Sicarian Kill-Clade: Theta-Phobos

Homebrew by cloneTrooper5555

SICARIAN KILL-CLADE: THETA-PHOBOS

Adeptus Mechanicus • Reconnaissance & Elimination Cell

Operating under absolute radio silence and cloaked behind layers of digital static, Kill-Clade: Theta-Phobos is a specialized cybernetic hunting pack deployed to dismantle enemy infrastructure from within. Operating under strict Recon protocols, this team does not fight a conventional war. Instead, they blind the enemy's sensors, jam their frequencies, and map the battlefield in total secrecy. By the time the opponent realizes their territory has been breached, the asymmetric trap has already sprung.

OPERATIONAL DOCTRINE (RECON)

  • Ghost Grid Navigation: The squad uses Circuitous Forwarding to sprint between cover elements without breaking their Conceal orders, completely denying the enemy any clean lines of sight.
  • Asymmetric Execution: Infiltrators identify isolated targets and blind them with static, allowing the hyper-fast Ruststalkers to launch high-accuracy charges that bypass terrain penalties entirely.
  • Data Extraction: True to their Recon nature, the clade prioritizes map dominance—flooding all four quarters of the battlefield to upload tactical map grids before the enemy can coordinate a counter-attack.
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Composition

SQUAD COMPOSITION

Theta-Phobos operates as a massive 10-model synchronized hunting clade, cleanly divided into two specialized mechanical sub-routines.

The Disruption Vanguard (5 Infiltrators)

The forward-deployed ghosts of the team. Emitting a constant, maddening aura of sensory white-noise (Neurostatic Interference), these stealth units creep into enemy territory completely undetected. Their job is to blind opposing shooters, secure critical mission data, and pin targets in place with high-rate flechette fire.

  • 1x Infiltrator Princeps (Leader / corvius NameType)
  • 4x Infiltrator Trackers (Warriors / corvius NameType)

The Sonic Reapers (5 Ruststalkers)

The executioners. Completely stripped of ranged weaponry to optimize mechanical speed, these spindly, elongated assassins sprint effortlessly through high-vertical ruins. Moving under the cover of the Infiltrators' jamming static, they use high-frequency vibrating blades to slice through elite armor and flesh on a molecular level.

  • 5x Ruststalker Assassins (Warriors / aesbaer NameType)
Common Abilities and Options

Optimized Optimizations:
This operative moves an extra 2 inches when climbing or dropping from terrain elements.

Infiltrator Princeps
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Stub Carbine
4
2+
3/3
Power Weapon (Lethal 5+)
4
2+
4/6
Abilities
Neurostatic Interference

Neurostatic Interference: Enemy models within 6 inchesof this leader subtract 1 from their Ballistic Skill and Weapon Skill characteristics.

Imperium, Adeptus Mechanicus, Sicarian, Infiltrators, Leader, Princeps
Infiltrator Tracker-01
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Flechette Blaster (Ceaseless)
5
3+
2/3
Taser Goad (Lethal 5+, Stun)
4
4+
3/4
Imperium, Adeptus Mechanicus, Sicarian, Infiltrator, Warrior
Infiltrator Tracker-02
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Flechette Blaster (Ceaseless)
5
3+
2/3
Taser Goad (Lethal 5+, Stun)
4
4+
3/4
Imperium, Adeptus Mechanicus, Sicarian, Infiltrator, Warrior
Infiltrator Tracker-03
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Flechette Blaster (Ceaseless)
5
3+
2/3
Taser Goad (Lethal 5+, Stun)
4
4+
3/4
Imperium, Adeptus Mechanicus, Sicarian, Infiltrator, Warrior
Infiltrator Tracker-04
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Flechette Blaster (Ceaseless)
5
3+
2/3
Taser Goad (Lethal 5+, Stun)
4
4+
3/4
Imperium, Adeptus Mechanicus, Sicarian, Infiltrator, Warrior
Rustwalker Assassin-01
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Transonic Blades (Rending)
5
3+
4/5
Abilities
Optimized Optimizations
Imperium, Adeptus Mechanicus, Sicarian, Rustwalker, Warrior
Rustwalker Assassin-02
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Transonic Blades (Rending)
5
3+
4/5
Abilities
Optimized Optimizations
Imperium, Adeptus Mechanicus, Sicarian, Rustwalker, Warrior
Rustwalker Assassin-03
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Transonic Blades (Rending)
5
3+
4/5
Abilities
Optimized Optimizations
Imperium, Adeptus Mechanicus, Sicarian, Rustwalker, Warrior
Rustwalker Assassin-04
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Transonic Blades (Rending)
5
3+
4/5
Abilities
Optimized Optimizations
Imperium, Adeptus Mechanicus, Sicarian, Rustwalker, Warrior
Rustwalker Assassin-05
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Transonic Blades (Rending)
5
3+
4/5
Abilities
Optimized Optimizations
Imperium, Adeptus Mechanicus, Sicarian, Rustwalker, Warrior
Equipment

Broad-Spectrum Data-Tether:
Tactical Relay: Once per Turning Point, when you use a Strategic Ploy, this leader can relay the signal to refund 1 spent Command Point (CP) on a roll of a 4+.


Sonic Reflector:
Passive Distorter: The radius of this operative's Neurostatic Interference passive aura is increased from 6 inches to 8 inches.


Servo-Claw Servo-Motor:
Cybernetic Legs: This operative increases its base Movement characteristic by 2 inches for the duration of the match.


Chordclaw Upgrade:
Extra Limbs: When this model fights in melee, you can make one bonus attack using the following profile: Attacks: 3 | To Hit: 3+ | Damage: 2/2 (WR: Relentless - Reroll any failed hits).


Ploys

Firefight - Neurostatic Blindness:
Use this Ploy in the Shooting phase when an enemy model selects a friendly Infiltrator operative as a target. If the enemy is further than 12 inches away, they cannot see through the static. The enemy must select a different valid target or waste the action.


Firefight - Sonic Overload:
Use this Ploy in the Firefight phase after a friendly Rustwalker strikes an enemy with a Transonic Blade critical hit. The enemy model is immediately blinded by the sonic vibrations and suffers a permanent -1 APL penalty for the rest of the battle.


Firefight - Grid-Scan Data Extraction:
Use this Ploy at the end of the Firefight phase if a friendly operative is currently holding a Recon objective marker in the enemy's territory. You instantly score 1 bonus Victory Point.


Strategic - Circuitous Forwarding:
Until the end of the Turning Point, friendly Sicarian operatives do not break their "Conceal" orders when they perform a Dash action, even if they move within an enemy's line of sight, provided they end the move behind cover.


Strategic - Omnissiah's Imperative:
Until the end of the Turning Point, each time a friendly Rustwalker operative performs a Charge action, it gains a free +1 to its Weapon Skill characteristics


Strategic - Accelerated Alacrity:
Until the end of the Turning Point, all friendly operatives ignore any movement penalties caused by traversing difficult terrain or climbing over obstacles.


TacOps
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.