Phobos Strike Team

InfiltrationRecon
KILL GRADE [6]
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What to Know

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

No rules commentary available for this faction yet.