non-ClassifiedThis kill team is no longer Classified. It continues to receive rules updates for this edition. Its operatives can still be Requisitioned where the team rules allow it.
Classified format
Masters of stealth and subterfuge, Phobos Strike Teams consist of Space Marine Infiltrators, Incursors and Reivers. Possessed of transhuman strength and equipped with a range of explosives, communications equipment and precise weaponry, they are capable of outmanoeuvring and overwhelming enemy forces many times their own size.
Books
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| Book | Kind | Edition | Version | Last update |
Phobos Strike Team |
Phobos Strike Team | Faction | 3 | October ’26 | October 2026 |
| 3 | November ’25 | November 2025 |
Below you will find a list of the operatives that make up a PHOBOS STRIKE TEAM kill team, including, where relevant, any weapons specified for that operative.
Operatives
- 1 PHOBOS STRIKE TEAM operative selected from the following list:
- 5 PHOBOS STRIKE TEAM operatives selected from the following list:
Other than
WARRIOR operatives, your kill team can only include each operative on this list once.
Marker/Token Guide
Omniscrambler Token
Remote Detonator Token
Explosives Marker
Special Issue Ammunition Token
Tactical Advantage Token
Auspex Scan Token
Haywire Mine Marker
Medic Token
Vanguard Token
Purity Seals Token
Omni-Scrambler
Backpack-mounted omni-scramblers serve to disrupt enemy communications.
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
Firefight phase of this turning point, that enemy operative cannot be
activated or perform actions until one of the following is true:
- Your opponent has completed the activation of a number of enemy operatives equal to the number of friendly INFILTRATOR operatives in the killzone when this STRATEGIC GAMBIT was used.
- It’s the last enemy operative to be activated.
Terror
Dedicated terror troops, Space Marine Reivers utilise skull masks, shock grenades and vox-enhanced roars to terrify their victims.
Whenever an enemy operative is within 3" of friendly
REIVER operatives, your opponent must spend 1 additional AP for that enemy operative to perform the
Pick Up Marker and
mission actions.
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of friendly
REIVER operatives. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Astartes
These genetically modified superhumans are made for one purpose: war.
During each friendly
PHOBOS STRIKE TEAM operative’s
activation, it can perform either two
Shoot actions or two
Fight actions. If it’s 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.
Multi-Spectrum Array
Feeding into the auto-senses of the bearer’s armour, the multi-spectrum array’s powerful augurs help to reveal hidden foes.
Whenever a friendly
INCURSOR operative is
shooting, enemy operatives cannot be
obscured.
Phobos Strike Teams utilise stealth and ambush tactics to overwhelm their foes, striking when least expected.
Friendly
PHOBOS STRIKE TEAM operatives can perform the following unique action:
GUERRILLA WARFARE1AP
Change this operative’s
order.
An operative cannot perform this action while within control range of an enemy operative.
AND THEY SHALL KNOW NO FEAR
Space Marines possess superhuman courage and are utterly unflinching in the face of terrifying horrors and overwhelming odds.
You can ignore any changes to the stats of friendly PHOBOS STRIKE TEAM operatives from being injured (including their weapons’ stats).
Space Marines spend countless hours perfecting their marksmanship.
Whenever a friendly
PHOBOS STRIKE TEAM operative is
shooting during an
activation in which it hasn’t performed the
Charge,
Fall Back or
Reposition action, or against an operative that isn’t 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 isn’t restricted from performing those actions after shooting.
Space Marine warriors strike down their foes with incredible power and precision.
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.
A Phobos Strike Team may lay in wait for hours, days or even weeks before launching an assault upon an unsuspecting enemy.
Use this firefight ploy when it’s your turn to
activate a friendly operative. You can skip that activation.
A well-placed bolt round can fell even the most resilient of foes.
Use this firefight ploy when you resolve a critical success for a friendly
PHOBOS STRIKE TEAM operative that’s
shooting with a bolt weapon. Inflict D3 additional damage.
The genetically modified physiology of a Space Marine is capable of resisting wounds that would kill a lesser being.
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.
The silenced servos of Phobos-pattern power armour allow a Space Marine to strike swiftly and overwhelm a surprised foe.
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).
PURITY SEALS
Awarded by the Chapter’s Chaplains, purity seals are inscribed with blessings and inspire the bearer to fight with increased vigour.
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
Some Space Marines opt to carry additional smoke grenades, shock grenades and other forms of hand-held explosives.
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
These blades are tough, thick and possess a razor-sharp cutting edge.
Friendly
PHOBOS STRIKE TEAM operatives have the following melee weapon:
Combat blade
| NAME | ATK | HIT | DMG |
| Combat blade | 5 | 3+ | 3/4 |
SPECIAL ISSUE AMMUNITION
Space Marine bolt weapons can be loaded with a variety of special 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.
| NAME | ATK | HIT | DMG | WR |
| Marksman bolt carbine |
| | Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | Lethal 5+ |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Tactical Advantage: You can do each of the following once per battle:
- After rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
- You can use a firefight ploy for 0CP if this is the specified PHOBOS STRIKE TEAM operative (including Command Re-roll if the attack or defence dice was rolled for this operative), or the Patient Ambush firefight ploy for 0CP if this operative is ready and not within control range of enemy operatives.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, INFILTRATOR, SERGEANT
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Marksman bolt carbine |
| | Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | Lethal 5+ |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Strategic Oversight: In the
Ready step of each
Strategy phase, when you gain CP, if this operative is in the killzone and not within
control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 4+, you gain one additional CP.
Comms Array: Once per turning point, during a friendly
PHOBOS STRIKE TEAM operative’s
activation or
counteraction, before or after it performs an action, if this operative is in the killzone, you can change one strategy ploy you’ve used this turning point (it doesn’t cost you any CP to do so).
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, COMMSMAN
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Marksman bolt carbine |
| | Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | Lethal 5+ |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Medic!: The first time during each turning point that another friendly
PHOBOS STRIKE TEAM operative would be
incapacitated while
visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within
control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has D3 wounds remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free
Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next
activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a
Shoot action and this operative would be a primary or secondary target.
HELIX GAUNTLET1AP
Select one friendly PHOBOS STRIKE TEAM operative within this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
This operative cannot perform this action while within control range of an enemy operative.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, MEDIC, INFILTRATOR, HELIX ADEPT
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Marksman bolt carbine |
| | Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | Lethal 5+ |
| Remote detonator |
| | Remote detonator | 4 | 2+ | 5/6 | Heavy (Dash only), Limited 1, Piercing 1, Silent, Detonate* | Heavy (Dash only), Limited 1, Piercing 1, Silent, Detonate* |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Plant Explosives: This operative is carrying your Explosives marker. It can perform the
Pick Up Marker action on that marker, and whenever it performs the
Place Marker action on that marker, it can immediately perform a free
Dash action.
*Detonate: Don’t select a
valid target. Instead,
shoot against each operative within 2" of your Explosives marker, unless
Heavy terrain is wholly
intervening between that operative and that marker. Each of those operatives cannot be in
cover or
obscured. Roll each sequence separately in an order of your choice. This weapon cannot be selected if your Explosives marker isn’t in the killzone. At the end of the action, remove your Explosives marker from the killzone. In a killzone that uses the
close quarters rules (e.g.
Killzone: Tomb World), this weapon has the
Lethal 5+ weapon rule.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, SABOTEUR
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Custom bolt carbine |
| | Custom bolt carbine | 4 | 3+ | 3/4 | Custom* | Custom* |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
*Custom: At the end of the
Select Operatives step, if this operative is selected for deployment, select up to two of the following weapon rules for this weapon to have for the battle:
Balanced,
Lethal 5+,
Piercing Crits 1,
Rending,
Saturate.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VETERAN
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Marksman bolt carbine |
| | Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | Lethal 5+ |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Voxbreak: Whenever an enemy operative is within 6" of this operative, your opponent cannot re-roll their attack or
defence dice for that operative.
AUSPEX SCAN1AP
Until the start of this operative’s next
activation or until it’s
incapacitated (whichever comes first), whenever a friendly
PHOBOS STRIKE TEAM operative is
shooting an enemy operative within 8" of this operative, that enemy operative cannot be
obscured; if that friendly operative is an
INCURSOR, its ranged weapons also have the
Seek Light weapon rule.
This operative cannot perform this action while within control range of an enemy operative.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VOXBREAKER
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Marksman bolt carbine |
| | Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | Lethal 5+ |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Vanguard: Once per turning point, one friendly
PHOBOS STRIKE TEAM operative with this rule can perform the
Pick Up Marker or a
mission action for 1 less AP.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, WARRIOR
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Occulus bolt carbine |
| | Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | Saturate |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Tactical Advantage: You can do each of the following once per battle:
- After rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
- You can use a firefight ploy for 0CP if this is the specified PHOBOS STRIKE TEAM operative (including Command Re-roll if the attack or defence dice was rolled for this operative), or the Patient Ambush firefight ploy for 0CP if this operative is ready and not within control range of enemy operatives.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, INCURSOR, SERGEANT
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Stalker marksman bolt carbine |
| | Stalker marksman bolt carbine | 4 | 2+ | 3/4 | Lethal 5+, Piercing 1 | Lethal 5+, Piercing 1 |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Track Target: This operative can perform the
Guard action during its activation regardless of the killzone (see
close quarters rules, Kill Team Core Book). It can perform the
Guard action while it has a
Conceal order, but when you perform the free
Shoot or
Fight action during the interruption, you must change its order to
Engage.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MARKSMAN
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Occulus bolt carbine |
| | Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | Saturate |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Haywire Mine: This operative is carrying your Haywire Mine marker. It can perform the
Pick Up Marker action on that marker, but that marker cannot be placed within an enemy operative’s
control range (if this operative is
incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).
Proximity Mine: The first time your Haywire Mine marker is within another operative’s
control range, remove that marker, subtract 1 from that operative’s APL stat until the end of its next
activation, and inflict 2D3+3 damage on it; if it isn’t
incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MINELAYER
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Occulus bolt carbine |
| | Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | Saturate |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Vanguard: Once per turning point, one friendly
PHOBOS STRIKE TEAM operative with this rule can perform the
Pick Up Marker or a
mission action for 1 less AP.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, WARRIOR
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt carbine |
| | Bolt carbine | 4 | 3+ | 3/4 | Accurate 1 | Accurate 1 |
| Special issue bolt pistol |
| | Special issue bolt pistol | 4 | 3+ | 3/4 | Range 8", Piercing 1 | Range 8", Piercing 1 |
| Combat knife |
| | Combat knife | 5 | 3+ | 4/5 | - |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Grav-chute and Grapnel Launcher: Whenever this operative is
climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is
dropping, ignore the vertical distance.
Tactical Advantage: You can do each of the following once per battle:
- After rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
- You can use a firefight ploy for 0CP if this is the specified PHOBOS STRIKE TEAM operative (including Command Re-roll if the attack or defence dice was rolled for this operative), or the Patient Ambush firefight ploy for 0CP if this operative is ready and not within control range of enemy operatives.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, REIVER, SERGEANT
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt carbine |
| | Bolt carbine | 4 | 3+ | 3/4 | Accurate 1 | Accurate 1 |
| Special issue bolt pistol |
| | Special issue bolt pistol | 4 | 3+ | 3/4 | Range 8", Piercing 1 | Range 8", Piercing 1 |
| Combat knife |
| | Combat knife | 5 | 3+ | 4/5 | - |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Grav-chute and Grapnel Launcher: Whenever this operative is
climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is
dropping, ignore the vertical distance.
Vanguard: Once per turning point, one friendly
PHOBOS STRIKE TEAM operative with this rule can perform the
Pick Up Marker or a
mission action for 1 less AP.
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PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, REIVER, WARRIOR
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⌀32mm |