an expansive and powerful realm to watch over, the Golbrandts have learned the art of tempering their ambitious explorations to conduct defensive operations.

When an enemy operative a friendly operative with the Shoot action, friendly operatives who are wholly within friendly territory and can retain cover saves from Heavy Terrain retain one additional cover save. This does not stack with other features that allow you to retain additional cover saves. If you Shift this ploy, the first time an attack dice would deal damage on each friendly GOLBRANDTIAN COMPANION operative, you can halve the damage (rounding up to a minimum of 2).


Strategic - Undaunted Venture:
The Golbrandts eagerly charge into the unknown, quick and light on their feet.

Whenever a friendly GOLBRANDTIAN COMPANION performs the Dash action, it does so for one less AP. If you Shift this ploy, you can use the Disengage action for one less AP.


TacOps
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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.