Auric Conclave

Common Abilities and Options

The Emperor's Finest:
A friendly COMPANIONS OF THE EMPEROR operative may be activated twice during the turning point as long as it has AP to spend, and it stays ready while it can still be activated a second time. Per turning point, it cannot move more than 9” and you cannot spend more than 5AP in total for it.

During each friendly COMPANIONS OF THE EMPEROR operative's activation, it can perform either two Shoot actions or two Fight actions. Each friendly COMPANIONS OF THE EMPEROR operative can counteract regardless of its order.

A COMPANIONS OF THE EMPEROR Kill Team counts as a six-operative Kill Team for the purposes of determining Kill Op scoring. When a friendly COMPANIONS OF THE EMPEROR operative dies, it counts as two operatives and your opponent scores Victory Points accordingly.

Whenever a friendly COMPANIONS OF THE EMPEROR operative is within Control Range of an objective marker, it controls that marker regardless of any other rule.

Storm Shield:
If this operative is equipped with a Storm Shield, it ignores the Piercing weapon rule. Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).

Operatives

1. Eleazar Maxin
Shield Captain
A 4
M 6"
S 2+
W 22/22
Weapons
ATK
HIT
DMG
Guardian spear (Piercing Crits 1)
4
2+
3/5
Guardian spear (Lethal 5+)
5
2+
5/7
Abilities
The Emperor's FinestStorm Shield1AP: Shoulder the Mantle

Shoulder the Mantle (1AP): Select 1 other friendly COMPANIONS OF THE EMPEROR operative visible to and within 9” of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Companions of the Emperor, Imperium, Adeptus Custodes, Custodian Guard, Leader
2. Sedens 'Adino' Drund
Custodian Guard
A 4
M 6"
S 2+
W 21/21
Weapons
ATK
HIT
DMG
Sentinel blade (Rng 8", Piercing Crits 1)
4
2+
3/4
Sentinel blade (Lethal 5+)
5
2+
4/6
Abilities
The Emperor's FinestStorm Shield
Companions of the Emperor, Imperium, Adeptus Custodes, Custodian Guard
3. Semma Desmodages
Custodian Guard
A 4
M 6"
S 2+
W 21/21
Weapons
ATK
HIT
DMG
Sentinel blade (Rng 8", Piercing Crits 1)
4
2+
3/4
Sentinel blade (Lethal 5+)
5
2+
4/6
Abilities
The Emperor's FinestStorm Shield
Companions of the Emperor, Imperium, Adeptus Custodes, Custodian Guard
4. Solabus
Blade Champion
A 4
M 6"
S 2+
W 21/21
Weapons
ATK
HIT
DMG
Vaultswords
Duel (Balanced, Devastating 2, Lethal 5+)
5
2+
4/4
Sweep (Balanced, Lethal 5+, Sweep*)
4
2+
4/6
Abilities
Swordmaster*SweepThe Emperor's Finest

Swordmaster: You can ignore any changes to the Hit stat of this operative’s Vaultswords. 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.

*Sweep: Whenever this operative performs the Fight action with this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Companions of the Emperor, Imperium, Adeptus Custodes, Blade Champion

Equipment

Misericordias

Once per turning point when a friendly COMPANIONS OF THE EMPEROR operative fights in combat, you can use this ability. If you do so, roll one D6: on a 3+, the enemy operative that fought it in that combat suffers 2 mortal wounds.

Martial Ka'tah

When you choose this equipment, you gain one of the options below for use during the battle. This equipment may be chosen more than once, selecting a different option each time. During a turning point in which an operative uses one of the options, that operative may not use another of the options until the start of the next turning point.

  • Dacatarai Stance: After fighting or retaliating, if a friendly COMPANIONS OF THE EMPEROR operative is no longer within control range of an enemy operative they can perform a free charge up to 3" (but then normal requirements for that move apply).
  • Kaptaris Stance: Whenever an attack dice inflicts damage of 3 or more on a friendly COMPANIONS OF THE EMPEROR operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
  • Rendax Stance: Until the end of the turning point all friendly COMPANIONS OF THE EMPEROR melee weapons gain the Severe special rule.
Tanglefoot Grenade

Twice per battle in the firefight phase, an COMPANIONS OF THE EMPEROR operative can perform the following action:

TANGLEFOOT GRENADE (1 AP):

  • Select one enemy operative Visible to this operative. Subtract 2" from its Movement characteristic until the end of the turning point. This operative can can not perform this action while within Engagement Range of enemy operatives.
Oath Parchments

Once per turning point, when a friendly COMPANIONS OF THE EMPEROR 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.

Ploys

Arcane Genetic Alchemy
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly COMPANIONS OF THE EMPEROR operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Avenge the Fallen
Firefight Ploy

Use this firefight ploy when a friendly COMPANIONS OF THE EMPEROR operative is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly COMPANIONS OF THE EMPEROR operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Balanced weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.

Brotherhood of Demigods
Firefight Ploy

Use this firefight ploy when a friendly COMPANIONS OF THE EMPEROR operative is counteracting. It may change its order, and may perform an additional 1AP action for free during that counteraction, but both actions must be different.

Final Word
Firefight Ploy

Use this firefight ploy at the end of the Firefight phase. Select one friendly COMPANIONS OF THE EMPEROR operative to perform one free Counteract action. This is in addition to any previous Counteract actions it may have taken this turning point.

Aegis of the Emperor
Strategy Ploy

Until the end of the turning point, each time Critical Damage would be inflicted upon a friendly COMPANIONS OF THE EMPEROR operative from an attack die, you can choose for that attack die to inflict Normal Damage instead.

Unwavering Sentinels
Strategy Ploy

Until the end of the turning point, you can ignore any changes to the stats of friendly COMPANIONS OF THE EMPEROR operatives from being injured.

Manoevre and Fire
Strategy Ploy

Select one friendly COMPANIONS OF THE EMPEROR operative. Until the end of the turning point, that friendly operative can perform the Fall Back action for 1 less AP. They can perform the Charge action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).

Relentless Prosecution
Strategy Ploy

Select one friendly COMPANIONS OF THE EMPEROR operative more than 6” from enemy operatives. That friendly operative can immediately perform a free Dash action or you can change its order. You cannot use this ploy during the first turning point.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.