Fire Warrior Team v1.0
Composition
A FIRE WARRIOR TEAM Kill Team is composed of
- 1 FIRE WARRIOR operative selected from the following list
- BREACHER TEAM SHAS’UI
- STRIKE TEAM SHAS’UI operative with one of the following options:
- Pulse Carbine; Gun Butt
- Pulse Rifle; Gun Butt
- 9 FIRE WARRIOR operatives selected from the following list:
- BREACHER TEAM SHAS’LA
- BREACHER TEAM GRENADIER
- BREACHER TEAM MEDICAL TECHNICIAN
- STRIKE TEAM SHAS’LA operative with one of the following options:
- Pulse Carbine; Gun Butt
- Pulse Rifle; Gun Butt
- STRIKE TEAM COMMS SPECIALIST operative with one of the following options:
- Pulse Carbine; Gun Butt
- Pulse Rifle; Gun Butt
- STRIKE TEAM RECON SPECIALIST operative with one of the following options:
- Pulse Carbine; Gun Butt
- Pulse Rifle; Gun Butt
- BLOODED FIRE WARRIOR operative with one of the following options:
- Pulse Blaster; Gun Butt
- Pulse Carbine; Gun Butt
- Pulse Rifle; Gun Butt
- DS8 SUPPORT TURRET
- MV36 GUARDIAN DRONE
- MV1 GUN DRONE
- MV4 SHIELD DRONE
- MV7 MARKER DRONE Other than SHAS’LA operatives, your kill team can only include each operative on this list once.
Common Abilities and Options
Mont'ka:
Strategic Gambit. Remove one Priority Target token from an enemy operative, if able, then place one Priority Target token on a different enemy operative. If your opponent's kill team contains ten or more operatives, you may use this twice per round.
Whenever a friendly FIRE WARRIOR operative is shooting an enemy operative, if the attacking operative has a Priority Target token, the attacking operative’s ranged weapons have the Accurate 1 and Severe weapon rules.
Ta'lissera Bond:
When a friendly FIRE WARRIOR operative (excluding DRONE) activates, select one operative within 3” of it. That operative becomes this operative’s makes a ranged attack, if there is another FIRE WARRIOR operative within 3” of it, that operative’s ranged weapons have the balanced weapon rule.
Drone:
- This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, 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.
Breacher Team Shas'ui
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Close Range (Rng 8", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Exemplar of the Mont'ka (Breacher Team Shas'ui)Mont'kaOptions
New OptionStrike Team Shas'ui
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 3+ | 4/5 |
| Pulse Rifle (Ceaseless) | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Exemplar of the Mont'ka (Strike Team Shas'ui)Mont'kaBreacher Team Shas'la
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Close Range (Rng 8", Piercing 1) | 4 | 4+ | 4/5 |
| Long Range | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'kaTa'lissera BondBreacher Team Grenadier
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Close Range (Rng 8", Piercing 1) | 4 | 4+ | 4/5 |
| Long Range | 4 | 4+ | 3/4 |
| EMP Grenade (Rng 6", Blast 2", Stun, Saturate, Limited 1) | 3 | 5+ | 2/3 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Grenadier SpecialistMont'kaBreacher Team Medical Technician
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Close Range (Rng 8", Piercing 1) | 4 | 4+ | 4/5 |
| Long Range | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Medic!1AP: MedkitMont'kaStrike Team Shas'la
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Pulse Rifle (Ceaseless) | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'kaTa'lissera BondStrike Team Comms Specialist
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Pulse Rifle (Ceaseless) | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'ka1AP: SignalStrike Team Shas'la Recon Specialist
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Pulse Rifle (Ceaseless) | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Forward ScoutMont'kaPreliminary Targeting IntelligenceBlooded Fire Warrior
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Close Range (Rng 8", Piercing 1) | 4 | 4+ | 4/5 |
| Long Range | 4 | 4+ | 3/4 |
| Pulse Carbine | 4 | 4+ | 4/5 |
| Pulse Rifle (Ceaseless) | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'kaTa'lissera BondVeteranDS8 Support Turret
A 2
M --
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile Pod | |||
| Default (Heavy, Piercing 1) | 4 | 4+ | 3/4 |
| Smart Missile System (Heavy, Piercing 1, Seek Light) | 4 | 5+ | 2/3 |
| Ram | 3 | 5+ | 2/3 |
Abilities
Mont'kaStationary DroneTurretMV1 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
DroneMont'kaMV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneMont'kaShield GeneratorMV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
Drone1AP: MarkerlightMont'kaMV36 Guardian Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneGuardian FieldMont'kaPhoton Grenade
Once per turning point, a friendly FIRE WARRIOR operative (excluding DRONE) can perform the following unique action:
Photon Grenade (1AP):
- Select one enemy operative visible to this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2” from its Move stat.
- An operative cannot perform this action while within control range of an enemy operative.
Reinforced Pauldrons
Up to twice per round, when an operative is shooting a friendly FIRE WARRIOR operative (excluding DRONE), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Linked Targeting Array
When a friendly FIRE WARRIOR operative is shooting, during the Select Valid Target step, you may select a different friendly FIRE WARRIOR operative which also has the selected enemy operative as a valid target. You may draw line of sight from the friendly operative for the purposes of determining cover and obscurity for this attack.
Rapid Deployment System
At the beginning of the first turning point, each friendly FIRE WARRIOR operative may immediately perform a free Dash action.
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: A Worthy Cause
Use this firefight ploy at the start of the Firefight phase. One friendly FIRE WARRIOR operative (excluding DRONE) can immediately perform a mission action.
Firefight: Savior Protocols
Use this firefight ploy when a friendly FIRE WARRIOR operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly FIRE WARRIOR 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). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent rule.
Firefight: Tactical Reevaluation
Remove one Priority Target token from an enemy operative. Place one Priority Target token on a different enemy operative.
Firefight: Supporting Fire
Use this firefight ploy when a friendly FIRE WARRIOR operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly FIRE WARRIOR operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Strategy Ploys
Strategy: The Killing Blow
Whenever a friendly FIRE WARRIOR operative is shooting against a readied enemy operative, that friendly operative’s ranged weapons have the Saturate weapon rule.
Strategy: Overwhelming Firepower
Use this firefight ploy when a friendly FIRE WARRIOR operative is performing the Shoot action. After a ranged attack deals damage to an enemy operative, place a Firepower token next to that operative after that attack is completed. When an enemy operative with a Firepower token is being attacked, if it has one Firepower token, the weapon used to attack the operative gains the Piercing 1 weapon rule, or Piercing 2 if it has two or more Firepower tokens. All Firepower tokens are removed at the end of the turning point.
Strategy: Take Cover
Whenever an operative is shooting a friendly FIRE WARRIOR operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.
Strategy: Covering Fire
During this turning point, whenever a FIRE WARRIOR operative makes a Shoot action, one allied FIRE WARRIOR (excluding Drone) operative within 3” of this operative may immediately perform a free Dash action.
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.
Equipment
Photon Grenade:
Once per turning point, a friendly FIRE WARRIOR operative (excluding DRONE) can perform the following unique action:
Photon Grenade (1AP):
- Select one enemy operative visible to this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2” from its Move stat.
- An operative cannot perform this action while within control range of an enemy operative.
Reinforced Pauldrons:
Up to twice per round, when an operative is shooting a friendly FIRE WARRIOR operative (excluding DRONE), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Linked Targeting Array:
When a friendly FIRE WARRIOR operative is shooting, during the Select Valid Target step, you may select a different friendly FIRE WARRIOR operative which also has the selected enemy operative as a valid target. You may draw line of sight from the friendly operative for the purposes of determining cover and obscurity for this attack.
Rapid Deployment System:
At the beginning of the first turning point, each friendly FIRE WARRIOR operative may immediately perform a free Dash action.
Ploys
Firefight - A Worthy Cause:
Use this firefight ploy at the start of the Firefight phase. One friendly FIRE WARRIOR operative (excluding DRONE) can immediately perform a mission action.
Firefight - Savior Protocols:
Use this firefight ploy when a friendly FIRE WARRIOR operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly FIRE WARRIOR 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). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent rule.
Firefight - Tactical Reevaluation:
Remove one Priority Target token from an enemy operative. Place one Priority Target token on a different enemy operative.
Firefight - Supporting Fire:
Use this firefight ploy when a friendly FIRE WARRIOR operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly FIRE WARRIOR operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Strategic - The Killing Blow:
Whenever a friendly FIRE WARRIOR operative is shooting against a readied enemy operative, that friendly operative’s ranged weapons have the Saturate weapon rule.
Strategic - Overwhelming Firepower:
Use this firefight ploy when a friendly FIRE WARRIOR operative is performing the Shoot action. After a ranged attack deals damage to an enemy operative, place a Firepower token next to that operative after that attack is completed. When an enemy operative with a Firepower token is being attacked, if it has one Firepower token, the weapon used to attack the operative gains the Piercing 1 weapon rule, or Piercing 2 if it has two or more Firepower tokens. All Firepower tokens are removed at the end of the turning point.
Strategic - Take Cover:
Whenever an operative is shooting a friendly FIRE WARRIOR operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.
Strategic - Covering Fire:
During this turning point, whenever a FIRE WARRIOR operative makes a Shoot action, one allied FIRE WARRIOR (excluding Drone) operative within 3” of this operative may immediately perform a free Dash action.
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.