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:*
You can set enemy operatives on fire by downgrading a critical success into normal success. 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.

Drakes of nocturne:
Whenever a friendly STRIKE FORCE INFERO attacks/retaliates against an enemy operative that is set on fire it's melee weapons get Relentless

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", Incendiary*)
4
2+
3/3
Abilities
ASTARTESIron haloIncendiary*Drakes of nocturne

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

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
Drakes of nocturneASTARTES
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", Incendiary*)
5
2+
3/3
Deluge (Range 4", Saturate, Seek lite, Incendiary*)
4
2+
3/3
Bolt pistol (Range 8")
4
3+
3/4
fists
4
3+
3/4
Abilities
ASTARTESDrakes of nocturneIncendiary*
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 AMMODrakes of nocturne

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.

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
GranadierDrakes of nocturneSalamanders granadierASTARTES

Granadier: This operative can use frag and krak grenades (see universal and faction 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.

Salamanders granadier: This operative can use inciendiary grenades (see faction equipment). Doing so does counts towards limited use of one. (Note that ithas it's own granades that don't use he faction one's). But 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
ASTARTESDrakes of nocturne

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.

Incendiary granades

This equipment allows you to select two explosive grenades from the explosive grenades equipment (see universal equipment) and they must all be frag grenades. If you also select that equipment as normal, you cannot select any stun grenades (i.e. to give you more than two). Whenever you attack with such granade you create a 2" flame circle in the placed of the enemy operative targeted with it. Every operative within the circle gets set on fire (note that it doesn't count towards the Incendiary weapon rule). The circle lasts until next turning point

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

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

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.