The Phobos Strike Team is a highly adaptable Space Marine faction specializing in stealth, disruption, and precision strikes, utilizing unique order-changing mechanics, enemy activation denial, and terrain-ignoring shooting to control the battlefield.
Core Abilities
Unusual Shooting
Faction Rule: Multi-Spectrum Array: INCURSOR operatives ignore obscuring when shooting.Operative: Auspice Scan: Enemy operatives not obscured, INCURSORS gain Seek Light.Operative: Remote detonator: Detonate ignores cover and obscuring.
Unusual Melee
Firefight Ploy: Stealth Assault: immediate second attack dice after first, before opponent
Super Conceal
Out of Order Movement
ASTARTES: operative can counteract with movement actionsOperative: Medic!: free Dash after preventing incapacitation
Activation Manipulation
Strategic Ploy: Omni-Scrambler: prevent enemy activation until operatives activated or last.Firefight Ploy: Patient Ambush: skip your activation when it's your turn.
APL Modifiers
INFILTRATOR HELIX ADEPT: Medic! subtracts 1 APL from operativesINCURSOR MINELAYER: Proximity Mine subtracts 1 APL from enemy
Bitter Demise
Operative: Medic!: Prevents incapacitation and restores D3 wounds.
Block Rerolls
Operative: INFILTRATOR VOXBREAKER: Voxbreak: cannot reroll attack or defence dice
Damage Reduction
Firefight Ploy: Transhuman Physiology: retain normal defense success as critical
Faction Rules
- OMNI-SCRAMBLER: Delays enemy activation until certain conditions are met.
- TERROR: Increases AP cost for enemy actions and reduces APL for marker control.
- ASTARTES: Allows two Shoot or Fight actions per activation with bolt weapon requirement.
- MULTI-SPECTRUM ARRAY: Enemy operatives cannot be obscured when shooting.
- GUERRILLA WARFARE: Change operative's order with 1AP action, not in enemy control range.
Strategic Ploys
- GUERRILLA WARFARE: Change operative's order with 1AP action.
- AND THEY SHALL KNOW NO FEAR: Ignore stat changes from being injured.
- DEADLY SHOTS: Gain Balanced on ranged weapons in certain conditions.
- LETHAL ASSAULTS: Gain Balanced and Lethal 5+ on melee weapons.
Firefight Ploys
- PATIENT AMBUSH: skip activation on your turn
- CRITICAL SHOT: inflict D3 extra damage on crit
- TRANSHUMAN PHYSIOLOGY: retain normal success as critical
- STEALTH ASSAULT: resolve extra attack dice after charge
Equipment
- PURITY SEALS: Discard one fail to retain a success when shooting, fighting, or retaliating.
- ADDITIONAL UTILITY GRENADES: Select four utility grenades; cannot select the normal equipment.
- COMBAT BLADES: Provides a melee weapon with 5 attacks, 3+ hit, and 3/4 damage.
- SPECIAL ISSUE AMMUNITION: Once per turning point, grants Piercing 1 to specified bolt carbines.
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Check the full faction rules for complete details.