Fire Dragons
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 BreathBreacher
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 BreathGunner
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 BreathSniper
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 BreathWarrior
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 BreathZealot
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 BreathPistolier
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 BreathRunes 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.
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Fusion Charge | 4 | 4+ | 3/3 | Rng 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.
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: 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.
Strategy Ploys
Strategy: 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+.
Strategy: 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).
Strategy: Unshakable, Unstoppable
You can ignore any changes to the stats of friendly FIRE DRAGONS operatives from being injured.
Strategy: 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.
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
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.
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Fusion Charge | 4 | 4+ | 3/3 | Rng 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.