Phobos Strike Team - Kill Team Rules

Faction Rules

Astartes

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.

Omni-Scrambler

**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 Firefight phase of this turning point, 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

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.

Multi-Spectrum Array

Whenever a friendly **INCURSOR** operative is shooting, enemy operatives cannot be obscured.

Operatives

Infiltrator Sergeant

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, INFILTRATOR, SERGEANT

Tactical Advantage. You can do each of the following once per battle: - After 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.

Infiltrator Commsman

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, COMMSMAN

Strategic Oversight. In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and isn't 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).

Infiltrator Helix Adept

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, MEDIC, INFILTRATOR, HELIX ADEPT

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 Gauntlet. 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.

Infiltrator Saboteur

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, SABOTEUR

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. In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), this weapon has the Lethal 5+ weapon rule.

Infiltrator Veteran

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VETERAN

*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.

Infiltrator Voxbreaker

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VOXBREAKER

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 Scan. 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.

Infiltrator Warrior

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, WARRIOR

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.

Incursor Sergeant

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, INCURSOR, SERGEANT

Tactical Advantage. You can do each of the following once per battle: - After 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.

Incursor Marksman

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MARKSMAN

Track Target. This operative can perform the **Guard** action during its activation 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.

Incursor Minelayer

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MINELAYER

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).

Incursor Warrior

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, WARRIOR

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.

Reiver Sergeant

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, REIVER, SERGEANT

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: - After 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.

Reiver Warrior

APL 3 · Move 7" · Save 3+ · Wounds 12

Keywords: PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, REIVER, WARRIOR

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.

Strategy Ploys

Guerrilla Warfare

Friendly **PHOBOS STRIKE TEAM** operatives can perform the following unique action: **Guerrilla Warfare 1AP:** 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

You can ignore any changes to the stats of friendly **PHOBOS STRIKE TEAM** operatives from being injured (including their weapons' stats).

Deadly Shots

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 and is more than 6" from it, 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

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

Use this firefight ploy when it's your turn to activate a friendly operative. You can skip that activation.

Critical Shot

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

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

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).

Equipment

Purity Seals

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

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

Friendly **PHOBOS STRIKE TEAM** operatives have the following melee weapon:

Special Issue 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.