Below you will find a list of the operatives that make up a PHOBOS STRIKE TEAM kill team, including, where relevant, any weapons specified for that operative.
1 PHOBOS STRIKE TEAM operative selected from the following list:
5 PHOBOS STRIKE TEAM operatives selected from the following list:
Other than WARRIOR operatives, your kill team can only include each operative on this list once.
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
You can do each of the following once per battle:
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
You can do each of the following once per battle:
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and not 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.
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).
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and not 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.
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).
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
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 then 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.
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.
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
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 then 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.
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.
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Remote detonator | 4 | 2+ | 5/6 | Limited 1, Heavy (Dash only), Piercing 1, Silent, Detonate* | |
| Limited 1, Heavy (Dash only), Piercing 1, Silent, Detonate* | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
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.
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Remote detonator | 4 | 2+ | 5/6 | Limited 1, Heavy (Dash only), Piercing 1, Silent, Detonate* | |
| Limited 1, Heavy (Dash only), Piercing 1, Silent, Detonate* | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
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.
| Nom | A | T | D | Règles | |
| Custom bolt carbine | 4 | 3+ | 3/4 | Custom* | |
| Custom* | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
| Nom | A | T | D | Règles | |
| Custom bolt carbine | 4 | 3+ | 3/4 | Custom* | |
| Custom* | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
Whenever an enemy operative is within 6" of this operative, your opponent cannot re-roll their attack or defence dice for that operative.
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.
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
Whenever an enemy operative is within 6" of this operative, your opponent cannot re-roll their attack or defence dice for that operative.
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.
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
| Nom | A | T | D | Règles | |
| Marksman bolt carbine | 4 | 3+ | 3/4 | Lethal 5+ | |
| Lethal 5+ | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
| Nom | A | T | D | Règles | |
| Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | |
| Saturate | |||||
| Fists | 4 | 3+ | 3/4 | ||
You can do each of the following once per battle:
| Nom | A | T | D | Règles | |
| Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | |
| Saturate | |||||
| Fists | 4 | 3+ | 3/4 | ||
You can do each of the following once per battle:
| Nom | A | T | D | Règles | |
| Stalker marksman bolt carbine | 4 | 2+ | 3/4 | Lethal 5+, Piercing 1 | |
| Lethal 5+, Piercing 1 | |||||
| Fists | 4 | 3+ | 3/4 | ||
This operative can perform the Guard action (see close quarters rules, Kill Team Core Book) in any killzone. 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.
| Nom | A | T | D | Règles | |
| Stalker marksman bolt carbine | 4 | 2+ | 3/4 | Lethal 5+, Piercing 1 | |
| Lethal 5+, Piercing 1 | |||||
| Fists | 4 | 3+ | 3/4 | ||
This operative can perform the Guard action (see close quarters rules, Kill Team Core Book) in any killzone. 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.
| Nom | A | T | D | Règles | |
| Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | |
| Saturate | |||||
| Fists | 4 | 3+ | 3/4 | ||
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).
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).
| Nom | A | T | D | Règles | |
| Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | |
| Saturate | |||||
| Fists | 4 | 3+ | 3/4 | ||
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).
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).
| Nom | A | T | D | Règles | |
| Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | |
| Saturate | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
| Nom | A | T | D | Règles | |
| Occulus bolt carbine | 4 | 3+ | 3/4 | Saturate | |
| Saturate | |||||
| Fists | 4 | 3+ | 3/4 | ||
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.
| Nom | A | T | D | Règles | |
| Bolt carbine | 4 | 3+ | 3/4 | Accurate 1 | |
| Accurate 1 | |||||
| Special issue bolt pistol | 4 | 3+ | 3/4 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Combat knife | 5 | 3+ | 4/5 | ||
| Fists | 4 | 3+ | 3/4 | ||
You can do each of the following once per battle:
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.
| Nom | A | T | D | Règles | |
| Bolt carbine | 4 | 3+ | 3/4 | Accurate 1 | |
| Accurate 1 | |||||
| Special issue bolt pistol | 4 | 3+ | 3/4 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Combat knife | 5 | 3+ | 4/5 | ||
| Fists | 4 | 3+ | 3/4 | ||
You can do each of the following once per battle:
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.
| Nom | A | T | D | Règles | |
| Bolt carbine | 4 | 3+ | 3/4 | Accurate 1 | |
| Accurate 1 | |||||
| Special issue bolt pistol | 4 | 3+ | 3/4 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Combat knife | 5 | 3+ | 4/5 | ||
| Fists | 4 | 3+ | 3/4 | ||
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.
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.
| Nom | A | T | D | Règles | |
| Bolt carbine | 4 | 3+ | 3/4 | Accurate 1 | |
| Accurate 1 | |||||
| Special issue bolt pistol | 4 | 3+ | 3/4 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Combat knife | 5 | 3+ | 4/5 | ||
| Fists | 4 | 3+ | 3/4 | ||
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.
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.
Whenever a friendly INCURSOR operative is shooting, enemy operatives cannot be obscured.
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.
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.
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 following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:
Friendly PHOBOS STRIKE TEAM operatives can perform the following unique action:
Change this operative’s order.
An operative cannot perform this action while within control range of an enemy operative.
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.
You can ignore any changes to the stats of friendly PHOBOS STRIKE TEAM operatives from being injured (including their weapons’ stats).
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.
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).
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.
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.
Use this firefight ploy when it’s your turn to activate a friendly operative. You can skip that activation.
The following equipment options are available to PHOBOS STRIKE TEAM kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.
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.
Friendly PHOBOS STRIKE TEAM operatives have the following melee weapon:
| Nom | A | CC | D | |
|---|---|---|---|---|
| Combat blade | 5 | 3+ | 3/4 |
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).
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.