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
Unusual Shooting
Voxbreaker: Auspex Scan: enemy not obscured, Incursors gain Seek LightMulti-Spectrum Array: Incursors ignore obscuring when shooting
Unusual Melee
Firefight Ploy: Stealth Assault: resolve another attack dice before opponent.
Super Conceal
Out of Order Movement
Infiltrator Helix Adept: Medic!: grants free Dash after preventing incapacitation
Activation Manipulation
Rule Name: Omni-Scrambler: prevent enemy activation until conditions metFirefight Ploy: Patient Ambush: skip your activation when it's your turn
APL Modifiers
Infiltrator Helix Adept: -1 APL to friendly operatives from Medic! rule.Incursor Minelayer: Haywire Mine -1 APL to enemy operative.Terror: -1 APL to enemies for marker control near Reiver operatives.
Bitter Demise
Operative: Medic!: prevents friendly operative from being incapacitated
Block Rerolls
Operative: Voxbreak: enemy within 6" cannot reroll attack or defence dice.
Damage Reduction
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
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