Raven Guard Phobos Strike Team

Homebrew by 47cent

The Raven Guard Phobos Strike Team is a stealth-focused Space Marine Kill Team faction made up of elite Vanguard specialists.

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Composition

A Phobos Strike Team consists of 6 operatives chosen from Eliminators, Apothecary, Librarian and Infiltrator.

Common Abilities and Options

Astartes:
During each friendly PHOBOS STRIKE TEAM operative's activation, it can perform either two Shoot actions or two Fight actions. If it is 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 following Firefight phase, 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 is the last enemy operative to be activated.

*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

Custom - Balanced:
Custom Bolt Carbine gains the Balanced weapon rule.

Custom - Lethal 5+:
Custom Bolt Carbine gains the Lethal 5+ weapon rule.

Custom - Piercing Crits 1:
Custom Bolt Carbine gains the Piercing Crits 1 weapon rule.

Custom - Rending:
Custom Bolt Carbine gains the Rending weapon rule.

Custom - Saturate:
Custom Bolt Carbine gains the Saturate weapon rule.

Infiltrator Sergeant
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesOmni-ScramblerTactical Advantage

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

  • When 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.
32PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, INFILTRATOR, SERGEANT
Infiltrator Veteran
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Custom Bolt Carbine (*Custom)
4
3+
3/4
Fists
4
3+
3/4
Abilities
*CustomAstartesOmni-Scrambler
Options
Custom - BalancedCustom - Lethal 5+Custom - Piercing Crits 1Custom - RendingCustom - Saturate
32PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VETERAN
Infiltrator Veteran
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Custom Bolt Carbine (*Custom)
4
3+
3/4
Fists
4
3+
3/4
Abilities
*CustomAstartesOmni-Scrambler
Options
Custom - BalancedCustom - Lethal 5+Custom - Piercing Crits 1Custom - RendingCustom - Saturate
32PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VETERAN
Incursor Marksman
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Stalker Marksman Bolt Carbine (Lethal 5+, Prc1)
4
2+
3/4
Fists
4
3+
3/4
Abilities
AstartesMulti-Spectrum ArrayTrack Target

Multi-Spectrum Array: Whenever a friendly INCURSOR operative is shooting, enemy operatives cannot be obscured.

Track Target: 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.

32PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MARKSMAN
Infiltrator Helix Adept
A 3
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes1AP: Helix GauntletMedic!Omni-Scrambler

Helix Gauntlet (1AP): Select one friendly PHOBOS STRIKE TEAM operative within this operative's control range to regain up to 1D3+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.

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 is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action.

After that action, that friendly operative can immediately perform a free Dash action, but must end that move with 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 is a Shoot action and this operative would be a primary or secondary target.

32PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, MEDIC, INFILTRATOR, HELIX ADEPT
Phobos Librarian
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Shadow Rend (PSYCHIC, Blast 2", Sev)
4
3+
3/5
Scavenger's Gaze (PSYCHIC, Rng 6", Sat, Seek Light, Stun, Tor 2")
5
2+
2/2
Runic Sword (PSYCHIC, Shock)
5
3+
4/6
Abilities
1AP: Call the StormCast the RunesElemental StormHunting Astartes

Call the Storm (1AP): PSYCHIC. Remove your Storm marker from the killzone (if any), then place it in the killzone.

PSYCHIC. Alternatively, instead of resolving the above effect, select one friendly WOLF SCOUT operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), whenever that friendly operative is wholly within your STORM and more than 3" from the active operative, it’s obscured.

This operative cannot perform this action while within control range of an enemy operative.

Cast the Runes: After selecting this operative, before the battle, roll three D6 and put them to one side. For each result of 1-4, you can use the Command Re-roll firefight ploy for OCP once during the turning point that matches the result. If one or more results are 5-6, you gain 1CP. For example, if you roll 2, 2 and 5, you gain 1CP and twice during the second turning point you can use Command Re-roll for 0CP

Elemental Storm: STRATEGIC GAMBIT. Remove your Storm marker from the killzone (if any), then place it in the killzone. Whenever an operative is wholly within 6" horizontally of your Storm marker, it’s wholly within your STORM.

Each friendly WOLF SCOUT operative can perform the Charge action while it has a Conceal order if it ends that action within your STORM.

Hunting Astartes: During each friendly WOLF SCOUT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions:

  • 1 additional AP must be spent for the second action if both actions are using a plasma gun or plasma pistol.
  • You cannot select two PSYCHIC ranged weapons.

Each friendly WOLF SCOUT operative can counteract regardless of its order. Whenever it does so wholly within your STORM, you can change its order first, or change its order instead of performing an action (for the latter, still treat it as having counteracted this turning point).

32IMPERIUM, ADEPTUS ASTARTES, PSYKER
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.