Fire Dragons

Homebrew by bigender_liver

The Fire Dragons are one of the forms of Eldar Aspect Warriors, who represent a different aspect of the Eldar war god Kaela Mensha Khaine. Embodying the writhing, sinewy dragon of Eldar myth as well as the wanton elemental destruction of Khaine, Fire Dragons are aggressive and warlike close combat fighters who utilized heat weapons to destroy enemy vehicles and strongpoints.

When Fire Dragons are sent as a Kill Team, it is often when the enemy fleeing will not suffice, and thus complete anhilation is required. Equipped with Fusion Weapons, able to turn armor into mere slag, a Kill Team of Fire Dragons is a force to be reckoned with. When they are sent to battle, it is because the scene will be dire - not for the Aeldari, but for their foes.

100% positive
Composition

A FIRE DRAGONS killteam is composed of:

  • 1 FIRE DRAGONS EXARCH operative with one of the following options:
    • Relic Dragon Fusion Pistol, Dragon Axe
    • Firepike, fists
  • 5 FIRE DRAGONS operatives selected from the following list:
    • ZEALOT
    • BREACHER
    • FIGHTER
    • GUNNER with Dragon's Breath Flamer and Fists*
    • GUNNER with Relic Dragon Fusion Gun and Fists*
    • GUNNER with Firepike and Fists*
    • SNIPER
    • PISTOLIER
    • WARRIOR

Other than Warrior operatives your kill team can only include each operative on this lists once.

*You cannot select more than two of these operatives combined.

Some FIRE DRAGONS rules refer to a 'Fusion weapon'. This is a ranged weapon that contains 'Fusion' in its name, e.g. Fusion Charge, Exarch Dragon Fusion Pistol, etc.

Common Abilities and Options

Assured Destruction (1AP):
Can only be used if this operative is concealed. This operative becomes engaged, and performs a free Shoot action. When selecting valid targets for that Shoot action, the primary target must be the closest valid target.

To Their Final Breath:
Whenever an attack dice would inflict damage on a friendly FIRE DRAGONS operative, halve the damage inflicted.

Whenever a friendly injured FIRE DRAGONS operative activates while concealed, it restores 1d3 wounds.

Friendly FIRE DRAGONS operatives count as having a Wounds stat of 12 for the purposes of Abilities and Approved Ops.

Battle Focus:
This operative can perform two Shoot actions during its activation, but a Fusion weapon, Firepike, or Dragon's Breath Flamer must be selected for at least one of the Shoot actions. if you select a Firepike for at least one of them, then 1 additional AP must be spent for the second Shoot action.

Exarch
A 3
M 7"
S 3+
W 9
Weapons
ATK
HIT
DMG
Relic Dragon Fusion Pistol (Dev3, PrcCrit1, Rng 8")
4
3+
4/4
Firepike (Dev4, PrcCrit2, Hvy)
4
3+
4/5
Dragon Axe (Brutal)
5
4+
4/6
Fists
3
3+
2/3
Abilities
1AP: Assured DestructionExarchTo Their Final Breath

Exarch: This operative can perform two Fight or two Shoot actions during its activation. If it's a Shoot action, a Fusion weapon, Firepike, or Dragon's Breath Flamer must be selected for at least one of the Shoot actions. if you select a Firepike for at least one of them, then 1 additional AP must be spent for the second Shoot action.

FIRE DRAGONS, AELDARI, ASURYANI, EXARCH, LEADER
Breacher
A 3
M 7"
S 3+
W 8
Weapons
ATK
HIT
DMG
Dragon Axe (Brutal)
5
4+
4/6
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Fusion Charge (Rng 6", Dev3, Sat)
4
3+
3/3
Abilities
1AP: Assured DestructionBattle FocusMaster of ExplosivesTo Their Final Breath

Master of Explosives: This operative can use fusion charges (see faction equipment), frag grenades 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.

FIRE DRAGONS, AELDARI, ASURYANI, BREACHER
Gunner
A 3
M 7"
S 3+
W 8
Weapons
ATK
HIT
DMG
Dragon's Breath Flamer (Ceaseless, Sat, Tor 2", Rng 8")
4
2+
4/4
Relic Dragon Fusion Gun (Dev3, PrcCrit1, Hvy(Dash))
4
3+
4/4
Firepike (Dev4, PrcCrit2, Hvy)
4
3+
4/5
Fists
3
3+
2/3
Abilities
1AP: Assured DestructionBattle FocusTo Their Final Breath
FIRE DRAGONS, AELDARI, ASURYANI, GUNNER
Sniper
A 3
M 7"
S 3+
W 8
Weapons
ATK
HIT
DMG
Fusion Longrifle (Dev4, PrcCrit2, Hvy, Silent)
4
3+
2/2
Silenced Fusion Pistol (Dev3, PrcCrit1, Rng 8", Silent)
4
3+
3/3
Fists
3
3+
2/3
Abilities
Battle Focus1AP: Hidden DestructionTo Their Final Breath

Hidden Destruction (1AP): Can only be used if this operative is engaged. This operative becomes concealed, performs a free Fall Back action (if possible), and performs a free Shoot action. When this operative performs a Shoot action in this way, the Hit stat of its weapons becomes 4+.

FIRE DRAGONS, AELDARI, ASURYANI, SNIPER
Warrior
A 3
M 7"
S 3+
W 8
Weapons
ATK
HIT
DMG
Dragon Fusion Gun (Dev3, PrcCrit1, Hvy(Dash))
4
3+
4/4
Fists
3
3+
2/3
Abilities
1AP: Assured DestructionBattle FocusDefence TacticsTo Their Final Breath

Defence Tactics: Whenever this operative contests an objective marker or one of your mission markers, or whenever it’s shooting an enemy operative that does, this operative’s weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.

FIRE DRAGONS, AELDARI, ASURYANI, WARRIOR
Zealot
A 3
M 7"
S 3+
W 8
Weapons
ATK
HIT
DMG
Dragon Fusion Pistol (Dev3, PrcCrit1, Rng 8")
4
3+
3/3
Dual Dragon Axes (Ceaseless, Brutal)
6
4+
4/6
Abilities
1AP: Assured DestructionProtection of KhaineRage of KhaineTo Their Final Breath

Protection of Khaine: Whenever this operative is fighting, you can re-roll any of your defence dice.

Rage of Khaine: This operative can perform two Fight actions during its activation.

FIRE DRAGONS, AELDARI, ASURYANI, ZEALOT
Pistolier
A 3
M 7"
S 3+
W 8
Weapons
ATK
HIT
DMG
Dual Dragon Fusion Pistols (Ceasless, Dev3, PrcCrit1, Rng 8")
4
3+
3/3
Fists
3
3+
2/3
Abilities
1AP: Assured DestructionBattle FocusQuick on the TriggerTo Their Final Breath

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 DRAGONS, AELDARI, ASURYANI, PISTOLIER
Equipment

Runes of Fortune:
Once per turning point, when a friendly FIRE DRAGONS operative is shooting with a Fusion weapon, it gains +1 to its Critical Dmg stat.


Rune of Warding:
One per turning point, when a friendly FIRE DRAGONS operative takes immediate damage (such as from the Devastating weapon rule), you can use this rule. If you do, reduce the immediate damage taken by 2 (to a minimum of 1). Note that this does not affect attack dice (they are not an immediate damage source).


Fusion Charge:
Your operatives may use the following ranged weapon, but your kill team can only use that weapon two times per battle.

NameATKHITDMGWR
Fusion Charge44+3/3Rng 6", Dev3, Sat

Aspect Shrine of Fire:
Before the battle, you can set up one of your Aspect Shrine markers wholly within your territory. While a friendly FIRE DRAGONS operative controls this marker, its Fusion weapons gain +1 to their ATK stat.


Ploys

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


Firefight - Speed of the Dragon:
Use this firefight ploy during a friendly FIRE DRAGONS operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.


Firefight - Maw of the Dragon:
Use this firefight ploy when a friendly FIRE DRAGONS operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

  • Its melee weapon has the Shock weapon rule.
  • The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).


Firefight - Spite of the Dragon:
Use this Firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly FIRE DRAGONS operative within its control range.


Strategic - Khaine's Destruction:
Whenever a friendly FIRE DRAGONS operative is shooting an expended enemy operative, that friendly operative’s Fusion weapons have the Lethal 5+ weapon rule. Lethal 5+: Inflict critical hits on 5+ instead of 6+.


Strategic - Forewarned:
Whenever an operative is shooting a ready friendly FIRE DRAGONS operative, you can re-roll any of your defence dice results of one result (e.g. results of 2).


Strategic - Unshakable, Unstoppable:
You can ignore any changes to the stats of friendly FIRE DRAGONS operatives from being injured.


Strategic - Complete Incineration:
Whenever a friendly FIRE DRAGONS operative is shooting with a Fusion weapon, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


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.