Meet the Phobos Strike Team - 6 elite Space Marine operatives who dominate with tactical flexibility! These tough warriors (3+ save, 12-13 wounds) can double-shoot with bolt weapons or double-fight, adapting to any threat. Infiltrators deny enemy activations, Incursors ignore obscuring, and Reivers terrify foes with AP penalties. Use Guerrilla Warfare to flip orders and control the battlefield - this team outsmarts and outguns the opposition!
Core Abilities
Faction Rules
- Omni-Scrambler: Delay enemy activation until certain conditions are met.
- Terror: Increase AP cost for actions and reduce enemy APL near Reivers.
- Astartes: Perform two SHOOT or FIGHT actions per activation, with bolt weapon requirement.
- Multi-Spectrum Array: Enemy operatives cannot be obscured when Incursors shoot.
- Guerrilla Warfare: Change operative's order when not in enemy control range.
Strategic Ploys
- Guerrilla Warfare: Change operative's order with conditions
- And They Shall Know No Fear: Ignore stat changes from being injured
- Lethal Assaults: Melee weapons gain Balanced and Lethal 5+ on Charge
- Deadly Shots: Ranged weapons gain Balanced with restrictions
Firefight Ploys
- Patient Ambush: Skip an operative's activation
- Critical Shot: Inflict D3 extra damage on critical hit
- Stealth Assault: Resolve extra attack dice after charge
- Transhuman Physiology: Retain normal success as critical success
Equipment
- Purity Seals: Discard one fail to retain another as success when shooting, fighting, or retaliating
- Additional Utility Grenades: Select four utility grenades from utility grenades equipment
- Special Issue Ammunition: Once per turning point, give bolt carbines Piercing 1 when shooting
- Combat Blades: Adds Combat Blade melee weapon with 5 attacks, 3+ hit, 3/4 damage