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This COMPANY HEROES kill team is designed to be a highly reliable and mission-focused force, representing an elite retinue of a Space Marine Captain or Chaplain.
It is inspired by the Space Marine Company Heroes box set, which provides a thematic team of specialists in a single purchase. Two additional operatives (the CHAPLAIN and COMPANY APOTHECARY) are added for some further flexibility.
The team has a composition of 5 operatives. Accordingly, the COMPANY HEROES use a lot of the structure and principles of the DEATHWATCH kill team. Adopted design flairs are: an extra wound per operative, the Veteran Astartes faction rule and a similar suite of ploys/equipment which enable a 5 operative team to compete. A key design theme is that of master-crafted weaponry, which gives Lethal 5+ and additional damage on a critical success. The COMPANY HEROES are designed for reliability, defence and mission focus, but they lack the considerable offensive output and flexibility of the DEATHWATCH.
The CAPTAIN is very similar to the ANGELS OF DEATH version, but gains access the weapon options available in the box: a master-crafted bolter, neo-volkite pistol and power sword.
The CHAPLAIN is the alternative LEADER operative. It is similarly deadly and durable, but has a suite of litanies that can be useful in certain match-ups (instead of a free Strategic and Firefight Ploy).
The COMPANY ANCIENT is mission focussed, with a standard APL enhancement and the ability to perform any action when incapacitated before being removed.
The COMPANY APOTHECARY functions the same as a traditional medic, but has some ranged utility with an Absolver bolt pistol and Reductor pistol.
The COMPANY CHAMPION is very similar to the DEATHWATCH VETERAN BLADEMASTER. It is somewhat toned down: key differences include a Normal Damage stat of 5 whilst lacking the 3+ Sweep profile, a special issue bolt pistol and the Brutal weapon rule.
The COMPANY MARKSMAN has a similar basis to DEATHWATCH MARKSMAN VETERAN, but is somewhat more flexible with an improved melee profile and enhanced mobility (the ability to Guard twice on close-quarters killzones was removed).
Lastly, the COMPANY HEAVY GUNNER brings considerable firepower with a master-crafted heavy bolter: The addition of Lethal 5+ and an additional critical damage ensures the team has considerable firepower.
Offensive: A moderate and reliable firepower team that is also capable of high damage in melee (though melee threat range is limited). Limited dice and re-roll mechanics reduce reliability in melee.
Flexiblity: Operatives include Assault Terminator Warriors or Terminator Warriors. The team can flex into ranged or melee. A breacher is included to assist with Gallowdark and Accessible terrain. A gunner is included with options to flex into the enemy wound profiles/playstyle.
Mobility: A 5" move on 5 operatives significantly limits mobility. A requirement exists to add some depth, so utilising teleportation to enhance their flexibility is a must. This ploy/equipment should serve to enable the team to achieve Crit/Tac Op, and be of limited utility for an alpha strike/offensively.
Durability: 16 wounds makes an 81 wound team (Raveners 101, AoD 85 etc.). The team has a 2+ Save to compensate (which is not applicable in melee). Together with their faction rule, this ensures that shooting durability is a strength of the Kill Team. However, melee durability is limited with a 4+ Hit. The Brutal weapon rule on Power fists will limit the opposing teams flexiblity: the can't block with a normal success - no stalling, making Fight deadly to both combatants. With the Crux Terminatus rule operatives are nearly assured a critical success on their defence dice. The mechanic functions similarly to Severe and greatly increases reliability in durability (shooting only). This thematically ensures that operatives are not vulnerable to small arms and hampers critical damage spikes (Rending, Plasma etc.). Operatives are still vulnerable to ranged weapons with high Atk, Piercing and Devastating.
Action Economy: A weakness of the team at 15 APL (AoD 18(19), Aquilons 23(24)). Somewhat balanced by Counteract, but APL is required for both the Crit Op and most Tac Ops. A mechanic is included for both Objective Control and Mission Actions.