Covenant of Fire Relic Seekers
Common Abilities and Options
Close-range Eradication:
While this Operative is in range of an enemy operative, visible to and 6", all weapons gains the weapon rule Accurate 1
Astartes:
During each friendly SALAMANDERS operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a weapon must be selected for at least one of them, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly SALAMANDERS operative can counteract regardless of its order
Operatives
1. CAPTAIN
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Drakkis (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Malleus Noctum (Shock, Stun, Dev 2) | 5 | 3+ | 4/6 |
Abilities
Close-range EradicationLord of the PyroclastsAstartesIron Halo2. Faye Strickland
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6", Dev 4, Prc2) | 5 | 3+ | 6/3 |
| Fist | 4 | 3+ | 3/4 |
Abilities
Total ObliterationClose-range EradicationAstartes3. AGGRESSOR
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamestorm Gauntlets (Rng 10", Ceaseless, Sat, Tor 2") | 4 | 2+ | 2/4 |
| Twin Power fists (Ceaseless, Brutal, Shock) | 6 | 4+ | 5/7 |
Abilities
Close-Quarters FirepowerClose-range EradicationAstartes4. INFERNUS MARINE
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pyreblaster (Rng 12", Sat, Tor 2", PrcCrit1) | 4 | 2+ | 4/4 |
| Fist | 4 | 3+ | 3/4 |
Abilities
AstartesSeeker of RelicIncendiary TerrorClose-range Eradication5. INFERNUS INCEPTOR
A 3
M 6"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Fist | 4 | 3+ | 3/4 |
Abilities
Close-range EradicationAstartes6. INTERCESSOR GUNNER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-Melta | |||
| Bolter (PrcCrit1) | 4 | 3+ | 3/4 |
| Melta (Rng 6", Dev 4, Prc2) | 4 | 3+ | 6/3 |
| Auxiliary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Fist | 4 | 3+ | 3/4 |
Abilities
AstartesClose-range EradicationEquipment
Dragonrage Rounds
Friendly SALAMNDERS operatives' ranged weapons have the Seek light weapon rule within 8" of the closest enemy operative
Draken Scale
Once per turning point, when a friendly SALAMANDERS operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Draken Scale tokens (if it does not already have one). Whenever a friendly SALAMANDERS operative that has one of your Draken Scale tokens is visible to and within 6" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.
Wrath of Prometheus
Once per turning point, when a friendly SALAMANDERS operative is shooting, fighting or retaliating, if you roll three or more normal successes, you can retain one of them as a critical success.
Kesare's Mantle
Whenever an attack dice would inflict Critical Dmg on a Friendly SALAMANDERS operative, you can choose for that attack dice to inflict Normal Dmg instead. You cannot use this rule for each friendly SALAMANDERS operative more than once per turning point.
Ploys
BLAZING EARTH
Firefight PloyUse this Firefight Ploy to select one enemy operative that declares a Charge action towards a friendly SALAMANDERS operative, subtract 2" movement from that enemy operative's charge. That friendly operative’s weapons have the Punishing weapon rule. Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
TRANSHUMAN PHYSIOLOGY
Firefight PloyUse this firefight ploy when an operative is shooting a friendly SALAMANDERS operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
BURNING VENGEANCE
Firefight PloyUse this Firefight Ploy during a friendly SALAMANDERS operative is shooting, whenever a friendly SALAMANDERS operative incapacitates an enemy operative, it immediately perform a free Dash or Fall Back action up to 3" with that operative. That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.
WRATHFUL INFERNO
Firefight PloyUse this firefight ploy during a friendly SALAMANDERS operative’s activation or counteraction, before or after it performs an action. Select one of the following:
- One enemy operative within 3" of that operative gains one of your Inferno tokens (if it does not already have one).
- Roll 2D6: if the result is 7+, one enemy operative within 8" of that operative gains one of your Inferno tokens (if it does not already have one).
Whenever an operative that has one of your Inferno tokens is activated, inflict D3 damage on it. Until the end of the turning point remove the token.
CRUCIBLE OF BATTLE
Strategy PloyUntil the end of the turning point, each time a friendly operative makes an attack that targets the closest eligible enemy operative within 6", add 1 damage to the weapons stat.
IMMOLATION PROTOCOLS
Strategy PloyUntil the end of the turning point, Torrent weapon rule equipped by Friendly SALAMANDERS gains the Dev 2 weapon rule.
RITES OF THE FORGEFATHER
Strategy PloyIf you control more objective markers than your opponent this Strategic Ploy uses 1 less CP, whenever determining the control of that marker, treat the total APL stat of friendly SALAMANDERS operatives that it is 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
FORGED IN FLAMES
Strategy PloyYou can ignore any changes to the stats of friendly SALAMANDERS operatives from being injured.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.