Sons of Fire
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 HaloERADICATOR 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 VulcanSALAMANDER 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 VulcanINFERNUS 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 VulcanSALAMANDER 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 UnitERADICATOR
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 VulcanINFERNUS 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 VulcanPurity 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly operatives from being injured.
Strategy: 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.
Strategy: 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).
Strategy: 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.
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.
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.