Phobos Strike Team

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

BookKindEditionVersionLast update
  Phobos Strike Team
  Phobos Strike TeamFaction31.0March 2025
Archetype: Infiltration / Recon

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 weapons specified for that operative.

Operatives


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

Faction Rules

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 following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:
  • Your opponent has activated a number of enemy operatives equal to the number of friendly INFILTRATOR operatives in the killzone when this STRATEGIC GAMBIT was used.
  • It’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.

Strategy Ploys

GUERRILLA WARFARE

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).
DEADLY SHOTS

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, 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.
LETHAL ASSAULTS

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.

Firefight Ploys

PATIENT AMBUSH

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.
CRITICAL SHOT

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.
TRANSHUMAN PHYSIOLOGY

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.
STEALTH ASSAULT

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).

Faction Equipment

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.

Datacards


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
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:
  • When 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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, INFILTRATOR, SERGEANT
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
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).
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, COMMSMAN
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, MEDIC, INFILTRATOR, HELIX ADEPT
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, SABOTEUR
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VETERAN
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VOXBREAKER
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, WARRIOR
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
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:
  • When 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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, INCURSOR, SERGEANT
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Stalker marksman bolt carbine
Stalker marksman bolt carbine
4
2+
3/4
Lethal 5+, Piercing 1Lethal 5+, Piercing 1
Fists
Fists
4
3+
3/4
-
Track Target: This operative can perform the Guard action 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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MARKSMAN
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Occulus bolt carbine
Occulus bolt carbine
4
3+
3/4
SaturateSaturate
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).
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MINELAYER
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Occulus bolt carbine
Occulus bolt carbine
4
3+
3/4
SaturateSaturate
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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, WARRIOR
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Bolt carbine
Bolt carbine
4
3+
3/4
Accurate 1Accurate 1
Special issue bolt pistol
Special issue bolt pistol
4
3+
3/4
Range 8", Piercing 1Range 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:
  • When 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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, REIVER, SERGEANT
⌀32mm


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.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Bolt carbine
Bolt carbine
4
3+
3/4
Accurate 1Accurate 1
Special issue bolt pistol
Special issue bolt pistol
4
3+
3/4
Range 8", Piercing 1Range 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.
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, REIVER, WARRIOR
⌀32mm

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

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 or parts of the active operative’s miniature 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 and parts 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.

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

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.

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

Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Balanced
You can re-roll one of your attack dice.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Engage: The operative can perform actions as normal and can counteract.
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 or parts of the active operative’s miniature 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 and parts 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.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
UTILITY GRENADES

From neuro-suppressant psybombs to smoke-belching chemical charges, grenades of this sort can suppress the enemy and be the difference between life and death.

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE 1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

STUN GRENADE 1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
PATIENT AMBUSH

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.

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

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

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

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Saturate
The defender cannot retain cover saves.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

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

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

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Dropping
Operatives drop down when they move off terrain or after they’ve jumped. Ignore 2" of vertical distance that they drop during each action. This means a vertical drop of 2" or less is ignored. If they drop multiple times during an action, only 2" total is ignored, not 2" from each drop.

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

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