Sons of Fire

Homebrew by JWElliott

"The people of this world called for aid. We answered. We are The Salamanders. We shield the helpless." -Sa'kan

100% positive
Composition

1 operative selected from the following list: - ASSAULT INTERCESSOR SERGEANT - ERADICATOR SERGENT - FORGEMASTER - INFERNUS SERGENT 4 operatives selected from the following list: - ERADICATOR - ASSAULT INTERCESSOR WARRIOR - INFERNUS MARINE Your killteam may consist of no more than 2 Eradicator operatives and 3 Infernus/Forgemaster operatives.

Common Abilities and Options

Astartes:
During each friendly operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly operative can counteract regardless of its order.

Coordinated Inferno:
When this operative uses its flamer weapon against an enemy operative which has already been targeted by a flamer weapon during this turning point, place down an 'ablazed' marker. You may only do this if that enemy operative does not have another 'ablazed' marker within its control range. Do this only after you have finished your operative's regular activation.

If the enemy operative targeted is still within the killzone, place the 'ablazed' marker wholly within its control range at the point closest to this Operative that is within its line of sight. If there is no place that meets these specifiations, do not place down an 'ablazed' marker.

If the enemy operative is incapacitated, place down the 'ablazed' marker in that operative's place.

'Ablazed' markers must be removed at the end of the following turning point from the one they were placed down.

During an enemy operative's activation (excluding counteractions), whenever they are within 3" of an 'ablazed' marker, they take d3 damage.

If an enemy operative is within the range of multiple ablazed markers at the same time, treat it as if it were only in range of one.

Geneseed of Vulcan:
When evaluating the damage of an enemy weapon against this operative, count the damage value as -1 if the base value is 5 or higher.

FORGEMASTER
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Hand Flamer (Rng 6", Sat, Tor 1")
4
2+
3/3
Forge Hammer (Shock, Stun, Brutal)
5
3+
5/6
Abilities
AstartesCoordinated InfernoGeneseed of VulcanHeroic LeaderIron Halo

Heroic Leader: Once per turning point, you can use a firefight ploy for 0CP if this is the specified operative (excluding Command Re-roll).

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

IMPERIUM, ADEPTUS ASTARTES, SALAMANDER, FORGEMASTER, LEADER
ERADICATOR SERGENT
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Multi-Melta Carbine
Multi (Rng 7", Dev4, Prc2, Hvy(Reposition))
5
3+
7/4
Single (Rng 7", Dev4, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
AstartesGeneseed of Vulcan
IMPERIUM, ADEPTUS ASTARTES, SALAMANDER, GRAVIS, ERADICATOR, SERGENT, LEADER
SALAMANDER ASSAULT INTERCESSOR SERGENT
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Master Crafted Power Fist (Brutal, Balenced)
5
3+
5/7
Abilities
AstartesForge Hardened CommanderGeneseed of Vulcan

Forge Hardened Commander: Once per battle, you may do each of the following:

  • Use a firefight ploy for Zero cp
  • Change an a Strategy ploy for the cost of 2apl at the start of this operative's activation.
IMPERIUM, ADEPTUS ASTARTES, SALAMANDER, ASSAULT INTERCESSOR, SERGENT, LEADER
INFERNUS SERGENT
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Salamandrian Relic Flamer (Rng 8", Sat, Tor2")
5
2+
4/4
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Combat Knife
5
3+
4/5
Abilities
AstartesCoordinated InfernoGeneseed of Vulcan
IMPERIUM, ADEPTUS ASTARTES, SALAMANDER, INFERNUS MARINE, SERGENT, LEADER
SALAMANDER ASSAULT INTERCESSOR
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Master Crafted Chain Sword (Balenced)
5
3+
4/5
Abilities
AstartesGeneseed of VulcanLight Unit

Light Unit: Once per turning point, this operative may perform a mission action for 0apl as an action during its normal activation or in its counteraction.

IMPERIUM, ADEPTUS ASTARTES, SALAMANDER, ASSAULT INTERCESSOR, WARRIOR
ERADICATOR
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Melta Carbine (Rng 7", Dev4, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
AstartesGeneseed of Vulcan
IMPERIUM, ADEPTUS ASTARTES, SALAMANDER, GRAVIS, ERADICATOR
INFERNUS MARINE
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor2")
5
2+
3/3
Fists
4
3+
3/4
Abilities
AstartesCoordinated InfernoGeneseed of Vulcan
IMPERIUM, ADEPTUS ASTARTES, SALAMANDER, INFERNUS MARINE
Equipment

Purity Seals:
Once per turning point, when a friendly 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.


Incendiary Grenades:
When you select this equipment, you have 2 Incendiary Grenades.

Incendiary Grenade: 4ATK, 2+HIT, 2/2DMG

Weapon Rules: Rng 6", Blast 2", Saturate

When using this equipment, place down an 'ablazed' marker with the specifications detailed in the Coordinatied Inferno faction rule.


Blessed Prometheum:
You may select one operative each turning point at the strategy phase. During that turning point, that operative's 'flamer' weapon deals +1 damage.


Additional Incendiary Grenades:
You may have +2 Incendiary Grenade. Must be selected in addition to Incendiary Grenades.


Ploys

Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Noble Spirit:
After a friendly operative has retaliated within 2 inches of another friendly operative that has not yet been activated, and is not in the control range of another enemy operative, regardless of order that operative may preform a free shoot or charge action against the agressing enemy operative.


Firefight - Salamandrian Resiliance:
When a enemy operative is performing the shoot action on this operative, ignore the devestating rule.


Firefight - Maker's Hands:
When a friendly operative performs a shoot or fight action in an activation that they have not moved, their weapons gain the relentless weapon rule.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly operatives from being injured.


Strategic - Flickering Haze:
When a friendly operative is within the range of an 'ablazed' marker, and is targeted by an enemy operative for a shoot action, they are obscured.


Strategic - Coordinated Purge:
When a friendly operative is shooting against a enemy operative standing within range of a 'ablazed' marker, their weapons have the devestating 1d3 rule (in addition to any devestating rule they might already have).


Strategic - Undying Embers:
'Abazed' markers that would have timed out at the beginning of this turning point now last until the end of this turning point.


TacOps
Seek And Destroy: Sweep & Clear

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.


Seek And Destroy: Dominate

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.


Seek And Destroy: Rout

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.


Security: Plant Banner

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.


Security: Martyrs

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.


Security: Envoy

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.