Golbrandtian Companions
Operatives
1. 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 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Lord Captain's PrerogativeFaction Rule: Profit FactorFaction Rule: Wrath and Glory1AP: Preysense Sight2. 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
1AP: Personal InvolvementLoyal BodyguardFearsome Presence3. 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
1AP: MarkAbhor The AlienTranshuman Intellect4. 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 Stalker5. 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
Warp Speed1AP: Biomantic RegenerationPrescient Duelist6. 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 |
| Fists | 3 | 4+ | 2/3 |
Abilities
1AP: Pistoleer's Salvo0AP: Seneschal's Preparations7. 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
Jump PackAstartesVoid ShadowsEquipment
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.
| NAME | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Macrocannon | 5 | 4+ | 5/6 | Heavy (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
Seize The Initiative
Firefight PloyDaring 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.
Fortunate Fortitude
Firefight PloyLuck 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.
Heroic Moment
Firefight PloyHeroism 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.
Death Defiance
Firefight PloyStubborn 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.
Hey, You. That's Mine.
Strategy PloyLin 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.
Defend The Realm!
Strategy PloyWith 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).
Undaunted Venture
Strategy PloyThe 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.
Tac Ops
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.