Master of War


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The Fists of Flame do not hold to the strict organisation as laid down by the Codex: Astartes and prefer their own, more fluid organisation and this trait extends to their leadership. Only when a Cohort is raised will a Cohort Master be promoted to lead it and only the most capable warriors are given the chance to prove their valour, strategic insight and tactical genius and be proclaimed Cohort Master.

Should the Cohort Master prove he is a capable commander and succeed in his mission, his prestige within the Chapter will increase and once he has lead several successful campaigns, he will be given the honorific of 'Master of War' and all the privileges it grants and so Masters of War are all natural leaders, possessing keen strategic minds and have extensive command experience. Not only that, but Masters of War are often gifted warriors in their own right and masters of each and every weapon of war an Astartes can be called upon to wield.

Should a campaign or mission be deemed critical, it will naturally fall to a Master of War who assumes the mantle of Cohort Master in all such instances, for only those with proven command experience are entrusted with such vital tasks. It is also often common for Masters of War to act as advisors for untested Cohort Masters, passing on their knowledge, experience and insight to the next generation of potential Masters of War and in so doing so, they continue to further the Chapter's goals.

Masters of War also form the basis of the Chapter's Council who guide the Chapter by setting priorities and assigning forces to existing or newly raised Cohorts to meet the demands of the ever changing and ever shifting Belt of Fire. Even when away on campaign, Masters of War are continually in contact with the Council by Astropath, allowing Masters of War to call in additional support assets, should a campaign require it.

Should the Cohort Master be slain, Cohort command typically falls to the most senior Master of War operating in the theatre or failing that, the most senior Battle Brother. Indeed, when Targon was slain during 23rd Choltan War against the incoming Ork Waaagh, Cohort command fell to Ancient Hueran Tigerian. Although Tigerian had long been interred into the armoured shell of an Ancient, under his leadership, the Orks were defeated and driven back into the jungles and a series of Harbinger-lead xenocidal purges were enacted to ensure that the Orks would not be of any strength to oppose the Imperium for a few generations.

Special Rules:

Commanding Presence: Masters of War are the command core of the Chapter, inspiring leaders who's skilled tactical and strategic minds shape the battlefield in a myriad of ways

If a Master of War is also the Cohort Master (see 'Master of War' Special Rules), the entire army may use Master of War's Leadership value for Morale Checks or pinning tests.

Furthermore, for each Master of War included in the army, you are allowed to reroll one Morale Check or Pinning test each turn per Master of War on the table that is not Falling Back, Pinned or locked in combat.

Tarsissian Veterans

Since the destruction of their homeworld of Tarsiss III, the number of Fists of Flame hailing from the windswept wastes and sprawling cities of the Shrinehold are growing ever smaller with each generation.

It is the Tarsissian Veterans are they are known that still bear the honour scars and livid memories of the Scourging of Tarsiss III and it falls to them to atone for their failure and thus the same they all collectively bear.

However, there are whispers in the darkest corners of the Chapter that the time of the Tarsissian Veterans is drawing to a close, as the number of Veterans returning from battle is slowly being eaten away through attrition.

Rumours also circulate that the Tarsissian Crusade is almost upon them, the last, final act of vengeance against those that have wronged them and the retribution of an honour scarred people shall come to pass or they shall die in the attempt.

Fists of Flame Master of War55 points

Senior Master5544353103+


  • HQ

Unit Type:

  • Infantry

Unit Composition:

  • 1 Master


  • Bolt pistol
  • Frag and krak grenades
  • Power armour
  • Power weapon

Special Rules:

  • Commanding Presence
  • Fearless
  • Independent Character
  • Masters of War


  • Be upgraded to a Senior Master for +45 points
  • Be upgraded to a Tarsissian Veteran for +5 points
  • Take any of the following:
    • Combat shield for +10 points
    • Digital weapons for +15 points
    • Flamelets for +15 points
    • Meltabombs for +5 points
  • Replace all wargear with Terminator armour, storm bolter and power weapon for +20 points
  • If Terminator armour is not taken, following options may be taken:
    • Jump pack for +20 points
    • Space Marine bike armed with twin-linked bolters for +25 points
  • Upgrade power armour to artificer armour for +10 points
  • Replace bolt pistol with:
    • Plasma pistol for +8 points
    • Boltgun for free
    • Storm bolter for +5 points
  • Replace bolt pistol/storm bolter with:
    • Power fist for +10 points
    • Thunder hammer for +15 points
    • Storm shield for +10 points
    • Combi-plasma, combi-flamer or combi-melta for +8 points
    • Lightning claw for +12 points
    • Inferno axe for +8 points
  • Replace power weapon with:
    • Thunder hammer for +30 points
    • Power fist for +25 points
    • Lightning claw for +20 points
    • Inferno axe for +15 points
    • Hellfire glaive for +30 points

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