Follow one Interceptor Squad through a single turn.
Your Movement phase, Reinforcements step. The squad is set up using the Deep Strike ability. Fury of Titan immediately applies: until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Be precise here, because it is the thing most often got wrong about Brotherhood Strike. Fury of Titan keys off the Deep Strike ability, not off the Gate of Infinity army rule's ingress move. Interceptors genuinely have Deep Strike, so arriving that way qualifies. A unit returning via the army rule makes an ingress move, which is a different thing.
Your Shooting phase. The squad shoots with the re-rolls live. Add Purgation Pattern (1CP, Brotherhood Strike) for [SUSTAINED HITS 1], because the squad was set up by Deep Strike this turn and qualifies. That is now: re-roll 1s to hit, generate extra hits on criticals, re-roll 1s to wound.
Still your Shooting phase, after the unit has shot. Echojump becomes available. If you use it, the unit cannot use its Personal Teleporters ability this turn, and it makes a surge move of up to D6+1 inches.
That last move is the whole reason to pair these two. A deep striking unit that has just shot is standing in the open with every gun in your opponent's army looking at it. Echojump lets it break line of sight or step onto an objective immediately afterwards. Brotherhood Strike gets it there and makes it hit; Immaterial Interdiction gets it out.