Imperium
Phobos Strike Team
Infiltration/Recon
Masters of stealth and subterfuge, Phobos Strike Teams consist of Space Marine Infiltrators, Incursors and Reivers.
Faction Rules
Astartes
During each friendly PHOBOS STRIKE TEAM operative's activation, it can perform either two Shoot actions or two Fight actions.
If it is two Shoot actions, a bolt weapon must be selected for at least one of them.
A bolt weapon is any ranged weapon that includes 'bolt' in its name, e.g. marksman bolt carbine, special issue bolt pistol, etc.
Each friendly PHOBOS STRIKE TEAM operative can counteract regardless of its order.
Omni-Scrambler
STRATEGIC GAMBIT if a friendly INFILTRATOR operative is in the killzone.
Select one enemy operative visible to a friendly INFILTRATOR operative, or within 6" of a friendly VOXBREAKER operative.
In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:
- Your opponent has activated a number of enemy operatives equal to the number of friendly INFILTRATOR operatives in the killzone when this STRATEGIC GAMBIT was used.
- It is the last enemy operative to be activated.
Operatives
Strategic Ploys
You can ignore any changes to the stats of friendly PHOBOS STRIKE TEAM operatives from being injured (including their weapons' stats).
Whenever a friendly PHOBOS STRIKE TEAM operative is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, or against an operative that is not in cover and is more than 6" from it, that friendly operative's ranged weapons have the Balanced weapon rule. Note that for the first requirement, that operative is not restricted from performing those actions after shooting. Balanced: Can re-roll one Attack die.
Friendly PHOBOS STRIKE TEAM operatives can perform the following unique action:
Guerrila Warfare (1 AP): Change this operative’s order.
An operative cannot perform this action while within control range of an enemy operative.
Whenever a friendly PHOBOS STRIKE TEAM operative is fighting, its melee weapons have the Balanced weapon rule.
If that friendly operative is doing so during an activation in which it performed the Charge action, its melee weapons also have the Lethal 5+ weapon rule.
Balanced: Can re-roll one Attack die.
Firefight Ploys
Use this firefight ploy when you resolve a critical success for a friendly PHOBOS STRIKE TEAM operative that is shooting with a bolt weapon. Inflict D3 additional damage.
Use this firefight ploy when it is your turn to activate a friendly operative. You can skip that activation.
Use this firefight ploy when a friendly PHOBOS STRIKE TEAM operative that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action,
and you’re resolving your first attack dice from this activation.
After doing so, you can immediately resolve another of your attack dice (before your opponent). The operative cannot have performed any other actions during this activation (but can do so after resolving this ploy).
Use this firefight ploy when an operative is shooting a friendly PHOBOS STRIKE TEAM operative, in the Roll Defence Dice step.
You can retain one of your normal successes as a critical success instead.
Equipment
Purity Seals
Once per turning point, when a friendly PHOBOS STRIKE TEAM operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Additional Utility Grenades
This equipment allows you to select four utility grenades from the utility grenades equipment (see universal equipment).
You cannot also select that equipment as normal (i.e. to give you six).
Combat Blades
Friendly PHOBOS STRIKE TEAM operatives have the following melee weapon:
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Combat Blade | 5 | 3+ | 3/4 | — |
Special Issue Ammunition
Once per turning point, when a friendly PHOBOS STRIKE TEAM operative is performing the Shoot action and you select a bolt carbine, marksman bolt carbine or occulus bolt carbine,
you can use this rule. If you do, until the end of the turning point, that weapon has the Piercing 1 weapon rule.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).
Operatives connected to the inside of it can perform the following unique action during the battle:
The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,
or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.
In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed
or at the end of the turning point (whichever comes first).
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A PHOBOS STRIKE TEAM KillTeam is composed of:
- 1 PHOBOS STRIKE TEAM operative selected from the following list:
- INFILTRATOR SERGEANT
- INCURSOR SERGEANT
- REIVER SERGEANT with one of the following options:
- Special issue bolt pistol; combat knife
- Bolt carbine; fists
- 5 PHOBOS STRIKE TEAM operatives selected from the following list:
- INFILTRATOR COMMSMAN
- INFILTRATOR HELIX ADEPT
- INFILTRATOR SABOTEUR
- INFILTRATOR VETERAN
- INFILTRATOR VOXBREAKER
- INFILTRATOR WARRIOR
- INCURSOR MARKSMAN
- INCURSOR MINELAYER
- INCURSOR WARRIOR
- REIVER WARRIOR with one of the following options:
- Special issue bolt pistol; combat knife
- Bolt carbine; fists
Other than WARRIOR operatives, your kill team can only include each operative on this list once.