Strike team Inferno

Strike team Inferno

Common Abilities and Options

ASTARTES:
During each friendly STRIKE TEAM INFERNO operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s a pyreblaster, Auxilary granade launcher, backpack granade launcher or multa gun, 1 additional AP must be spent for the second action if both actions are using that weapon. Each friendly STRIKE TEAM INFERNO operative can counteract regardless of its order

INCENDIARY AMMO:
Whenever a friendly STRIKE TEAM INFERNO (excluding Eradicator) operative performs a Shoot action, you can set enemy operatives on fire. When an enemy operative is on fire, each time another enemy operative activates, roll a D6. On a 3 or less, all operatives that are on fire suffer 1 wound. On a 4+, no damage is taken. You can have a maximum of two enemy operatives on fire at a time.

Operatives

1. Vulcan he'stan
Vulcan he'stan
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Spear of Vulkan (Lethal 5+)
5
3+
4/6
Gauntlet of the forge (Range 6" , Saturate, Torrent 1")
4
2+
3/3
Abilities
ASTARTESIron haloINCENDIARY AMMOWay of the resolute

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

Way of the resolute: In the Strategic Phase of every Turning Point, if Vulkan He'Stan is in the Killzone, you may select a Resolution to affect all [Forefathers Seekers] until another Resolution is chosen. If the above is not true, a Resolution may only be chosen once per Turning Point and cannot be chosen again.

Destroy When shooting, fighting, or retaliating, add 1 to the DMG characteristics of the first Normal and Critical die resolved. You may only increase the characteristic of each once per Turning Point.

Disintigrate All ranged weapons have the Torrent 1" weapon rule. Weapons with Torrent x'' get Ceaseless.

Defend The first time a friendly [Forefathers Seekers] operative is the target of a Shoot action in a turning point, you may retain the first defense dice result of 5 as a Critical Success instead.

Imperium. Adeptus Astartes. Salamanders. Forefathers seekers, Tacticus
2. Eradicator
Eradicator
A 3
M 5"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Meltagun (Range 6", Devastating 4, Piercing 2)
4
3+
6/3
Bolt pistol (Range 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
ASTARTES
Gravis
3. Infernus marine
Infernus marine
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Pyreblaster
Standard (Range 8, Saturate, Torrent 2")
5
2+
3/3
Deluge (Range 4", Saturate, Seek lite)
4
2+
3/3
Bolt pistol (Range 8")
4
3+
3/4
fists
4
3+
3/4
Abilities
ASTARTESINCENDIARY AMMO
Tacitcus
4. Assault intercessor warrior
Assault intercessor warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Heavy bolt pistol (Range8", Piercing crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
ASTARTESINCENDIARY AMMO
5. Assault intercessor Granadier
Assault intercessor Granadier
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Heavy bolt pistol (Range8", Piercing crits 1)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
GranadierINCENDIARY AMMOASTARTES

Granadier: This operative can use frag 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.

6. Intercessor Warrior
Intercessor Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Auto bolt rifle (Torrent 1")
4
3+
3/4
Fists
4
3+
3/4
Abilities
INCENDIARY AMMOASTARTES

Equipment

PURITY SEALS

Once per turning point, when a friendly STRIKE TEAM INFERNO 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.

XVIII Legion reliquaries

You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage orde

AUSPEX

Once per turning point, when a friendly STRIKE TEAM INFERNO operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation/ counteraction, enemy operatives within 8" of that friendly operative cannot be obscured

TILTING SHIELDS

Once per turning point, when a friendly STRIKE TEAM INFERNO operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules)

Ploys

WRATH OF VENGEANCE
Firefight Ploy

Use this firefight ploy when a friendly STRIKE TEAM INFERNO operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.

SHOCK ASSAULT
Firefight Ploy

Use this firefight ploy when a friendly STRIKE TEAM INFERNO operative is performing the Fight action during an activation in which it 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)

TRANS-HUMAN PHYSIOLOGY
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly STRIKE TEAM INFERNO operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead

ADJUST DOCTRINE
Firefight Ploy

Use this firefight ploy during a friendly STRIKE TEAM INFERNO operative’s activation, before or after it performs an action. If you’ve used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected

COMBAT DOCTRINE
Strategy Ploy

Select one COMBAT DOCTRINE from those presented below. Whenever a friendly STRIKE TEAM INFERNO operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected. • Devastator Doctrine: Shooting an operative more than 6" from it. • Tactical Doctrine: Shooting an operative within 6" of it. • Assault Doctrine: Fighting or retaliating

INDOMINTUS
Strategy Ploy

Whenever an operative is shooting a friendly STRIKE TEAM INFERNO operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead

SEEKERS OF THE LOST RELICS
Strategy Ploy

Friendly STRIKE TEAM INFERNO may perform the Pick Up action for 1AP less once per Turning Point.

AND THEY SHALL KNOW NO FEAR
Strategy Ploy

You can ignore any changes to the stats of friendly STRIKE TEAM INFERNO operatives from being injured (including their weapons’ stats

Tac Ops

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.