Fire Caste Cadre Fireblade Shas’el

Source: An Abundance of Apocrypha, pg. 239
Name Rating
Strength 4
Agility 4
Toughness 4
Intellect 5
Willpower 6
Fellowship 5
Initiative 5
Name Rating
Defence 4
Speed 6
Wounds 7
Shock 9
Soak 4
Resolve 7
Conviction 7
Passive Awareness 4
Resilience 9 ( 4 Armour)
Name Rating
Ballistic Skill 9
Leadership 9
Weapon Skill 7
Default 8

Attacks

A Cadre Fireblade may also take one item from the Support Systems section.

Name Range Damage AP Salvo Traits
Pulse Rifle 60 m
12 + 1 ED
0 1 Rapid Fire (2), Steadfast
Markerlights 72 m
0 + 0 ED
0 0 Heavy (5), Sniper
Photon Grenades 12 m
0 + 0 ED
0 - Blast (Medium), Suppression

Blast: Can affect multiple targets (see Core Rules, pg. 229). ◆ Missed attacks deviate. ◆ When used in Melee (e.g. Pistols), the blast may only affect engaged targets. ◆ Fire-Blasts ignore cover bonus to defence. ◆ Fire-Blasts do not deviate, bt hit the location. Characters still avoid being hit.

Heavy: Without Strength Rating of X the wielder suffers +2 DN on attacks and is (additionally) knocked prone on a Complication. Wearing Armour with the Powered Trait or having the Adeptus Astartes or Ork Keyword prevents the Knock Down. Bracing the weapon remove the DN penalty.

Rapid Fire: Add +X dice to range attacks at close range.

Sniper: Aimed range attacks gain an additional +2d and ignore the penalty for firing into melee. Aimed range attacks add +X ED.

Steadfast: Ignore the first attack complication in each combat. Add +1d to Tech tests to repair and maintain.

Suppression: Enemies hit are blinded until the end of their next turn, and must test to avoid being pinned)

Special Abilities

For the Greater Good! (Fire): When an enemy declares a charge against a T’au ally within 12m of you, you may spend a Reload to make a shooting attack against the charging enemy, adding +4 to the DN and resolving the attack before the enemy moves. This ability may only be used once per round.

Ta'lissera Bonding Ritual: Any T’au with this rule are part of a bonded team (the GM should determine which T’au are part of which team for roleplaying purposes). Whenever a T’au with this ability attempts a Resolve or Conviction test, and rolls a 6 on their Wrath die, then the test is automatically successful, regardless of how many icons were rolled.

(Ruin) Champion: This threat may take Ruin actions.

(Ruin) Directed Fire: As a free action, spend 1 Ruin to add +2ED to the shooting attacks of all Fire Warriors within 15 metres. This bonus lasts until the beginning of the Cadre Fireblade’s next turn.

Volley Fire: Allied Fire Warriors within 15 metres may add +2 to the Salvo of their Pulse Rifles, Pulse Carbines, and Pulse Rifles when firing at a target within close range.

Variants: T'au Septs (Fire Caste)

Bork'an Sept (Fire Caste): Increasing the range of all weapons with the Rapid Fire or Heavy trait by 12 metres.

Dal'yth Sept (Fire Caste): If they do not move during their turn, they add +2 to their Defence (as if in cover) until the start of their next turn.

The Farsight Enclave (Fire Caste): Add +2 to their Conviction. They may re-roll any failures on their extra damage dice for shooting attacks against enemies within 12m.

Sa'cea Sept (Fire Caste): All T’au from Sa’cea add +1 to their Resolve. May re-roll one die on any Ballistic Skill test they attempt.

T'au Sept (Fire Caste): T’au from T’au reduce the DN of tests using Ballistic Skill by 2.

Vior'la Sept (Fire Caste): Treat any Rapid Fire weapon as if it had the Assault trait.

Keywords: T´au Fire Caste <Sept>
An Abundance of Apocrypha, pg. 239