Fire Warriors
Common Abilities and Options
Breacher Armor:
Whenever an operative is shooting this operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. This operative isn’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.
Aim Down Sites (1AP):
Until the end of this operative’s activation, you can ignore changes to the Hit stats of its Pulse weapons.
Markerlight:
Whenever an enemy operative is a valid target or visible to and within 9" of a friendly operative with this ability, it's Marked.
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Whenever a friendly FIRE WARRIORS operative is shooting a Marked enemy operative, apply the following:
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That friendly operative's ranged weapons have the Accurate 1 weapon rule.
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If the enemy operative is Marked by two or more friendly operatives, that friendly operative's ranged weapons have the Accurate 2 weapon rule instead.
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Note that any operative can be a valid target for another operative, regardless of whether either is the active operative.
Drone:
This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Markerlight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower.
Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
Operatives
1. Fire Warrior Shas'ui
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 3+ | 4/5 |
| Gun butt | 3 | 5+ | 2/3 |
Abilities
Art of WarT'au VeteranFACTION RULE - Discipline of War1AP: Battle PlanBreacher Armor1AP: Coordinate2. Turret Specialist
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun butt | 3 | 5+ | 2/3 |
Abilities
Deploy Turret1AP: Aim Down Sites1AP: Activate Turret3. DS8 Tactical Support Turret
A 1
M -
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Missile Pod (Saturate, Torrent 2") | 4 | 3+ | 5/6 |
| Smart Missiles (Piercing 1, *Smart Targeting) | 5 | 3+ | 4/5 |
| None | -/- |
Abilities
Manual TargetingMachine TurretSelf-destructDeploymentSmart Targeting4. Grenadier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster (Rng 6", Piercing Crits 1) | 4 | 3+ | 4/5 |
| Fusion Grenade (Rng 6", Devastating 2, Limited 1, Piercing 2, Saturate) | 4 | 3+ | 4/3 |
| Gun butt | 3 | 5+ | 2/3 |
Abilities
Grenadier SpecialistBreacher Armor1AP: Photon Grenade5. Blooded
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Custom Pulse Blaster (Rng 8", Piercing Crits 1, *Custom) | 4 | 3+ | 4/5 |
| Bonding Knife | 3 | 4+ | 3/4 |
Abilities
*CustomBreacher ArmorBattle Hardened6. Pathfinder
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Carbine | 4 | 4+ | 4/5 |
| Gun butt | 3 | 5+ | 2/3 |
Abilities
1AP: Recon RelayMarkerlight1AP: Aim Down Sites7. Breacher Pistoleer
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Pistols | |||
| Focused (Rng 8", Lethal 5+, Ceaseless) | 4 | 3+ | 3/5 |
| Salvo (Rng 8", *Salvo) | 4 | 4+ | 3/5 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Quick on the TriggerDexterous Fighter*SalvoBreacher Armor8. Breacher
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Blaster (Rng 6", Piercing Crits 1) | 4 | 3+ | 4/5 |
| Gun butt | 3 | 5+ | 2/3 |
Abilities
Breacher Armor9. Striker
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Rifle | |||
| Standard (Heavy (Rep. only), Devastating 1, Severe) | 4 | 4+ | 4/4 |
| Concealed (Heavy, Devastating 2, Lethal 5+, Silent, Limited 1) | 4 | 3+ | 4/4 |
| Pulse Pistol (Rng 8") | 4 | 4+ | 3/5 |
| Gun butt | 3 | 5+ | 2/3 |
Abilities
Mobilize1AP: Aim Down Sites10. MV 36 Guardian Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
1AP: Guardian FieldGuardian Shield GeneratorDrone11. MV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 2/3 |
Abilities
DroneMarkerlight1AP: Locator MarkerlightEquipment
Breacher Tool Kits
Once per turning point, a friendly BREACHER or LEADER operative can perform the Operate Hatch or Breach actions for 1 less AP.
Markerlight Attachment
Once per turning point, a friendly FIRE WARRIORS operative (excluding DRONE and TURRET operatives) can perform the following action:
Function Targeter 1AP: Until the end of the Turning Point, this operative has the Markerlight ability.
(Markerlight - Whenever an enemy operative is a valid target or visible to and within 9" of a friendly operative with this ability, it's Marked.
-
Whenever a friendly FIRE WARRIORS operative is shooting a Marked enemy operative, apply the following:
-
That friendly operative's ranged weapons have the Accurate 1 weapon rule.
-
If the enemy operative is Marked by two or more friendly operatives, that friendly operative's ranged weapons have the Accurate 2 weapon rule instead.
-
Note that any operative can be a valid target for another operative, regardless of whether either is the active operative.)
Med Kits
Once per turning point, a friendly FIRE WARRIORS operative (excluding DRONE and TURRET operatives) can perform the following action:
1AP Field Dress - Select one friendly FIRE WARRIORS operative within this operative’s control range (excluding DRONE and TURRET operatives) to regain up to D3+2 lost wounds. This operative cannot perform this action while within control range of an enemy operative.
Strike Team Gear
Once per turning point, after a friendly STRIKER or LEADER operative ends a Dash, Fall back or Reposition action within your territory, it can perform a mission action for 1 less AP.
Ploys
Point-Blank Fusillade
Firefight PloyUse this firefight ploy when a friendly FIRE WARRIORS operative (excluding DRONE and TURRET) is retaliating, if it wasn’t within control range of enemy operatives at the start of that activation/counteraction. You can use one of its ranged weapons as a melee weapon (excluding Pulse Rifles or a weapon that has the word ‘grenade’ in its name) during that sequence. If you do, 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.
Supporting Fire
Firefight PloyUse this firefight ploy when a friendly FIRE WARRIORS operative is performing the Shoot action and you’re selecting a valid target within 6" of it. Having other friendly FIRE WARRIORS operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Retreat and Regroup
Firefight PloyUse this firefight ploy when a friendly FIRE WARRIORS operative is incapacitated. Before that operative is removed from the kill zone, each other friendly FIRE WARRIORS operative within 4" of that operative and not in control range of enemy operatives can make a free Dash action. (this excludes TURRET operatives)
Saviour Protocols
Firefight PloyUse this firefight ploy when a friendly FIRE WARRIORS operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly FIRE WARRIORS 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). This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.
Pulse Volley
Strategy PloyUntil the end of the Turning Point, each time a friendly FIRE WARRIORS operative (excluding DRONES and TURRETS) is shooting with a pulse weapon, if it hasn’t moved during the activation, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Note this operative isn’t restricted from moving after shooting.
Incoming Enemy Fire!
Strategy PloyWhenever a friendly FIRE WARRIORS operative (excluding DRONE and TURRET operatives) is being shot at by a Marked enemy operative improve that friendly operative's Save stat by 1.
(see Markerlight rules)
Kauyon Gun Line
Strategy PloyWhenever a friendly FIRE WARRIORS operative within your territory makes a shooting attack, its ranged weapons have the Balanced weapon rule.
Mont’ka Suppressing Fire
Strategy PloyWhenever a friendly FIRE WARRIORS operative wholly within your enemy's territory makes a shooting attack, its ranged weapons have the Saturate weapon rule.
Tac Ops
Track Enemy
InfiltrationReveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Plant Devices
InfiltrationReveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Steal Intelligence
InfiltrationReveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
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.