INNER CIRCLE COMPANIONS

Homebrew by GrimNotepad

The Inner Circle Companions are some of the most skilled and sinister warriors in the entire Dark Angels Chapter. They are chosen, some whisper, by the Primarch, and arrive unannounced to guard heroes of the Unforgiven or pursue secret quests. Wielding their Calibanite greatswords with breathtaking skill, wreathed in the incense smoke of their braziers of judgement, the Companions cut a crimson path through their foes. At all times they fight in silence, save for the whine of their armour servos and the crunch of their blades through flesh and bone

For those who fight alongside the Inner Circle Companions, their vow of silence lends them an eerie air as only the whine of power armour servos and the crunch of blades carving through bone accompanies their brutal performance. Even should one be wounded or fall in battle, they will not cry out

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Composition

An INNER CIRCLE COMPANIONS Kill Team is composed of:

1 INNER CIRCLE COMPANIONS JUSTICAR operative

5 INNER CIRCLE COMPANIONS selected from the following list:

  • ANCIENT
  • BULWARK
  • INTERROGATOR
  • VANGUARD
  • EXECUTIONER
  • CHAPLAIN
  • WARRIOR

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

Some INNER CIRCLE COMPANIONS rules refer to a 'calibanite greatsword'. This is any bladed melee weapon wielded in the base datasheet of this Kill Team, with the following exceptions: chainsword, combat knife.

Some INNER CIRCLE COMPANIONS rules refer to a 'bolt weapon'. This is a ranged weapon that includes 'bolt' in its name, e.g. stalker bolt rifle, heavy bolt pistol, etc.

Common Abilities and Options

Astartes:
During each friendly INNER CIRCLE COMPANIONS 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.

Each friendly INNER CIRCLE COMPANIONS operative can counteract regardless of its order.

Cleave X:
Each retained critical success that inflicts damage, immediately inflicts x damage on each enemy operative within control range of this operative.

Grim Resolve:
STRATEGIC GAMBIT in each turning point after the first, select one of the following Doctrines to be active for your kill team until the end of the turning point:

  • Fearless: Whenever a friendly INNER CIRCLE COMPANIONS operative is fighting against or retaliating against an enemy operative, you can ignore any changes to the HIT stat of friendly INNER CIRCLE COMPANIONS operatives.

  • Stubborn: The APL stat of friendly INNER CIRCLE COMPANIONS operatives cannot be modified to a value less than 2. Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

JUSTICAR
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Master-Crafted Calibanite Greatsword
Strike (Lethal 5+, Relentless)
5
2+
5/6
Sweep (Cleave 1)
6
3+
4/5
Abilities
AstartesCleave XGrim Resolve1AP: Master of the Inner Circle

Master of the Inner Circle (1AP): Once per battle, choose a new Grim Resolve doctrine. In addition to Fearless and Stubborn, you may choose to employ the following Doctrine.

  • Fury: Whenever a friendly INNER CIRCLE COMPANIONS operative is fighting against or retaliating against an enemy operative, its melee weapon has the Brutal weapon rule.

This operative cannot perform this action while within control range of an enemy operative.

40Imperium, Adeptus Astartes, Deathwing, Leader, Justicar
VANGUARD
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Calibanite Greatsword
Strike (Lethal 5+)
5
3+
5/6
Sweep (Cleave 2)
6
4+
3/4
Abilities
AstartesCleave XGrim ResolveShrouding Blade-SpinVanguard Surge

Shrouding Blade-Spin: Each time an enemy operative makes a shooting attack targeting this operative, if this operative traveled more than its base movement stat since its last activation, reduce the Piercing X and Piercing Crits X weapon rule of that weapon by 1 for that attack. This effect lasts until this operative's next activation and cannot stack on the same enemy operative and weapon in the same turning point.

Vanguard Surge: At the start of the first Turning Point, this operative gains 2 Surge Tokens. Each time this operative performs a Move or Charge action, it can spend 1 Surge Token to increase its Movement characteristic by +2" for that action.

40Imperium, Adeptus Astartes, Deathwing, Vanguard
ANCIENT
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Calibanite Greatsword
Strike (Lethal 5+)
5
3+
5/6
Sweep (Cleave 1)
6
4+
3/4
Abilities
AstartesCleave XGrim ResolveIndomitable1AP: Standard of Caliban

Indomitable: Each time an enemy operative makes a shooting attack targeting this operative, worsen the HIT stat of that ranged weapon by 1. Furthermore, until this operative performs a Shoot or Fight action, or its order is changed to Engage, treat this operative as if its current order were Conceal regardless of its current order.

Standard of Caliban (1AP): [SUPPORT]: Select one friendly INNER CIRCLE COMPANIONS operative that is visible to and within 6" of this operative. That friendly operative gains the Indomitable status until the start of this operative's next activation.

40Imperium, Adeptus Astartes, Deathwing, Ancient
EXECUTIONER
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Executioner's Greatsword
Strike (Lethal 5+, Brutal)
5
3+
5/6
Sweep (Cleave 1)
6
4+
3/4
Abilities
AstartesCleave XGrim ResolveThe Headsman's Toll

The Headsman's Toll: Each time this operative incapacitates an enemy operative in combat, it immediately gains 1 Momentum Token. While this operative has a Momentum Token, it adds +1 to its Attacks characteristic in melee and can perform a free Dash action immediately after completing that combat. Discard all Momentum Tokens at the end of the Turning Point.

40Imperium, Adeptus Astartes, Deathwing, Executioner
CHAPLAIN
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Calibanite Greatsword
Strike (Lethal 5+)
5
3+
5/6
Sweep (Cleave 1)
6
4+
3/4
Abilities
AstartesCleave XGaze of the UnforgivenGrim Resolve1AP: Unveil the Secret

Gaze of the Unforgiven: Enemy operatives within 3" of this operative cannot perform unique actions, and worsen their HIT stat by 1 when fighting against, retaliating against or shooting against friendly INNER CIRCLE COMPANIONS operatives.

If this operative is in control range of an enemy operative, only those in control range are affected by Gaze of the Unforgiven.

If this operative is in control range of any friendly INNER CIRCLE COMPANIONS operative, the affected range is determined by furthest friendly operatives that all share in control range.

Unveil the Secret (1AP): Select one enemy operative visible to and within 6" of this operative. Roll a D6; on a 2+, that enemy operative’s APL characteristic is reduced by 1 until this operatives next activation, and it cannot control objectives.

40Imperium, Adeptus Astartes, Deathwing, Chaplain
INTERROGATOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Interrogator Greatsword
Strike (Lethal 5+, Stun)
5
3+
4/5
Sweep (Cleave 1)
6
4+
3/4
Abilities
AstartesCleave X1AP: Extract ConfessionGrim Resolve

Extract Confession (1AP): This can only be performed if this operative has fought against or retaliated against an enemy operative during this Turning Point. If an enemy operative is within control range and is injured at the start of this action, you immediately gain 1 CP.

40Imperium, Adeptus Astartes, Deathwing, Interrogator
BULWARK
A 3
M 5"
S 2+
W 15
Weapons
ATK
HIT
DMG
Calibanite Greatsword
Strike (Lethal 5+)
5
3+
5/6
Sweep (Cleave 1)
6
4+
3/4
Abilities
AstartesCleave XDeathwing Tower ShieldForm PhalanxGrim Resolve

Deathwing Tower Shield: This operative has a 2+ Save characteristic. When this operative is defending against a shooting attack, you can re-roll one of your defense dice.

Form Phalanx: As a STRATEGIC GAMBIT at the cost of 1 CP, this operative enters a defensive stance until the end of the Turning Point.

While this operative remains in this stance:

  • Immediately change this operative to the Engage order, this cannot be changed to Conceal and takes precedence over all other rules.
  • This operative counts as Light Cover for all visible friendly operatives within 1" of it.
  • This operative cannot perform a Reposition, Dash, or Charge action.

When this operative moves more than 2", at the end of the current activation or counteract, remove this operative from the defensive stance. This operative can end this stance at any time it could perform an action.

40Imperium, Adeptus Astartes, Deathwing, Bulwark
WARRIOR
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Range 8", Piercing Crits 1)
4
3+
3/4
Calibanite Greatsword
Strike (Lethal 5+)
5
3+
5/6
Sweep (Cleave 1)
6
4+
3/4
Abilities
AstartesCleave XGrim Resolve
40Imperium, Adeptus Astartes, Deathwing, Warrior
Equipment

Monastic Resilience:
Once per turning point, when an operative is shooting a friendly INNER CIRCLE COMPANIONS operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, you can have your opponent discard one of their retained normal successes.


Sacred Unguents:
Once per battle, during a friendly operative's activation or counteract, it can perform a unique Restorative action.

Restorative (1 AP)

Regain D3+3 lost wounds.

An operative cannot perform this action while within control range of an enemy operative.


Calibanite Grindstone:
After revealing this equipment option, roll one D3, then choose that many friendly INNER CIRCLE COMPANIONS operatives. For the duration of the battle, increase the Cleave weapon rule value of its calibanite greatsword by 1.


The Book of Salvation:
Once per battle, during the Strategy Phase, you can consult the ancient records of the Chapter to resolve one of the following effects based on the current timeline:

  • Turning Point 1 or 2: You can re-roll your initiative for this Turning Point.
  • Turning Point 3 or 4: You gain 1 additional CP.

Ploys

Strategic - Dark Age Arsenal:
Until the end of the Turning Point, each time a friendly INNER CIRCLE COMPANIONS operative is shooting and a Heavy Bolt Pistol is selected, the weapon gains the Piercing 1 weapon rule, and Piercing Crits improves to Piercing Crits 2.

When a friendly INNER CIRCLE COMPANIONS operative is shooting, in the Roll Attack Dice step, whenever you discard an attack dice as a fail, inflict damage equal to the dice result to that operative. A maximum of 2 damage can be inflicted this way.


Strategic - No Escape:
Until the end of the Turning Point, enemy operatives cannot perform a Fall Back action while within control range of a friendly INNER CIRCLE COMPANIONS operative that is not injured.


Strategic - The Unforgiven:
The first time a friendly INNER CIRCLE COMPANIONS operative is incapacitated within an enemy operative’s control range this turning point, before that friendly operative is removed from the kill zone, you can select one enemy operative within its control range. If you do, roll one D6. If the result is equal to or greater than the HIT stat of its calibanite greatsword, inflict damage to the enemy operative equal to its Normal Dmg. If the result is a 6, inflict Critical Dmg instead.


Strategic - Martial Focus:
Until the end of the Turning Point, each time a friendly INNER CIRCLE COMPANIONS operative is fighting against or retaliating against an enemy operative, if a calibanite greatsword is selected, the weapon gains the Punishing weapon rule, provided that the friendly operative is within 2" of an objective marker or wholly within their opponent’s territory.


Firefight - Whispers of the Watchers:
Use this firefight ploy when an enemy operative employs a unique ability or activates a unique action that targets a friendly operative that is visible to that enemy operative. Roll a D6; if the result is equal to or greater than that enemy operative's APL stat, that ability/action fails, its action cost is wasted, and it cannot be activated again this turning point.


Firefight - Parry and Riposte:
Use this firefight ploy during the resolve attack dice phase when retaliating against an enemy operative before they resolve a successful hit against a friendly INNER CIRCLE COMPANIONS operative. You can immediately choose to discard one of your own retained successful hits to parry that strike, even if it is not your turn to resolve a die.


Firefight - Unshakeable Discipline:
Use this firefight ploy when a friendly INNER CIRCLE COMPANIONS operative is selected as the target of a shooting attack. Until the end of the action, you can re-roll one of your defense dice of the same result.


Firefight - Honour-Bound Execution:
Use this firefight ploy when a friendly INNER CIRCLE COMPANIONS operative is fighting against an enemy operative, if they performed the Charge action during this activation and the enemy operative selected is a LEADER or has a higher base wounds stat than it. Until the end of the action, add 1 to the Normal and Critical Dmg stats of its calibanite greatsword.


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.


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.