Phobos Strike Team

Books

BookKindEditionVersionLast update
  Kill Team: Moroch (Phobos Strike Team)
  Kill Team: Moroch (Phobos Strike Team)Expansion21.1December 2022
  The Balance Dataslate
  The Balance DataslateRulebook2Q1 2024March 2024

FAQ

Expansion: Kill Team: Moroch (Phobos Strike Team)

Q:The INCURSOR MARKSMAN’s Track Target action says ‘If that enemy operative is not incapacitated or revived as a result, finish its activation.’ What does finish mean?
A:
Your opponent continues with the remainder of the enemy operative’s activation.
Q:Does the INCURSOR MARKSMAN’s Track Target action allow it to perform Overwatch more than once in the same Turning Point?
A:
No.
Q:How do you determine climb distance when using the Grapnel Launcher equipment and the first bullet point of the Vanguard Strategic Ploy?
A:
Determine the normal distance, apply Grapnel Launcher, then apply Vanguard. For example, a 2 climb would instead require with a Grapnel Launcher, then Vanguard would ignore that , allowing the operative to ignore the vertical distance of the climb.
Q:How do you determine drop distance when using the Grapnel Launcher equipment and the first bullet point of the Vanguard Strategic Ploy?
A:
As above, determine the normal distance, apply Grapnel Launcher, then apply Vanguard (if needed). For example, a drop would be halved to with a Grapnel Launcher. Drop distances of less than are ignored, so this would allow the operative to use the first bullet point of Vanguard elsewhere during that activation.
Q:How do you resolve Voxbreak (VOXBREAKER operative) and Umbra Shroud (rare equipment) if they both take effect?
A:
Apply both: your opponent must re-roll critical hits, but they cannot re-roll anything else.
Q:If I interrupt an enemy operative’s activation with Track Target (INCURSOR MARKSMAN), but then cannot complete the Overwatch action (e.g. there are no valid targets, such as if a NOVITIATE player uses the Blinding Aura Act of Faith), can I interrupt again in the Turning Point? In other words, does Track Target remain?
A:
Yes. If you changed the INCURSOR MARKSMAN’s order to perform the unresolved Overwatch action, change it back.

Phobos Strike Team Kill Team

Below you will find a list of the operatives that make up a PHOBOS STRIKE TEAM kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives


Actions and Abilities

Below, you will find a common actions and abilities of the PHOBOS STRIKE TEAM kill team.

Guerrilla Warfare1AP

Every member of a Phobos Strike Team is highly trained in the arts of hit-and-run, guerilla-style warfare. They attack swiftly, fight with incredible coordination, then fade back into the shadows before retribution can find them.

Change this operative’s order. This operative cannot perform this action during the first Turning Point or while within of an enemy operative.

Saboteurs1AP

Incalculable damage can be done to the enemy’s strategic and logistical infrastructure with the application of a single, well-placed explosive by a Vanguard operative.

An operative can perform this action while within of one of your Saboteur tokens. Unless the operative is a SABOTEUR or MINELAYER operative, an operative cannot perform this action while within Engagement Range of an enemy operative. If this action is performed, remove that Saboteur token.

Terror0AP

Exposed to the counter-sensory barrage unleashed by Primaris Reivers, even the staunchest enemy is likely to back fearfully away, or fumble for weapons and wargear with shaking fingers.

Until the end of the Turning Point:
  • Each time an enemy operative would perform a mission action or the Pick Up action, if any friendly operatives that performed this action during this Turning Point are within of that enemy operative, one additional action point must be subtracted for that enemy operative to perform that action.
  • When determining control of an objective marker that any friendly operatives that performed this action during this Turning Point are within range of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.

Multi-spectrum Array

Feeding directly into the autosenses of its bearer, the multi-spectrum array combines energistic augury with oracular vid-sweeps to reveal even cunningly concealed foes.

When determining if an intended target is in this operative’s Line of Sight:
  • The intended target cannot be Obscured.
  • Areas of smoke (e.g. smoke grenade) have no effect.

Omni-scrambler

These devices allow Primaris Infiltrators to corrupt enemy vox-networks. They choke off signals beneath a shroud of machine-spirit interference and spread tactical paralysis through the ranks of the foe.

Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, if any friendly operatives with this ability are in the killzone, you can use this ability instead. If you do so, select one enemy operative Visible to any friendly operative with this ability; in the following Firefight phase, that enemy operative is treated as having a Group Activation characteristic of 1, and cannot be activated or perform actions until one of the following is true:
  • A number of enemy operatives have been activated equal to the number of friendly operatives with this ability in the killzone at the start of the phase.
  • It is the last enemy operative to be activated.

Strategic Ploys

If your faction is PHOBOS STRIKE TEAM, you can use the following Strategic Ploys during a game.

BOLTER DISCIPLINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly PHOBOS STRIKE TEAM operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. bolt carbine, special issue bolt pistol etc.
SHOCK ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly PHOBOS STRIKE TEAM operative is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
VANGUARD1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly PHOBOS STRIKE TEAM operative is activated, during that activation:
  • It can ignore the first distance of it travels for a climb, drop or traverse.
  • It automatically passes jump tests.
  • Add to its Movement characteristic.
  • It can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
AND THEY SHALL KNOW NO FEAR1CP
Strategic Ploy
Until the end of the Turning Point:
  • You can ignore any or all modifiers to the APL of friendly PHOBOS STRIKE TEAM operatives.
  • Friendly PHOBOS STRIKE TEAM operatives are not injured.
DEADLY SHOTS1CP
Strategic Ploy
Until the end of the Turning Point, bolt weapons that friendly PHOBOS STRIKE TEAM operatives are equipped with gain the P1 critical hit rule. This has no effect on weapons that already have the APx special rule or Px critical hit rule respectively.

Tactical Ploys

If your faction is PHOBOS STRIKE TEAM, you can use the following Tactical Ploys during a game.

STEALTH ASSAULT1CP
Tactical Ploy
Use this Tactical Ploy when a friendly PHOBOS STRIKE TEAM operative with a Conceal order that is not within Engagement Range of an enemy operative is activated.
  • That operative cannot make shooting attacks during that activation.
  • The first time that operative performs a Fight action during that activation, in the Resolve Successful Hits step of that combat, the first time you resolve one of your successful hits, you can immediately resolve another of your successful hits.

Designer’s Note: Unless the operative can perform a Charge action while it has a Conceal order (e.g. the Assassin Battle Honour), when it is activated, you will need to change its order to Engage to use this Tactical Ploy.
TRANSHUMAN PHYSIOLOGY1CP
Tactical Ploy
Use this Tactical Ploy in the Roll Defence Dice step of a shooting attack, after rolling defence dice for a friendly PHOBOS STRIKE TEAM operative. You can retain one of your successful normal saves as a critical save instead.
ONE STEP AHEAD1CP
Tactical Ploy
Use this Tactical Ploy at the end of the Select a Kill Team step of the mission sequence, after kill teams have been revealed. You can remove one friendly PHOBOS STRIKE TEAM operative from your kill team and add a different PHOBOS STRIKE TEAM operative to your kill team (adhering to the requirements of selecting your kill team). If both players have this or a similar ability, the Defender resolves this ability first.
ELITE RECONNAISSANCE1CP
Tactical Ploy
Use this Tactical Ploy at the end of the Scouting step of the mission sequence. Select one of the following (if both players have this or a similar ability, the Defender resolves this ability first):
  • You can redeploy up to two friendly PHOBOS STRIKE TEAM operatives that are wholly within your drop zone as if it were the Set Up Operatives step of the mission sequence.
  • Select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection.

Tac Ops

If your faction is PHOBOS STRIKE TEAM, you can use the Phobos Strike Team Tac Ops listed below, as specified in the mission sequence.

SHOCK AND AWE
Phobos Strike Team – Faction Tac Op 1
You can reveal this Tac Op in the Reveal Tac Ops step of any Turning Point.
  • At the end of any Turning Point, if friendly operatives control one or more objective markers that were controlled by enemy operatives at the start of the Turning Point, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
SABOTEURS
Phobos Strike Team – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Starting with your opponent, alternate placing one of your Saboteur tokens in the killzone until three have been placed. Each time a player places a Saboteur token, it must be touching a terrain feature, more than from the killzone edges, more than from your drop zone and each of your other Saboteur tokens, and it must not be on a Vantage Point.
  • If two or more of your Saboteur tokens are removed, you score 1VP.
  • If three of your Saboteur tokens are removed, you score 1VP.
Friendly operatives can perform the Saboteurs mission action.
GUERRILLA TACTICS
Phobos Strike Team – Faction Tac Op 3
You can reveal this Tac Op in the Reveal Tac Ops step of any Turning Point.
  • At the end of any Turning Point, if more enemy operatives were incapacitated than friendly operatives during that Turning Point, and more than half of your operatives have a Conceal order, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected PHOBOS STRIKE TEAM as your Faction keyword.

Battle Honours

Each time a PHOBOS STRIKE TEAM operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Phobos Strike Team Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

PHOBOS STRIKE TEAM SPECIALIST
D6Battle Honour
1Ghost: Once per battle, this operative can perform the Guerrilla Warfare action for one less action point (to a minimum of 0AP).
2Assassin: This operative can perform the Charge action while it has a Conceal order.
3Mobile: This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
4Raider: This operative can perform the Charge action while within Engagement Range of an enemy operative.
5Guerrilla: For the purposes of the Guerrilla Warfare action, this operative cannot perform that action while not within Engagement Range of an enemy operative (instead of ).
6Dynamic: Each time this operative is activated, you can ignore any or all modifiers to its APL and Movement characteristics.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is PHOBOS STRIKE TEAM, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. ARTIFICER’S BLADE [3EP]

REIVER or INCURSOR operative only. Select a combat knife or combat blade the operative is equipped with. It gains the following improvements for the battle:

  • Add 1 to its Critical Damage characteristic.
  • It gains the Lethal 5+ special rule.

2. UMBRA SHROUD [3EP]

The operative gains the following ability for the battle:

Umbra Shroud: Each time a shooting attack is made against this operative, in the Roll Attack Dice step of that shooting attack, your opponent must re-roll their critical hits.

3. EXOGHEIST SCRAMBLER [2EP]

INFILTRATOR operative only. The operative gains the following ability for the battle:

Exogheist Scrambler: For the purposes of this operative’s Omni-scrambler ability, if this operative is in the killzone:

  • An enemy operative does not have to be Visible to a friendly operative with the Omni-scrambler ability to be selected.
  • This operative counts as two operatives when determining the number of friendly operatives with the Omni-scrambler ability in the killzone at the start of the phase.

4. AERIAL TRACKING AUGUR [3EP]

INFILTRATOR COMMSMAN operative only. The operative gains the following ability for the battle:

Aerial Tracking Augur: Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice.

5. ENHANCED OPTIC [2EP]

Select a ranged weapon the operative is equipped with. Change its Ballistic Skill characteristic to 2+ for the battle.

6. REAPER ROUNDS [3EP]

REIVER operative only. Select a special issue bolt pistol the operative is equipped with. It gains the following improvements for the battle:

  • It gains the Silent special rule.
  • It gains the MW1 critical hit rule.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is PHOBOS STRIKE TEAM, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

LODESTAR-CLASS AUSPEX

An ancient and little-seen model of advanced auspex, this device provides the Phobos Strike Team with exceptional strategic inloads, almost the equal of having a voidship scanning the region from on high.

Once per battle, you can do one of the following:

SHROUD-SKULLS

This small flock of specialised servo-skulls deploy around the kill team's encampment and employ auspex dampers, vox-stummers and electroshrouding incense to conceal it from inquisitive foes.

Once after each battle, you can add 1 to the result of a Casualty or Recovery test.

ENHANCED SURVEILLANCE SYSTEM

This web of data-choral beacons and servo-scrutinary familiars infests the region around the kill team's encampment to warn of approaching foes, giving the Space Marines the chance to turn an enemy ambush into a counteroffensive of their own.

In the Select Drop Zone step of the mission sequence, after rolling off to determine who decides Attacker and Defender, you can re-roll your dice.


Requisitions

In a Spec Ops campaign, if your faction is PHOBOS STRIKE TEAM, you can use the following Requisitions in addition to those presented in other sources.

ADAPTATION IN THE FIELD1RP

Vanguard Space Marines are highly adaptable operatives trained in all aspects of covert warfare. They can adopt new roles with ease.

Purchase this Requisition before or after a game. Remove one PHOBOS STRIKE TEAM operative from your dataslate, then add a different PHOBOS STRIKE TEAM operative to your dataslate. That new operative has a number of XP equal to the lowest XP of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed an operative that had 20XP, the new operative would have 16XP. It also has the same Battle Scars (if any) of the removed operative.
RAPID RESUPPLY1RP

Prior to making planetfall, some Phobos Strike Teams seed small servitor-satellites into low orbital trajectories. At a coded signal these units fire equipment reliquaries planetwards, the armoured cases landing at the kill team's location and allowing rapid strategic refit.

Purchase this Requisition before or after a game. Select one of the following:
  • Remove one or more items of equipment (excluding rare equipment) from your stash, then add one or more items of equipment (excluding rare equipment) to your stash. The total points worth of the new equipment cannot exceed the points worth of the removed equipment.
  • Remove one or more strategic assets from your base of operations, then add one or more strategic assets to your base of operations. You cannot add more than you removed, and you cannot exceed your asset capacity.
SOLEMN OATH1RP

As part of the warrior culture of their Chapter, many Space Marines swear oaths before their battle-brothers to achieve feats of honour or duty, striving to fulfil them during the conflict that follows.

Purchase this Requisition before a game. Select one PHOBOS STRIKE TEAM operative from your dataslate to take an Oath of Moment. Select an Oath of Moment below and make a note of it in the Notes section of that operative’s narrative datacard.
  • Valour: The operative must incapacitate the highest number of enemy operatives in the battle.
  • Duty: The operative must score you more victory points from the mission objective than any other friendly operative during the battle.
  • Honour: The operative must be wholly within your opponent’s drop zone at the end of the battle.
At the end of a battle, if that operative completed its Oath of Moment, it earns 2XP (this is not affected by a passed Casualty test); alternatively, you can choose for it to fail its Oath of Moment, in which case it suffers the Cerebral Affliction Battle Scar. In either case, it has no longer taken an Oath of Moment. You can only have one operative from your dataslate take an Oath of Moment at once, each operative can only take each Oath of Moment once, and an operative cannot take another Oath of Moment until a different friendly operative completes or fails an Oath of Moment first.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is PHOBOS STRIKE TEAM, you can select one from those found below instead of selecting one from another source.

Tormenius Doctrine

The Codex Astartes mandates a dynamic and insidious assault across multiple fronts, undermining the enemy and spreading panic and confusion through their ranks before striking the killing blow.

OPERATION 1: SHOCK AND DESTRUCTION

The kill team must sabotage assets, assassinate enemies and disrupt their plans across an ever shifting front.

Complete five games in which you scored victory points from the ‘Shock and Awe’, ‘Rout’ and/or ‘SaboteursTac Op.

OPERATION 2: WRATH OF ANGELS

With the enemy reeling from constant assault and their morale collapsing, the kill team descends for the killing blow.

Complete a game in which you scored victory points from the ‘Execution’ and/or ‘Guerrilla Tactics’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

Scout and Sabotage

A priority target has been established and must now face the Emperor’s fury. However, to achieve this challenging mission, sufficient intelligence must first be gathered to facilitate a surgical strike through hazardous enemy territory.

OPERATION 1: STRATEGIC SCRYING

Through subtle probing, targeted abductions and auspicatory scrying of enemy data-coffers, the kill team must gather the necessary intelligence without overcommitting their forces.

Complete five games in which you scored victory points from the ‘Plant Signal Beacon’, ‘Triangulate’ and/or ‘VantageTac Op.

OPERATION 2: SABOTAGE STRIKE

With their target identified and its vulnerabilities inloaded, the Phobos Strike Team are ready to launch their pinpoint offensive and reduce the enemy asset to blazing ruin.

Complete a game in which you scored victory points from the ‘Sabotage’ and/or ‘Saboteurs’ Tac Op.

COMMENDATION
  • You gain one Requisition point.
  • You can select one friendly operative that scored you victory points from the ‘Sabotage’ and/or ‘Saboteurs’ Tac Op to earn 6XP. This is not affected by a passed Casualty test.
  • You can add one item of rare equipment to your stash, or you can increase your asset capacity by one.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Demolition’ Spec Op.

Equipment

PHOBOS STRIKE TEAM operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.

GRAPNEL LAUNCHER [1EP]

REIVER operative only. The operative gains the following ability for the battle:

Grapnel Launcher:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels is counted as for that climb.
  • This operative does not need to be within of a physical and climbable part of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

GRAV-CHUTE [2EP]

REIVER operative only. The operative gains the following ability for the battle:

Grav-chute:
  • During the mission sequence, after resolving your selected option in the Scouting step, if this operative is wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform a free Normal Move action with this operative. For that action, it has a Movement characteristic of 2 and can FLY.
  • Each time this operative moves off a Vantage Point, for that move, it can move as though it can FLY, so long as it does not move higher than that Vantage Point and ends that move lower than that Vantage Point.

SMOKE GRENADE [3EP]

The operative can perform the following action during the battle:

SMOKE GRENADE1AP

Place the centre of one Smoke token on a point within of this operative. That token creates an area of smoke with a radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

SHOCK GRENADE [2EP]

The operative can perform the following action during the battle:

SHOCK GRENADE1AP

Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

THROWING KNIFE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Throwing knife
4
3+
2/5
Special Rules
!
Rng , Limited, Silent
-

PURITY SEAL [3EP]

The operative gains the following ability for the battle:

Purity Seal: Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CP.


Datacards


Infiltrator Commsman

The Infiltrator Commsman acts as a strategic nexus upon the battlefield, a conduit through which vox-exchanges and intelligence inloads pass like lightning. The presence of such a battle-brother increases the strike team’s versatility and swiftness of action.

Infiltrator Commsman

The Infiltrator Commsman acts as a strategic nexus upon the battlefield, a conduit through which vox-exchanges and intelligence inloads pass like lightning. The presence of such a battle-brother increases the strike team’s versatility and swiftness of action.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman bolt carbine
Marksman bolt carbine
4
3+
3/4
Lethal 5+Lethal 5+-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Omni-scrambler
Guerrilla Warfare (1AP)
Comms Array (1AP): Select one other friendly PHOBOS STRIKE TEAM operative Visible to this operative. That operative can immediately perform a free 1AP action; it cannot perform an action it has already performed during this Turning Point or an action in which it moves, and it cannot perform that action again during this Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Omni-scrambler
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
Comms Array (1AP): Select one other friendly PHOBOS STRIKE TEAM operative Visible to this operative. That operative can immediately perform a free 1AP action; it cannot perform an action it has already performed during this Turning Point or an action in which it moves, and it cannot perform that action again during this Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
EXOGHEIST SCRAMBLER , AERIAL TRACKING AUGUR
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, COMMSMAN
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, COMMSMAN


Infiltrator Helix Adept

Operating as they do - far behind enemy lines without support - Phobos Strike Teams require the medicae support of Helix Adepts to get wounded battle-brothers back into the fight, and to reclaim the gene-seed of the slain for the Chapter.

Infiltrator Helix Adept

Operating as they do - far behind enemy lines without support - Phobos Strike Teams require the medicae support of Helix Adepts to get wounded battle-brothers back into the fight, and to reclaim the gene-seed of the slain for the Chapter.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman bolt carbine
Marksman bolt carbine
4
3+
3/4
Lethal 5+Lethal 5+-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Omni-scrambler
Combat Restoratives: Once per Turning Point, the first time another friendly PHOBOS STRIKE TEAM operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That operative is not incapacitated, has D3 wounds remaining, and if it was a shooting attack, any remaining attack dice are discarded. That operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
Guerrilla Warfare (1AP)
Helix Gauntlet (1AP): Select one friendly PHOBOS STRIKE TEAM operative Visible to and within of this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Combat Restoratives ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Omni-scrambler
Combat Restoratives: Once per Turning Point, the first time another friendly PHOBOS STRIKE TEAM operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That operative is not incapacitated, has D3 wounds remaining, and if it was a shooting attack, any remaining attack dice are discarded. That operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
Helix Gauntlet (1AP): Select one friendly PHOBOS STRIKE TEAM operative Visible to and within of this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Combat Restoratives ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
EXOGHEIST SCRAMBLER
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, MEDIC, INFILTRATOR, HELIX ADEPT
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, MEDIC, INFILTRATOR, HELIX ADEPT


Infiltrator Saboteur

Carrying a deadly array of melta charges, super-krak munitions and even anti-plant canisters into battle, the Infiltrator Saboteur is well prepared to rig any target for destruction. This task completed, they fall back swiftly before triggering a blast like the Emperor’s wrath.

Infiltrator Saboteur

Carrying a deadly array of melta charges, super-krak munitions and even anti-plant canisters into battle, the Infiltrator Saboteur is well prepared to rig any target for destruction. This task completed, they fall back swiftly before triggering a blast like the Emperor’s wrath.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman bolt carbine
Marksman bolt carbine
4
3+
3/4
Lethal 5+Lethal 5+-
Remote explosives
Remote explosives
4
2+
5/6
AP1, *Detonate, SilentAP1, *Detonate, Silent-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Omni-scrambler
*Detonate: If this operative performs a Shoot action with this weapon, make a shooting attack against each operative within of the centre of its Saboteur Explosives token with this weapon. When making those shooting attacks, each operative (friendly and enemy) within is a valid target, but when determining if it is in Cover, treat this operative’s Saboteur Explosives token as the active operative. Then remove this operative’s Saboteur Explosives token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Saboteur Explosives token is not in the killzone.
Guerrilla Warfare (1AP)
Plant Saboteur Explosives (1AP): Place a Saboteur Explosives token within of and Visible to this operative. This operative cannot perform this action while within Engagement Range of an enemy operative. If this operative is incapacitated and removed from the killzone, remove its Saboteur Explosives token. This operative can only perform this action once.
ABILITIES
Omni-scrambler
*Detonate: If this operative performs a Shoot action with this weapon, make a shooting attack against each operative within of the centre of its Saboteur Explosives token with this weapon. When making those shooting attacks, each operative (friendly and enemy) within is a valid target, but when determining if it is in Cover, treat this operative’s Saboteur Explosives token as the active operative. Then remove this operative’s Saboteur Explosives token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Saboteur Explosives token is not in the killzone.
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
Plant Saboteur Explosives (1AP): Place a Saboteur Explosives token within of and Visible to this operative. This operative cannot perform this action while within Engagement Range of an enemy operative. If this operative is incapacitated and removed from the killzone, remove its Saboteur Explosives token. This operative can only perform this action once.
DATACARD-RELATED
EXOGHEIST SCRAMBLER
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, SABOTEUR
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, SABOTEUR


Infiltrator Veteran

The most experienced Infiltrator battle-brothers stalk their enemies like armoured gheists, wielding weaponry selected from their Chapter’s most rarefied armouries, each one augmented through the careful attentions of master artificers. So-armed, they can act as the nemeses of any foe.

Infiltrator Veteran

The most experienced Infiltrator battle-brothers stalk their enemies like armoured gheists, wielding weaponry selected from their Chapter’s most rarefied armouries, each one augmented through the careful attentions of master artificers. So-armed, they can act as the nemeses of any foe.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Custom bolt carbine
Custom bolt carbine
4
3+
3/4
Custom*Custom*-
Combat blade
Combat blade
4
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Omni-scrambler
“Custom: If this operative is selected for deployment, select up to two of the following special rules or critical hit rules for this weapon to gain for the battle: Balanced, Lethal 5+, No Cover, MW1, P1, Rending.
Guerrilla Warfare (1AP)
ABILITIES
Omni-scrambler
“Custom: If this operative is selected for deployment, select up to two of the following special rules or critical hit rules for this weapon to gain for the battle: Balanced, Lethal 5+, No Cover, MW1, P1, Rending.
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
DATACARD-RELATED
EXOGHEIST SCRAMBLER
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, VETERAN
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, VETERAN


Infiltrator Voxbreaker

The Voxbreaker makes war in both the physical and dataspectral realms. Not only does their specialised equipment allow them to scan and isolate enemy threats, but they can also break into the foe’s communications and plunder them for strategic intelligence.

Infiltrator Voxbreaker

The Voxbreaker makes war in both the physical and dataspectral realms. Not only does their specialised equipment allow them to scan and isolate enemy threats, but they can also break into the foe’s communications and plunder them for strategic intelligence.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman bolt carbine
Marksman bolt carbine
4
3+
3/4
Lethal 5+Lethal 5+-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Omni-scrambler
Voxbreak: While an enemy operative is within of this operative, each time that enemy operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot re-roll their attack dice.
Guerrilla Warfare (1AP)
Auspex Scan (1AP): Select one enemy operative with a Conceal order within of this operative, then select one friendly PHOBOS STRIKE TEAM operative Visible to and within of this operative. Until the end of the Turning Point, that friendly operative treats that enemy operative as if it has an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Omni-scrambler
Voxbreak: While an enemy operative is within of this operative, each time that enemy operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot re-roll their attack dice.
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
Auspex Scan (1AP): Select one enemy operative with a Conceal order within of this operative, then select one friendly PHOBOS STRIKE TEAM operative Visible to and within of this operative. Until the end of the Turning Point, that friendly operative treats that enemy operative as if it has an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
EXOGHEIST SCRAMBLER
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, VOXBREAKER
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, VOXBREAKER


Infiltrator Warrior

The Infiltrators who fight as part of Phobos Strike Teams are swift and aggressive in thought and deed, even by the standards of their warrior brotherhood. Few foes can long evade their pinpoint volleys or the bone-crushing blows of their armoured fists.

Infiltrator Warrior

The Infiltrators who fight as part of Phobos Strike Teams are swift and aggressive in thought and deed, even by the standards of their warrior brotherhood. Few foes can long evade their pinpoint volleys or the bone-crushing blows of their armoured fists.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman bolt carbine
Marksman bolt carbine
4
3+
3/4
Lethal 5+Lethal 5+-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Omni-scrambler
Guerrilla Warfare (1AP)
ABILITIES
Omni-scrambler
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
DATACARD-RELATED
EXOGHEIST SCRAMBLER
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, WARRIOR
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, WARRIOR


Infiltrator Sergeant

Exemplar to their brothers; strategic and tactical leader of exceptional skill; deadly enemy to the Emperor’s foes: the Infiltrator Sergeant must be all of these things, for it is by his words and actions that the Phobos Strike Team stands or falls.

Infiltrator Sergeant

Exemplar to their brothers; strategic and tactical leader of exceptional skill; deadly enemy to the Emperor’s foes: the Infiltrator Sergeant must be all of these things, for it is by his words and actions that the Phobos Strike Team stands or falls.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman bolt carbine
Marksman bolt carbine
4
2+
3/4
Lethal 5+Lethal 5+-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Omni-scrambler
Guerrilla Warfare (1AP)
Strategise (1AP): You gain 1CP. This operative cannot perform this action while within of an enemy operative.
ABILITIES
Omni-scrambler
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
Strategise (1AP): You gain 1CP. This operative cannot perform this action while within of an enemy operative.
DATACARD-RELATED
EXOGHEIST SCRAMBLER
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INFILTRATOR, SERGEANT
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INFILTRATOR, SERGEANT


Incursor Marksman

As though the combination of a highly trained Space Marine and a potent mark of bolt carbine were not deadly enough, the Incursor Marksman employs his Divinator-class auspex to precognitively track where his targets will be, then places killing shots accordingly

Incursor Marksman

As though the combination of a highly trained Space Marine and a potent mark of bolt carbine were not deadly enough, the Incursor Marksman employs his Divinator-class auspex to precognitively track where his targets will be, then places killing shots accordingly

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Stalker marksman bolt carbine
Stalker marksman bolt carbine
4
2+
3/4
AP1, Lethal 5+AP1, Lethal 5+-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Multi-spectrum Array
Guerrilla Warfare (1AP)
Track Target (1AP): Once this Turning Point during an enemy operative’s activation, after that enemy operative performs an action, you can interrupt that activation. If you do so, this operative can perform an Overwatch action (if it has a Conceal order, change it to an Engage order to do so). It must make that shooting attack against that enemy operative using its stalker marksman bolt carbine (if it is a valid target). If that enemy operative is not incapacitated or revived as a result, finish its activation. This action is treated as a Shoot action with a bolt weapon for the purposes of action restrictions, although this operative can perform this action if it has a Conceal order.
ABILITIES
Multi-spectrum Array
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
Track Target (1AP): Once this Turning Point during an enemy operative’s activation, after that enemy operative performs an action, you can interrupt that activation. If you do so, this operative can perform an Overwatch action (if it has a Conceal order, change it to an Engage order to do so). It must make that shooting attack against that enemy operative using its stalker marksman bolt carbine (if it is a valid target). If that enemy operative is not incapacitated or revived as a result, finish its activation. This action is treated as a Shoot action with a bolt weapon for the purposes of action restrictions, although this operative can perform this action if it has a Conceal order.
DATACARD-RELATED
ARTIFICER’S BLADE
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INCURSOR, MARKSMAN
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INCURSOR, MARKSMAN


Incursor Minelayer

Some Incursors carry heavy haywire mines into battle, planting them at pre-cogitated nexuses of probable enemy movement. The electrophantasmic blasts of these weapons can banish machine spirits from enemy wargear and cripple augmetic enhancements.

Incursor Minelayer

Some Incursors carry heavy haywire mines into battle, planting them at pre-cogitated nexuses of probable enemy movement. The electrophantasmic blasts of these weapons can banish machine spirits from enemy wargear and cripple augmetic enhancements.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Haywire Mine
Haywire Mine
4
2+
2/4
Lethal 5+, No Cover, Proximity*. !Interference*Lethal 5+, No Cover, Proximity*Interference*
Occulus bolt carbine
Occulus bolt carbine
4
3+
3/4
No CoverNo Cover-
Combat blade
Combat blade
4
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Multi-spectrum Array
*Proximity: The first time an enemy operative moves within of this operative’s Haywire Mine token, make a shooting attack against that operative with this weapon (even if this operative is not in the killzone, and ignore all Ballistic Skill modifiers). When making that shooting attack, that enemy operative is always a valid target. Then remove this operative’s Haywire Mine token. An operative cannot make a shooting attack with this weapon by any other means, or if its Haywire Mine token is not in the killzone.
*Interference: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits:
  • The target cannot move any further during this activation.
  • Subtract 1 from the remaining action points the target has for this activation (if any). If it’s outside of the target’s activation, subtract 1 from the number of action points it generates in its next activation. Note that this is not a modifier to the target’s APL characteristic.
Guerrilla Warfare (1AP)
Plant Haywire Mine (1AP): Place a Haywire Mine token within of and Visible to this operative. This operative cannot perform this action while within Engagement Range of an enemy operative. This operative can only perform this action once.
ABILITIES
Multi-spectrum Array
*Proximity: The first time an enemy operative moves within of this operative’s Haywire Mine token, make a shooting attack against that operative with this weapon (even if this operative is not in the killzone, and ignore all Ballistic Skill modifiers). When making that shooting attack, that enemy operative is always a valid target. Then remove this operative’s Haywire Mine token. An operative cannot make a shooting attack with this weapon by any other means, or if its Haywire Mine token is not in the killzone.
*Interference: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits:
  • The target cannot move any further during this activation.
  • Subtract 1 from the remaining action points the target has for this activation (if any). If it’s outside of the target’s activation, subtract 1 from the number of action points it generates in its next activation. Note that this is not a modifier to the target’s APL characteristic.
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
Plant Haywire Mine (1AP): Place a Haywire Mine token within of and Visible to this operative. This operative cannot perform this action while within Engagement Range of an enemy operative. This operative can only perform this action once.
DATACARD-RELATED
ARTIFICER’S BLADE
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INCURSOR, MINELAYER
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INCURSOR, MINELAYER


Incursor Warrior

Incursors are potent offensive skirmishers. They use oracular auspexes slaved to their occulus bolt carbines to spot enemy targets, even through solid walls. They then press swiftly upon their foes’ positions before engaging in bloody, one-sided firefights with the outmanoeuvred enemy.

Incursor Warrior

Incursors are potent offensive skirmishers. They use oracular auspexes slaved to their occulus bolt carbines to spot enemy targets, even through solid walls. They then press swiftly upon their foes’ positions before engaging in bloody, one-sided firefights with the outmanoeuvred enemy.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Occulus bolt carbine
Occulus bolt carbine
4
3+
3/4
No CoverNo Cover-
Combat blade
Combat blade
4
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Multi-spectrum Array
Guerrilla Warfare (1AP)
ABILITIES
Multi-spectrum Array
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
DATACARD-RELATED
ARTIFICER’S BLADE
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INCURSOR, WARRIOR
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INCURSOR, WARRIOR


Incursor Sergeant

Tending towards aggressive and dynamic strategies, Incursor Sergeants lead Phobos Strike Teams in furious covert offensives that leave enemy command structures and logistical chains in tatters, ripe for planetary onslaught by a full-blown Space Marine strike force.

Incursor Sergeant

Tending towards aggressive and dynamic strategies, Incursor Sergeants lead Phobos Strike Teams in furious covert offensives that leave enemy command structures and logistical chains in tatters, ripe for planetary onslaught by a full-blown Space Marine strike force.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Occulus bolt carbine
Occulus bolt carbine
4
2+
3/4
No CoverNo Cover-
Combat blade
Combat blade
4
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Multi-spectrum Array
Guerrilla Warfare (1AP)
Strategise (1AP): You gain 1CP. This operative cannot perform this action while within of an enemy operative.
ABILITIES
Multi-spectrum Array
UNIQUE ACTIONS
Guerrilla Warfare (1AP)
Strategise (1AP): You gain 1CP. This operative cannot perform this action while within of an enemy operative.
DATACARD-RELATED
ARTIFICER’S BLADE
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INCURSOR, SERGEANT
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INCURSOR, SERGEANT


Reiver Warrior

Bursting from the shadows amidst vox-amplified howls, Reivers fall upon their horrified victims with pistols booming and blades swinging. As their foes reel from the disorienting blasts of their shock grenades, the Reivers make short and bloody work of their victims.

Reiver Warrior

Bursting from the shadows amidst vox-amplified howls, Reivers fall upon their horrified victims with pistols booming and blades swinging. As their foes reel from the disorienting blasts of their shock grenades, the Reivers make short and bloody work of their victims.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt carbine
Bolt carbine
4
3+
3/4
--
Special issue bolt pistol
Special issue bolt pistol
4
3+
3/4
Rng , AP1Rng , AP1-
Combat blade
Combat blade
5
3+
4/5
--
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
Guerrilla Warfare (1AP), Terror (0AP)
ABILITIES
-
UNIQUE ACTIONS
Guerrilla Warfare (1AP), Terror (0AP)
DATACARD-RELATED
ARTIFICER’S BLADE , REAPER ROUNDS , Grapnel Launcher , Grav-chute
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, REIVER, WARRIOR
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, REIVER, WARRIOR


Reiver Sergeant

Reiver Sergeants are masters of psychological warfare and terror tactics. Their remit is to wield their Phobos Strike Team like a scalpel, slicing apart the tenuous strands of enemy morale until the foe’s forces are reduced to a nerveless and broken tangle.

Reiver Sergeant

Reiver Sergeants are masters of psychological warfare and terror tactics. Their remit is to wield their Phobos Strike Team like a scalpel, slicing apart the tenuous strands of enemy morale until the foe’s forces are reduced to a nerveless and broken tangle.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt carbine
Bolt carbine
4
2+
3/4
--
Special issue bolt pistol
Special issue bolt pistol
4
2+
3/4
Rng , AP1Rng , AP1-
Combat blade
Combat blade
5
2+
4/5
--
Fists
Fists
4
2+
3/4
--
ABILITIES UNIQUE ACTIONS
-
Guerrilla Warfare (1AP), Terror (0AP)
Strategise (1AP): You gain 1CP. This operative cannot perform this action while within of an enemy operative.
ABILITIES
-
UNIQUE ACTIONS
Guerrilla Warfare (1AP), Terror (0AP)
Strategise (1AP): You gain 1CP. This operative cannot perform this action while within of an enemy operative.
DATACARD-RELATED
ARTIFICER’S BLADE , REAPER ROUNDS , Grapnel Launcher , Grav-chute
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, REIVER, SERGEANT
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, REIVER, SERGEANT
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.

The REIVER keyword is used in the following Phobos Strike Team datacards:

GRAPNEL LAUNCHER [1EP]

REIVER operative only. The operative gains the following ability for the battle:

Grapnel Launcher:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels is counted as for that climb.
  • This operative does not need to be within of a physical and climbable part of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.
VANGUARD1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly PHOBOS STRIKE TEAM operative is activated, during that activation:
  • It can ignore the first distance of it travels for a climb, drop or traverse.
  • It automatically passes jump tests.
  • Add to its Movement characteristic.
  • It can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Acts of Faith
Keep a pool of Faith points. At the start of each Turning Point, if there are any friendly NOVITIATE operatives in the kill zone, you gain 3 Faith points. In addition, you gain one Faith point at the end of an activation, if any of the following apply:
  • During that activation, a friendly NOVITIATE operative with the Combat specialism incapacitated an enemy operative in a combat.
  • During that activation, a friendly NOVITIATE operative with the Marksman specialism incapacitated an enemy operative with a shooting attack.
  • During that activation, a friendly NOVITIATE operative with the Staunch specialism performed a mission action.
  • A friendly NOVITIATE operative with the Scout specialism was activated and finished that activation within of the enemy drop zone.
Faith points can be subtracted so that friendly NOVITIATE operatives can perform Acts of Faith listed below. Each Act of Faith will specify when it can be used, its effect and how many Faith points you must subtract from your total to use it. If you cannot subtract the required Faith points from your total, you cannot use that Act of Faith.

Unless otherwise specified, only one Act of Faith can be used during each activation (friendly or enemy). For example, a shooting attack is made against a friendly NOVITIATE operative. In the Roll Defence Dice step of that shooting attack, that operative’s controlling player decides to subtract 2 Faith points to use Divine Shield to retain one failed save as a successful normal save. No other Acts of Faith can then be performed during that activation (other than Faithful Blessing).

The Balance Dataslate: You cannot use Acts of Faith to change dice you’ve re-rolled.

ACTS OF FAITH
Act of FaithCost
Faithful Blessing: When a friendly NOVITIATE operative is fighting in combat or making a shooting attack, or a shooting attack is being made against it, in the Roll Attack Dice step (for the former) or the Roll Defence Dice step (for the latter) of that combat or shooting attack, re-roll one of your attack or defence dice respectively. This Act of Faith can be used more than once in each activation, and can be used with other Acts of Faith.1 Faith point
Guiding Light: When a friendly NOVITIATE operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, retain one of your failed hits as a successful normal hit.2 Faith points
Vengeful Strike: When a friendly NOVITIATE operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, retain one of your successful normal hits as a critical hit instead.3 Faith points
Divine Shield: When a shooting attack is made against a friendly NOVITIATE operative, in the Roll Defence Dice step of that shooting attack, retain one of your failed saves as a successful normal save.2 Faith points
Armour of Contempt: When a shooting attack is made against a friendly NOVITIATE operative, in the Roll Defence Dice step of that shooting attack, retain one of your successful normal saves as a critical save instead.2 Faith points
Emperor’s Protection: When a friendly NOVITIATE operative suffers a mortal wound, ignore that mortal wound. This Act of Faith can be used more than once in each activation.1 Faith point
Blessed Rejuvenation: When a friendly NOVITIATE operative is activated, it regains D3 lost wounds. This Act of Faith can be used a maximum of two times in each activation.2 Faith points
Blinding Aura: When an enemy operative performs a shooting attack, select one friendly NOVITIATE operative. Until the end of that activation, while that friendly operative is more than from that enemy operative:
  • That friendly operative is treated as being in Cover.
  • While that friendly operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
2 Faith points

The WARRIOR keyword is used in the following Phobos Strike Team datacards:

Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.

SMOKE GRENADE [3EP]

The operative can perform the following action during the battle:

SMOKE GRENADE1AP

Place the centre of one Smoke token on a point within of this operative. That token creates an area of smoke with a radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

SABOTEURS1AP

Incalculable damage can be done to the enemy’s strategic and logistical infrastructure with the application of a single, well-placed explosive by a Vanguard operative.

An operative can perform this action while within of one of your Saboteur tokens. Unless the operative is a SABOTEUR or MINELAYER operative, an operative cannot perform this action while within Engagement Range of an enemy operative. If this action is performed, remove that Saboteur token.

GUERRILLA WARFARE1AP

Every member of a Phobos Strike Team is highly trained in the arts of hit-and-run, guerilla-style warfare. They attack swiftly, fight with incredible coordination, then fade back into the shadows before retribution can find them.

Change this operative’s order. This operative cannot perform this action during the first Turning Point or while within of an enemy operative.

The INCURSOR keyword is used in the following Phobos Strike Team datacards:

Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.

The INFILTRATOR keyword is used in the following Phobos Strike Team datacards:

Omni-scrambler

These devices allow Primaris Infiltrators to corrupt enemy vox-networks. They choke off signals beneath a shroud of machine-spirit interference and spread tactical paralysis through the ranks of the foe.

Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, if any friendly operatives with this ability are in the killzone, you can use this ability instead. If you do so, select one enemy operative Visible to any friendly operative with this ability; in the following Firefight phase, that enemy operative is treated as having a Group Activation characteristic of 1, and cannot be activated or perform actions until one of the following is true:
  • A number of enemy operatives have been activated equal to the number of friendly operatives with this ability in the killzone at the start of the phase.
  • It is the last enemy operative to be activated.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
ELITE RECONNAISSANCE1CP
Tactical Ploy
Use this Tactical Ploy at the end of the Scouting step of the mission sequence. Select one of the following (if both players have this or a similar ability, the Defender resolves this ability first):
  • You can redeploy up to two friendly PHOBOS STRIKE TEAM operatives that are wholly within your drop zone as if it were the Set Up Operatives step of the mission sequence.
  • Select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection.
SHOCK AND AWE
Phobos Strike Team – Faction Tac Op 1
You can reveal this Tac Op in the Reveal Tac Ops step of any Turning Point.
  • At the end of any Turning Point, if friendly operatives control one or more objective markers that were controlled by enemy operatives at the start of the Turning Point, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
SABOTEURS
Phobos Strike Team – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Starting with your opponent, alternate placing one of your Saboteur tokens in the killzone until three have been placed. Each time a player places a Saboteur token, it must be touching a terrain feature, more than from the killzone edges, more than from your drop zone and each of your other Saboteur tokens, and it must not be on a Vantage Point.
  • If two or more of your Saboteur tokens are removed, you score 1VP.
  • If three of your Saboteur tokens are removed, you score 1VP.
Friendly operatives can perform the Saboteurs mission action.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
GUERRILLA TACTICS
Phobos Strike Team – Faction Tac Op 3
You can reveal this Tac Op in the Reveal Tac Ops step of any Turning Point.
  • At the end of any Turning Point, if more enemy operatives were incapacitated than friendly operatives during that Turning Point, and more than half of your operatives have a Conceal order, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
TRIANGULATE
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If two killzone edges are triangulated by friendly operatives, you score 1VP.
  • If three killzone edges are triangulated by friendly operatives, you score an additional 1VP.
Friendly operatives can perform the following mission action:

TRIANGULATE1AP

An operative can perform this action while within of a killzone edge that is not your own killzone edge and has not been triangulated by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by a friendly operative, that killzone edge has been triangulated by friendly operatives.
VANTAGE
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Vantage action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

VANTAGE2AP

An operative can perform this action while on a Vantage Point that is not within your drop zone and has not been secured by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by friendly operatives, that Vantage Point has been secured by friendly operatives.
SABOTAGE
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a terrain feature is sabotaged by friendly operatives, you score 1VP.
  • If any other terrain feature is sabotaged by friendly operatives, you score 1VP.
Friendly operatives can perform the following mission action:

SABOTAGE2AP

An operative can perform this action while within of a terrain feature that includes any parts with the Heavy trait that is wholly within or within of your opponent’s drop zone that has not been sabotaged by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by friendly operatives, that terrain feature has been sabotaged by friendly operatives.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.

GUERRILLA WARFARE1AP

Every member of a Phobos Strike Team is highly trained in the arts of hit-and-run, guerilla-style warfare. They attack swiftly, fight with incredible coordination, then fade back into the shadows before retribution can find them.

Change this operative’s order. This operative cannot perform this action during the first Turning Point or while within of an enemy operative.

3. EXOGHEIST SCRAMBLER [2EP]

INFILTRATOR operative only. The operative gains the following ability for the battle:

Exogheist Scrambler: For the purposes of this operative’s Omni-scrambler ability, if this operative is in the killzone:
  • An enemy operative does not have to be Visible to a friendly operative with the Omni-scrambler ability to be selected.
  • This operative counts as two operatives when determining the number of friendly operatives with the Omni-scrambler ability in the killzone at the start of the phase.

4. AERIAL TRACKING AUGUR [3EP]

INFILTRATOR COMMSMAN operative only. The operative gains the following ability for the battle:

Aerial Tracking Augur: Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice.

The INFILTRATOR keyword is used in the following Phobos Strike Team datacards:

Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.

The WARRIOR keyword is used in the following Phobos Strike Team datacards:

The LEADER keyword is used in the following Phobos Strike Team datacards:

The SERGEANT keyword is used in the following Phobos Strike Team datacards:

Multi-spectrum Array

Feeding directly into the autosenses of its bearer, the multi-spectrum array combines energistic augury with oracular vid-sweeps to reveal even cunningly concealed foes.

When determining if an intended target is in this operative’s Line of Sight:

1. ARTIFICER’S BLADE [3EP]

REIVER or INCURSOR operative only. Select a combat knife or combat blade the operative is equipped with. It gains the following improvements for the battle:
  • Add 1 to its Critical Damage characteristic.
  • It gains the Lethal 5+ special rule.

The INCURSOR keyword is used in the following Phobos Strike Team datacards:

TERROR0AP

Exposed to the counter-sensory barrage unleashed by Primaris Reivers, even the staunchest enemy is likely to back fearfully away, or fumble for weapons and wargear with shaking fingers.

Until the end of the Turning Point:
  • Each time an enemy operative would perform a mission action or the Pick Up action, if any friendly operatives that performed this action during this Turning Point are within of that enemy operative, one additional action point must be subtracted for that enemy operative to perform that action.
  • When determining control of an objective marker that any friendly operatives that performed this action during this Turning Point are within range of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.

6. REAPER ROUNDS [3EP]

REIVER operative only. Select a special issue bolt pistol the operative is equipped with. It gains the following improvements for the battle:
  • It gains the Silent special rule.
  • It gains the MW1 critical hit rule.

GRAV-CHUTE [2EP]

REIVER operative only. The operative gains the following ability for the battle:

Grav-chute:
  • During the mission sequence, after resolving your selected option in the Scouting step, if this operative is wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform a free Normal Move action with this operative. For that action, it has a Movement characteristic of 2 and can FLY.
  • Each time this operative moves off a Vantage Point, for that move, it can move as though it can FLY, so long as it does not move higher than that Vantage Point and ends that move lower than that Vantage Point.

The REIVER keyword is used in the following Phobos Strike Team datacards:

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