Firestorm Cadre
Common Abilities and Options
Mont'Ka:
Whenever a BREACHER operative (excluding DRONE) fights in the same activation it performs the Charge action, if it is fighting or retaliating as a part of a hatchway fight, e.g. killzone Tomb World, or if it is retaliating within 1” of an objective marker or one of your objective tokens, you can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If that friendly operative has an Engage order while doing so, you can immediately resolve one success as a hit before the sequence starts. You cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent. If the selected weapon has the Piercing weapon rule, it is instead considered to have the Brutal weapon rule for that sequence instead.
Stick and Move:
Whenever a BREACHER operative (excluding DRONE) incapacitates an enemy operative within 3” of them, it can immediately perform a free Dash action.
Operatives
1. Shas'Ui Breacher
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Bonding Knife (Balanced) | 3 | 4+ | 3/4 |
Abilities
Mont'KaStick and Move0AP: Patient HuntTempered Reflexes2. Assault Grenadier Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Grenade (Range 6", Devastating 2, Limited 1, Piercing 2, Saturate) | 4 | 3+ | 4/3 |
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Tactical RicochetMont'KaGrenadier SpecialistStick and Move3. Blooded Breacher
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Modified Pulse Blaster | |||
| Short Range (Range 6", Piercing 1, Rending) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1, Balanced) | 4 | 4+ | 3/4 |
| Bionic Arm | 3 | 4+ | 3/4 |
Abilities
Stick and MoveAggressive AssaultMont'Ka4. Combat Medic Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'Ka1AP: Combat StimsStick and MoveMedic!5. Gunslinger Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Pulse Pistols | |||
| Focused (Accurate 2, Range 8") | 4 | 4+ | 4/5 |
| Salvo (Accurate 1, Range 8", Salvo*) | 4 | 4+ | 4/5 |
| Twin Pulse Pistols (Point Blank) (Accurate 2) | 4 | 4+ | 4/5 |
Abilities
SharpshotMont'KaStick and Move*Salvo6. Ingress Specialist Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
1AP: Breaching ChargeMont'KaStick and MoveEntry Vanguard7. Nighthunter Breacher
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Stealth KitStick and MoveMont'KaSilent Ambush8. Shield Bearer Breacher
A 2
M 5"
S 2+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster | |||
| Short Range (Range 6", Piercing 1, Shield*) | 4 | 3+ | 4/5 |
| Long Range (Piercing Crit 1) | 4 | 5+ | 3/4 |
| Shield Bash (Accurate 1, Shield*) | 3 | 5+ | 1/2 |
Abilities
Impact DampenerStick and MoveShield*Tidewall ShieldMont'Ka9. Weapons Expert Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster | |||
| Short Range (Range 6”, Devastating 4, Piercing 2, Heavy (Reposition and Charge only)) | 4 | 4+ | 6/3 |
| Long Range (Range 12”, Piercing 1, Heavy (Reposition only)) | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'KaStick and Move10. Weapons Expert Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burst Cannon | |||
| Focused (Ceaseless, Heavy (Reposition and Charge only)) | 5 | 4+ | 3/4 |
| Sweeping (Ceaseless, Torrent 1", Heavy (Reposition only)) | 4 | 4+ | 3/4 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'KaStick and Move11. DS8 Tactical Support Turret
A 2
M
S 3+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile Pod | |||
| Smart Targeting (Balanced, Heavy, Smart Targeting*) | 6 | 4+ | 3/4 |
| Focused (Ceaseless, Heavy) | 4 | 4+ | 5/7 |
| Self-Destruct (Blast 2”, Lethal 4+, Limited 1, Self Destruct*) | 5 | 3+ | 3/4 |
Abilities
Smart Targeting*Support TurretSelf Destruct*Drone12. Weapons Expert Breacher
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Blaster | |||
| Short Range (Range 6”, Devastating 4, Piercing 2, Heavy (Reposition and Charge only)) | 4 | 4+ | 6/3 |
| Long Range (Range 12”, Piercing 1, Heavy (Reposition only)) | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 5+ | 2/3 |
Abilities
Mont'KaStick and MoveEquipment
Drone Controller
Whenever you activate a friendly BREACHER DRONE operative in the killzone, until the end of that operative’s next activation, ignore the first two bullet points of its Drone rule (this takes precedence over that rule).
Photon Grenade
Twice per turning point, a friendly BREACHER operative (excluding DRONE) can perform the following unique action:
Photon Grenade (1AP)
- Select one enemy operative visible to and within 6” of this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2” from its Move stat and it cannot perform the Dash action.
- An operative cannot perform this action while within control range of an enemy operative.
Nano-Crystalline Padding
Whenever a friendly BREACHER operative (excluding DRONE) fights or retaliates, the first time an attack dice inflicts Normal Dmg of 4 or more on it during that sequence, that attack inflicts 1 less damage on it.
Fusillade Receiver
Once per turning point, when a friendly BREACHER operative fights or retaliates and you select a pulse blaster (short range), you can use this rule. If you do, until the end of that sequence, that weapon has the Lethal 5+ and Shock weapon rules.
Ploys
Keen Edge Gambit
Firefight PloyUse this firefight ploy in the Firefight phase when a friendly BREACHER operative performs a Dash, Fall Back, or Reposition action. During that action, add 2” to its Move stat, and it can move within engagement range of enemy operatives, but cannot finish that move within engagement range of them.
Pinpoint Counter-Offensive
Firefight PloyUse this firefight ploy when a friendly BREACHER operative (excluding DRONE) is incapacitated. Select one friendly BREACHER operative (excluding DRONE) that can select that enemy operative as a valid target and make a shooting attack. For this attack, its weapons gain the Ceaseless weapon rule and if it has the Range x weapon rule, add 4” to it for the purposes of selecting valid targets for that attack.
Savior Protocols
Firefight PloyUse this firefight ploy when a friendly BREACHER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly BREACHER DRONE operative visible to and within 3” of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Stand and Fire
Firefight PloyUse this firefight ploy when a friendly BREACHER operative (excluding DRONE) retaliates. For that sequence, treat it as the Montka faction rule and it fights first, with this ploy taking precedence over that rule’s normal conditions. If that operative had a Conceal order, change it to Engage.
Breach and Clear
Strategy PloyEach time a friendly BREACHER operative makes an attack with a pulse weapon that has the Range x weapon rule as the result of a Shoot or Fight action:
- For that shooting attack, enemy operatives within 6” cannot retain any cover saves.
- In the Roll Attack Dice step of that sequence, if the target is within 3” of it, it gains the Balanced weapon rule.
Brace for Counterattack
Strategy PloyWhenever an operative is shooting against, fighting against, or retaliating against a friendly BREACHER operative that’s within your territory or hasn’t performed the Charge, Fall Back, or Reposition action during this turning point, Normal and Critical Dmg of 3 or more inflicts 1 less damage on that friendly operative.
Frontline Sweep
Strategy PloyFriendly BREACHER operatives wholly within your territory can perform a free Dash action, but must end that move closer to an enemy operative or objective marker. If a friendly BREACHER operative is within 3” of an enemy operative, it can perform a free Charge action instead. You cannot use this ploy during the First turning point.
Fire Discipline
Strategy PloyUntil the end of the turning point, whenever a Shoot action is performed by a friendly BREACHER operative, in the Select Valid Target step of that shooting attack, you can select an enemy operative that is within control range of a friendly operative and within 6” of the active operative as a valid target. If the current killzone uses the Close Quarters rules, friendly operative’s ranged weapons cannot have their Attack stat be modified as a result of crossing another operative’s base when establishing cover lines.
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.
Plant Banner
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.