chaoschild said:
This is how I play the checks, it seems to fit with everything as written:
1: Make agility check. If passed, fire goes out.
2: If agility check fails, make will check. If failed, reroll agility check.
3: If you didn't pass either the original or the rerolled agility check, take 1 hit.
4: If you passed the original agility check or the will check (and you're not dead) you may take your actions as normal.
With respect to the tests being at the start of turn, I spotted the issue with the flamethrower a while back and Matt says it's been fixed in Block War. However I didn't make the connection with fire bombs and incendiaries being the same rules and apparently Matt didn't either so these haven't been updated.
The description of flamethrower in Block War matches incendaries and fire bombs in the rulebook from what I can see. Unfortunately the wording doesn't support your interpretation above. Strictly as written, without interpretation it is:
1: Make agility check. If passed, fire goes out.
2: If agility check fails, "automatically" lose one hit.
3. Make will check. If passed, able to take actions normally.
4. If failed, lose two actions. Reroll agility check.
What is not totally clear is what are the consequences of the "rerolled" agility check. Presumably if passed the fire goes out. If it is failed what happens? I would assume the fire stays and we start back at 1: next turn. Another possibility could be the model loses a second hit based on the text "to avoid taking more damage that turn", and then we start back at 1: next turn. A third is that the original agility check is re-taken, and presumably if successful this time the fire goes out and the "automatic" hit loss is reversed.
So, if the second agility roll is passed does the model have:
a) 1 hit loss, no actions, and no fire.
or
b) no hit loss, no actions and no fire.
If second test is failed:
a) 2 hit loss, no actions and fire continues
or
b) 1 hit loss, no actions and fire continues?