Company Heroes
Common Abilities and Options
Heroes of the Company:
Whenever an operative is shooting a friendly COMPANY HEROES operative, if you don’t retain any critical successes with your defence dice, you can change one of your normal successes to a critical success.
Veteran Astartes:
During each friendly COMPANY HEROES operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an absolver bolt pistol, plasma pistol, master-crafted heavy bolter, neo-volkite pistol or reductor pistol is selected for both, 1 additional AP must be spent for the second action.
Each friendly COMPANY HEROES operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Operatives
1. CAPTAIN
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma pistol | |||
| Standard (Rng 8”, Piercing 1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8”, Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 4/5 |
| Power sword (Lethal 5+) | 5 | 2+ | 4/6 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
Rites of BattleIron HaloHeroes of the CompanyVeteran Astartes2. COMPANY APOTHECARY
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver bolt pistol (Rng 8", Piercing Crits 1) | 4 | 3+ | 4/5 |
| Reductor pistol (Rng 2", Brutal) | 3 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
Heroes of the Company1AP: NartheciumVeteran AstartesMedic!3. COMPANY CHAMPION
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Master-crafted power weapon | |||
| Duel (Lethal 5+) | 5 | 3+ | 5/6 |
| Sweep (Lethal 5+, *Sweep) | 4 | 4+ | 5/6 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
*SweepHeroes of the CompanyVeteran AstartesBladesman's Honour4. COMPANY HEAVY GUNNER
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt pistol (Rng 8”) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Master-crafted heavy bolter | |||
| Focussed (Hvy(Repos), Lethal 5+, Piercing Crits 1) | 5 | 3+ | 4/6 |
| Sweeping (Hvy(Repos), Lethal 5+, Piercing Crits 1, Torrent 1") | 4 | 3+ | 4/6 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
Heroes of the CompanyStaunchVeteran Astartes5. COMPANY MARKSMAN
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bionic fist | 4 | 3+ | 4/5 |
| Master-crafted bolt rifle | |||
| Mobile (Lethal 5+, Piercing Crits 1) | 4 | 3+ | 3/5 |
| Heavy (Hvy(Dash), Lethal 5+, Piercing Crits 1) | 4 | 2+ | 3/5 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
Veteran AstartesMarksman's HonourHeroes of the CompanyEquipment
COMPANY ARMOURY
This equipment allows you to select two items from universal equipment. If you select Explosive Grenades, whenever an operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
IMPERIAL LAURELS
Once per turning point, during a friendly COMPANY HEROES operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP.
CENTURIOS SERVICE STUDS
Once per turning point, when a friendly COMPANY HEROES operative is performing the Fight or Shoot action, you can use this rule. If you do, until the end of the turning point, its weapons have the Punishing weapon rule.
MOUNTED SIGILS
Once per turning point, when a friendly COMPANY HEROES 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
ROUSED TO FURY
Firefight PloyUse this firefight ploy when an injured friendly COMPANY HEROES operative is activated. It regains up to D3+1 lost wounds, and during that activation you can ignore any changes to its APL stat.
SQUAD TACTICS
Firefight PloyUse this firefight ploy before or during an action in a friendly COMPANY HEROES operative's activation, it can perform this action during its activation.
SQUAD TACTICS (1AP)
SUPPORT: Select one friendly COMPANY HEROES operative visible to and within 6" of this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action. This operative cannot perform this action while within control range of an enemy operative.
ARDENT PROTECTORS
Firefight PloyUse this firefight ploy when a friendly COMPANY ANCIENT or COMPANY CAPTAIN operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly COMPANY HEROES operative (excluding COMPANY ANCIENT and COMPANY CAPTAIN) visible to and within 3” of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this).
If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
BIONICS ASSISTED TARGETING
Firefight PloyUse this firefight ploy whenever you’re selecting a valid target for a friendly COMPANY HEROES operative. Enemy operatives within 4" of it cannot be obscured or in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly COMPANY HEROES operative is within 2" as normal.
OATH OF MOMENT
Strategy PloySelect one objective marker or one of your mission markers:
- Whenever a friendly COMPANY HEROES operative is shooting, fighting or retaliating, if either the attacker or defender is within control range of that marker, its weapons gain the Ceaseless weapon rule.
HONOUR THE CHAPTER
Strategy PloyWhenever a friendly COMPANY HEROES operative is within control range of an objective marker or one of your mission markers:
- Normal Dmg of 3 or more inflicts 1 less damage on it.
- If that friendly operative is injured, instead, both Normal or Critical Dmg of 3 or more inflicts 1 less damage on it.
ARMOUR OF CONTEMPT
Strategy PloyWhenever an operative is shooting a friendly COMPANY HEROES operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.
AND THEY SHALL KNOW NO FEAR
Strategy PloyYou can ignore any changes to the stats of friendly COMPANY HEROES operatives from being injured (including their weapons’ stats).
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
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.