Fire Warrior Skirmishers

Homebrew by Elephantbat

Fire Warriors are the rank and file troops. Ready to light up the enemy with pulse weapons?.. Because this is the team. Instead of relying on Makerlights like their Pathfinder counterparts, these warriors focus on mobility and adaptability. Fighting in close quarters? Take more breachers! Want to overwhelm your opponent with this games equivalent of Jackal snipers? Take Strikers! Along with a weapon turret for some potential for sneaky activations.

I made these team rules as a way to have a one-box kill team that can be built with the basic T'au Fire Warriors kit. No extra bits needed! I like the kit and now that the stealth suits have their own team, why not have another take on T'au kill team. Hopefully they're not too alike the Pathfinders.

67% positive
Composition

A FIRE WARRIORS KillTeam is composed of:

  • 1 FIRE WARRIOR SHAS’UI operative with one of the following options:

    • Pulse blaster; Gun butt
    • Pulse carbine; Gun butt
    • Pulse rifle¹; Pulse pistol; Gun butt
  • 1 TURRET SPECIALIST

  • 1 DS8 TACTICAL SUPPORT TURRET

  • 8 FIRE WARRIORS operatives selected from the following list:

    • STRIKER operative with one of the following options:

      • Pulse carbine; gun butt
      • Pulse rifle¹; pulse pistol; gun butt
    • BREACHER

    • BLOODED

    • GRENADIER

    • PATHFINDER

    • BREACHER PISTOLEER

    • MV1 GUN DRONE

    • MV4 SHIELD DRONE

    • MV7 MARKER DRONE

    • MV36 GUARDIAN DRONE

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

  1. Your kill team cannot include more than four operatives with Pulse Rifles.

FACTION RULES

DISCIPLNE OF WAR

  • Mont’ka: If your kill team has more BREACHER operatives than STRIKER operatives, STRATEGIC GAMBIT in the first turning point. Up to three friendly operatives wholly within your drop zone can immediately perform a free 4" Reposition action.

  • Kauyon: If your kill team has more STRIKER operatives than BREACHER operatives, when selecting Equipment, you may additionally take 2x Light Barricades and Utility Grenades. (This means you will take six Equipment.)

  • Mixed Discipline: If your kill team has an equal number of BREACHER and STRIKER operatives, you can:

    • STRATEGIC GAMBIT in the first turning point. Up to two friendly operatives wholly within your drop zone can immediately perform a free Dash action.

    • When selecting Equipment, you may additionally take 2x Light Barricades or Utility Grenades. (This means you will take five Equipment.)


Markerlight

Whenever an enemy operative is a valid target or visible to and within 9" of a friendly operative with this ability, it's Marked.

  • Whenever a friendly FIRE WARRIORS operative is shooting a Marked enemy operative, apply the following:

    • That friendly operative's ranged weapons have the Accurate 1 weapon rule.

    • If the enemy operative is Marked by two or more friendly operatives, that friendly operative's ranged weapons have the Accurate 2 weapon rule instead.

Note that any operative can be a valid target for another operative, regardless of whether either is the active operative.

Common Abilities and Options

Breacher Armor:
Whenever an operative is shooting this operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. This operative isn’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

Aim Down Sites (1AP):
Until the end of this operative’s activation, you can ignore changes to the Hit stats of its Pulse weapons.

Markerlight:
Whenever an enemy operative is a valid target or visible to and within 9" of a friendly operative with this ability, it's Marked.

  • Whenever a friendly FIRE WARRIORS operative is shooting a Marked enemy operative, apply the following:

    • That friendly operative's ranged weapons have the Accurate 1 weapon rule.

    • If the enemy operative is Marked by two or more friendly operatives, that friendly operative's ranged weapons have the Accurate 2 weapon rule instead.

Note that any operative can be a valid target for another operative, regardless of whether either is the active operative.

Drone:
This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard. Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.

Fire Warrior Shas'ui
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Pulse Blaster (Rng 6", Peircing Crits 1)
4
3+
4/5
Pulse Carbine
4
3+
4/5
Pulse Rifle
Default (Heavy (Rep. only), Devastating 1, Severe)
4
3+
4/4
Concealed (Heavy, Devastating 2, Lethal 5+, Silent, Limited 1)
4
3+
4/4
Pulse Pistol (Rng 8")
4
3+
3/5
Gun butt
3
5+
2/3
Abilities
Art of War1AP: Battle PlanBreacher Armor1AP: CoordinateFACTION RULE - Discipline of WarT'au Veteran

Art of War: Once per battle STRATEGIC GAMBIT if this operative is in the killzone, select one of the following and apply its rules until the end of the turning point:

• Mont’ka: Add 1" to the Move stat of friendly FIRE WARRIORS operatives (Excluding TURRET operatives)

• Kauyon: Friendly FIRE WARRIOR operatives can perform a free Mission or Support action if they have a conceal order

Battle Plan (1AP): You gain 1 CP.

This operative can't perform this action while within control range of an enemy operative.

Coordinate (1AP): Select another friendly FIRE WARRIORS operative that's visible to this operative (excluding DRONE and TURRET operatives). Add 1 to that operative's APL stat until the end of its next activation.

FACTION RULE - Discipline of War:

  • Mont’ka: If your kill team has more BREACHER operatives than STRIKER operatives, STRATEGIC GAMBIT in the first turning point. Up to three friendly operatives wholly within your drop zone can immediately perform a free 4" Reposition action.

  • Kauyon: If your kill team has more STRIKER operatives than BREACHER operatives, when selecting Equipment, you may additionally take 2x Light Barricades and Utility Grenades. (This means you will take six Equipment.)

  • Mixed Discipline: If your kill team has an equal number of BREACHER and STRIKER operatives, you can:

    • STRATEGIC GAMBIT in the first turning point. Up to two friendly operatives wholly within your drop zone can immediately perform a free Dash action.

    • When selecting Equipment, you may additionally take 2x Light Barricades or Utility Grenades. (This means you will take five Equipment.)

T'au Veteran: This operative can perform a 1 AP action for free during its activation.

Fire Warriors, T'au Empire, Leader, Shas'ui
Breacher
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Blaster (Rng 6", Piercing Crits 1)
4
3+
4/5
Gun butt
3
5+
2/3
Abilities
Breacher Armor
Fire Warriors, T'au Empire, Breacher
Striker
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Rifle
Standard (Heavy (Rep. only), Devastating 1, Severe)
4
4+
4/4
Concealed (Heavy, Devastating 2, Lethal 5+, Silent, Limited 1)
4
3+
4/4
Pulse Pistol (Rng 8")
4
4+
3/5
Pulse Carbine
4
4+
4/5
Gun butt
3
5+
2/3
Abilities
1AP: Aim Down SitesMobilize

Mobilize: Whenever this operative performs a Dash action during its activation, add 1" to that move if that operative ends it closer to the nearest objective marker.

Fire Warriors, T'au Empire, Striker
Grenadier
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Blaster (Rng 6", Piercing Crits 1)
4
3+
4/5
Fusion Grenade (Rng 6", Devastating 2, Limited 1, Piercing 2, Saturate)
4
3+
4/3
Gun butt
3
5+
2/3
Abilities
Breacher ArmorGrenadier Specialist1AP: Photon Grenade

Grenadier Specialist: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

Photon Grenade (1AP): Select a valid target for this operative and roll one D6:

On a 3+, until the end of that operative’s next activation, subtract 2" from its Move stat and it cannot perform the Dash action. An operative cannot perform this action while within control range of an enemy operative.

Fire Warriors, T'au Empire, Grenadier, Breacher
Blooded
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Custom Pulse Blaster (Rng 8", Piercing Crits 1, *Custom)
4
3+
4/5
Bonding Knife
3
4+
3/4
Abilities
*CustomBattle HardenedBreacher Armor

*Custom: At the end of the Select Operatives step, if this operative is selected for deployment, select one of the following weapon rules for this weapon to have:

  • Severe
  • Saturate
  • Balanced

Battle Hardened: You can ignore any changes to this operative’s stats from being injured (including their weapons' stats).

Fire Warriors, T'au Empire, Blooded
Turret Specialist
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun butt
3
5+
2/3
Abilities
1AP: Activate Turret1AP: Aim Down SitesDeploy Turret

Activate Turret (1AP): After this operative is expended, you can immediately activate your DS8 TACTICAL SUPPORT TURRET operative. After your friendly TURRET is expended, your oppenent activates their next operative as normal. This operative cannot perform this action while within control range of an enemy operative.

Deploy Turret: Once per battle, place a friendly DS8 TACTICAL SUPPORT TURRET operative within 1" of this operative. That TURRET cannot be placed within control range of enemy operatives. This operative cannot perform this action while within control range of an enemy operative.

Fire Warriors, T'au Empire, Turret Specialist, Striker
Pathfinder
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Carbine
4
4+
4/5
Gun butt
3
5+
2/3
Abilities
1AP: Aim Down SitesMarkerlight1AP: Recon Relay

Recon Relay (1AP): Select another friendly FIRE WARRIORS operative (excluding DRONE and TURRET operatives). Add 1 to that operative's APL stat until the end of its next activation. This operative cannot perform this action while within control range of an enemy operative. This operative can only perform this action when it is within the enemy territory.

Fire Warriors, T'au Empire, Pathfinder, Striker
Breacher Pistoleer
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Pulse Pistols
Focused (Rng 8", Lethal 5+, Ceaseless)
4
3+
3/5
Salvo (Rng 8", *Salvo)
4
4+
3/5
Fists
3
5+
1/2
Abilities
*SalvoBreacher ArmorDexterous FighterQuick on the Trigger

*Salvo: Select up to two different valid targets that aren’t within control range of friendly operatives. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

Dexterous Fighter: Once per battle, this operative can perform the Open Hatch, Pick Up Marker, or Place Marker action for 1 less AP.

Quick on the Trigger: This operative can perform the Shoot action while within control range of an enemy operative. If it does, when selecting a valid target, you can only select an enemy operative within this operative’s control range, and can do so even if other friendly operatives are within that enemy operative’s control range.

Fire Warriors, T'au Empire, Pistoleer, Breacher
DS8 Tactical Support Turret
A 1
M -
S 4+
W 13
Weapons
ATK
HIT
DMG
Missile Pod (Saturate, Torrent 2")
4
3+
5/6
Smart Missiles (Piercing 1, *Smart Targeting)
5
3+
4/5
None
-/-
Abilities
DeploymentMachine TurretManual TargetingSelf-destructSmart Targeting

Deployment: Instead of setting this operative as normal in the Set Up operatives step, you can put this operative in reserve and set it in the Kill Zone at a later point via the Deploy Turret action. (You may still choose to set this operative as normal.)

Machine Turret: - This operative cannot have a Conceal order.

  • This operative cannot perform any actions other than Shoot and cannot use any weapons that aren’t on its datacard.

  • Its APL stat cannot be modified and its stats are not changed as a result of being injured.

  • This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Manual Targeting: Instead of using this operative for determining a valid target for a shoot action, you can treat a friendly TURRET SPECIALIST operative as the active operative for the purposes of determining valid targets.

Self-destruct: When this operative is incapacitated, before it’s removed from the killzone, you can use this ability. If you do, inflict D3+4 damage on each operative that's visible and within 2" of this operative.

Smart Targeting: When selecting a valid target for a Shoot action with this weapon, instead of selecting a target as normal, you may select any enemy operative that is Marked or had an engage order instead. (see Markerlight rules)

Fire Warriors, T'au Empire, DS8 Tactical Support, Turret
MV1 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Twin Pulse Carbine (Ceaseless)
4
4+
4/5
Ram
3
5+
2/3
Abilities
Drone
Fire Warriors, T'au Empire, MV1 Gun, Drone
MV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneShield Generator

Shield Generator: - This operative ignores the Piercing weapon rule.

  • Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

  • You can use the Saviour Protocols firefight ploy for 0CP if this is the specified DRONE operative.

Fire Warriors, T'au Empire, MV4 Shield, Drone
MV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
Drone1AP: Locator MarkerlightMarkerlight

Locator Markerlight (1AP): Select an enemy operative visible to this operative. That enemy gains a Locator token until the end of the turning point. Any enemy operative within 3" of an operative with a Locator token:

  • is Marked (see Makerlight rules)
  • cannot be obscured

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

Fire Warriors, T'au Empire, MV7 Marker, Drone
MV 36 Guardian Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
Drone1AP: Guardian FieldGuardian Shield Generator

Guardian Field (1AP): Until this operative is next activated, while another friendly FIRE WARRIORS operative is wholly within 3" of this operative, it is treated as being in Cover by Light Terrain. (This does not effect visibilty on that friendly operative by enemy operatives.)

Guardian Shield Generator: This operative is not effected by the Piercing weapong rule.

Fire Warriors, T'au Empire, MV 36, Drone
Equipment

Breacher Tool Kits:
Once per turning point, a friendly BREACHER or LEADER operative can perform the Operate Hatch or Breach actions for 1 less AP.


Markerlight Attachment:
Once per turning point, a friendly FIRE WARRIORS operative (excluding DRONE and TURRET operatives) can perform the following action:

Function Targeter 1AP: Until the end of the Turning Point, this operative has the Markerlight ability.

(Markerlight - Whenever an enemy operative is a valid target or visible to and within 9" of a friendly operative with this ability, it's Marked.

  • Whenever a friendly FIRE WARRIORS operative is shooting a Marked enemy operative, apply the following:

    • That friendly operative's ranged weapons have the Accurate 1 weapon rule.

    • If the enemy operative is Marked by two or more friendly operatives, that friendly operative's ranged weapons have the Accurate 2 weapon rule instead.

Note that any operative can be a valid target for another operative, regardless of whether either is the active operative.)


Med Kits:
Once per turning point, a friendly FIRE WARRIORS operative (excluding DRONE and TURRET operatives) can perform the following action:

1AP Field Dress - Select one friendly FIRE WARRIORS operative within this operative’s control range (excluding DRONE and TURRET operatives) to regain up to D3+2 lost wounds. This operative cannot perform this action while within control range of an enemy operative.


Strike Team Gear:
Once per turning point, after a friendly STRIKER or LEADER operative ends a Dash, Fall back or Reposition action within your territory, it can perform a mission action for 1 less AP.


Ploys

Firefight - Point-Blank Fusillade:
Use this firefight ploy when a friendly FIRE WARRIORS operative (excluding DRONE and TURRET) is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of its ranged weapons as a melee weapon (excluding Pulse Rifles or a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, you cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent.


Firefight - Supporting Fire:
Use this firefight ploy when a friendly FIRE WARRIORS operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly FIRE WARRIORS operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.


Firefight - Retreat and Regroup:
Use this firefight ploy when a friendly FIRE WARRIORS operative is incapacitated. Before that operative is removed from the kill zone, each other friendly FIRE WARRIORS operative within 4" of that operative and not in control range of enemy operatives can make a free Dash action. (this excludes TURRET operatives)


Firefight - Saviour Protocols:
Use this firefight ploy when a friendly FIRE WARRIORS operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly FIRE WARRIORS DRONE operative visible to and within 3" of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.


Strategic - Pulse Volley:
Until the end of the Turning Point, each time a friendly FIRE WARRIORS operative (excluding DRONES and TURRETS) is shooting with a pulse weapon, if it hasn’t moved during the activation, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Note this operative isn’t restricted from moving after shooting.


Strategic - Incoming Enemy Fire!:
Whenever a friendly FIRE WARRIORS operative (excluding DRONE and TURRET operatives) is being shot at by a Marked enemy operative improve that friendly operative's Save stat by 1.

(see Markerlight rules)


Strategic - Kauyon Gun Line:
Whenever a friendly FIRE WARRIORS operative within your territory makes a shooting attack, its ranged weapons have the Balanced weapon rule.


Strategic - Mont’ka Suppressing Fire:
Whenever a friendly FIRE WARRIORS operative wholly within your enemy's territory makes a shooting attack, its ranged weapons have the Saturate weapon rule.


TacOps
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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.