Astartes Strike Team
Composition
An ASTARTES STRIKE TEAM Kill Team is composed of:
- 1 ASTARTES STRIKE TEAM operative selected from the following list:
- SPACE MARINE CAPTAIN
- SPACE MARINE APOTHECARY
- REIVER LIEUTENANT
- STERNGUARD VETERAN SERGEANT
- ELIMINATOR SERGEANT
- INFILTRATOR SERGEANT
- INCURSOR SERGEANT
- REIVER SERGEANT with one of the following options:
- Special issue bolt pistol; combat knife
- Bolt carbine; fists
- ASSAULT INTERCESSOR SERGEANT with one option from each of the following:
- Hand flamer or heavy bolt pistol
- Chainsword, power fist, power weapon or thunder hammer
- Or the following option:
- Plasma pistol; chainsword
- INTERCESSOR SERGEANT with one option from each of the following:
- Auto bolt rifle, bolt rifle or stalker bolt rifle
- Chainsword, fists, power fist, power weapon or thunder hammer
- 5 ANGEL OF DEATH operatives selected from the following list:
- ASSAULT INTERCESSOR GRENADIER
- ASSAULT INTERCESSOR WARRIOR
- ELIMINATOR SNIPER*
- HEAVY INTERCESSOR GUNNER*
- Heavy bolter; fists
- Multi-melta; fists
- INTERCESSOR GUNNER with one of the following options:
- Auxiliary grenade launcher; auto bolt rifle; fists
- Auxiliary grenade launcher; bolt rifle; fists
- Auxiliary grenade launcher; stalker bolt rifle; fists
- Plasma incinerator; bolt pistol; fists
- Pyreblaster; bolt pistol; fists
- INTERCESSOR WARRIOR with one of the following options:
- Auto bolt rifle; fists
- Bolt rifle; fists
- Stalker bolt rifle; fists
Other than WARRIOR operatives, your kill team can only include each operative on this list once.
*You cannot select more than one of these operatives combined.
Common Abilities and Options
Astartes:
During each friendly ASTARTES STRIKE TEAM operative's activation, it can perform either two Shoot actions or two Fight actions. If it's a Bolt Sniper Rifle, Las Fusil, Multi-Melta, Plasma Incinerator, Pyreblaster, Heavy Bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
Each friendly ASTARTES STRIKE TEAM operative can counteract regardless of its order.
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 ASTARTES STRIKE TEAM operative (including Command Re-roll if the attack or defence dice was rolled for this operative).
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 is not a change to the APL stat, so any changes are cumulative with this.
Camo Cloak:
Whenever an operative is shooting this operative, ignore the Saturate weapon rule.
Optics (1AP):
Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.
This operative cannot perform this action while within control range of an enemy operative.
Stealthy:
Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.
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.
Multi-Spectrum Array:
Whenever a friendly INCURSOR operative is shooting, enemy operatives cannot be obscured.
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.
Doctrine Warfare:
You can do each of the following once per battle:
- Whenever you would use the Combat Doctrine strategy ploy and then select Assault, if this operative is in the killzone, it costs you 0CP.
- Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this operative is in the killzone, it costs you 0CP.
Vanguard:
Once per turning point, one friendly ASTARTES STRIKE TEAM operative with this rule can perform the Pick Up Marker or a mission action for 1 less AP.
Space Marine Captain
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Power Fist (Brutal) | 5 | 3+ | 5/7 |
Abilities
AstartesHeroic LeaderIron HaloSpace Marine Apothecary
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Absolver Bolt Pistol (Rng 9", PrcCrit1) | 4 | 3+ | 4/5 |
| Reductor Pistol (Rng 1", Prc2) | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesMedic!1AP: NartheciumReiver Lieutenant
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Master-Crafted Special Issue Bolt Pistol (Rng 8", Lethal 5+, Prc1) | 4 | 3+ | 3/4 |
| Combat Knife | 5 | 3+ | 4/5 |
Abilities
AstartesHeadhunterTactical AdvantageTerrorSternguard Veteran Sergeant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combi-Melta | |||
| Bolter (Tor 1") | 4 | 3+ | 3/4 |
| Melta (Rng 6", Dev4, Lim1, Prc2) | 4 | 3+ | 6/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesRelic of the ChapterEliminator Sergeant
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Instigator Bolt Carbine | |||
| Heavy (Hvy(Dash), PrcCrit1, Silent) | 4 | 2+ | 3/4 |
| Mobile (PrcCrit1, Silent) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesCamo Cloak1AP: OpticsStealthyTactical AdvantageInfiltrator 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 AdvantageIncursor Sergeant
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Occulus Bolt Carbine (Sat) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesMulti-Spectrum ArrayTactical AdvantageReiver Sergeant
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Carbine (Acc1) | 4 | 3+ | 3/4 |
| Special Issue Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Combat Knife | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesGrav-Chute and Grapnel LauncherTactical AdvantageTerrorAssault Intercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor 1") | 4 | 2+ | 3/3 |
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Chainsword | 5 | 3+ | 3/4 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Thunder Hammer (Shock, Stun) | 5 | 4+ | 5/6 |
Abilities
AstartesDoctrine WarfareIntercessor Sergeant
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Power Fist (Brutal) | 5 | 4+ | 5/7 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
| Thunder Hammer (Shock, Stun) | 5 | 4+ | 5/6 |
Abilities
AstartesDoctrine WarfareEliminator Sniper
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bolt Sniper Rifle | |||
| Executioner (Hvy(Dash), Sat, Seek Light, Silent) | 4 | 2+ | 3/4 |
| Hyperfrag (Blast 1", Hvy(Dash), Silent) | 4 | 2+ | 2/4 |
| Mortis (Dev3, Hvy(Dash), Prc1, Silent) | 4 | 2+ | 3/3 |
| Las Fusil (Dev3, Hvy, Prc2) | 4 | 2+ | 4/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesCamo Cloak1AP: OpticsStealthyInfiltrator Warrior
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
AstartesOmni-ScramblerVanguardIncursor Warrior
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Occulus Bolt Carbine (Sat) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesMulti-Spectrum ArrayVanguardReiver Warrior
A 3
M 7"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Carbine (Acc1) | 4 | 3+ | 3/4 |
| Special Issue Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Combat Knife | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesGrav-Chute and Grapnel LauncherTerrorVanguardAssault Intercessor Grenadier
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 3/4 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
AstartesGrenadierAssault Intercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolt Pistol (Rng 8", PrcCrit1) | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 3/4 |
Abilities
AstartesHeavy Intercessor Gunner
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Focused (PrcCrit1) | 5 | 3+ | 4/5 |
| Profile (PrcCrit1, Tor 1") | 4 | 3+ | 4/5 |
| Multi-Melta (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesIntercessor Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Auxiliary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Plasma Incinerator | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 3+ | 5/6 |
| Pyreblaster | |||
| Standard (Rng 8", Sat, Tor 2") | 5 | 2+ | 3/3 |
| Deluge (Rng 4", Sat, Seek Light) | 4 | 2+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesIntercessor Warrior
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto Bolt Rifle (Tor 1") | 4 | 3+ | 3/4 |
| Bolt Rifle (PrcCrit1) | 4 | 3+ | 3/4 |
| Stalker Bolt Rifle | |||
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit1) | 4 | 3+ | 3/5 |
| Mobile | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesChapter Reliquaries
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.
Combat Blades
Friendly ASTARTES STRIKE TEAM operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Blade | 5 | 3+ | 3/4 |
Purity Seals
Once per turning point, when a friendly ASTARTES 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.
Melta Bomb
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Melta Bomb | 4 | 3+ | 5/3 | Rng 3", Dev3, Hvy(Repos), Lim1, Prc2 |
Auspex
Once per turning point, when a friendly ASTARTES STRIKE TEAM operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.
Tilting Shields
Once per turning point, when a friendly ASTARTES STRIKE TEAM operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Adjust Doctrine
Use this firefight ploy during a friendly ASTARTES STRIKE TEAM operative's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.
Firefight: Shock Assault
Use this firefight ploy when a friendly ASTARTES STRIKE TEAM operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
Firefight: Transhuman Physiology
Use this firefight ploy when an operative is shooting a friendly ASTARTES STRIKE TEAM operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Wrath Of Vengeance
Use this firefight ploy when a friendly ASTARTES STRIKE TEAM operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Strategy Ploys
Strategy: And They Shall Know No Fear
You can ignore any changes to the stats of friendly ASTARTES STRIKE TEAM operatives from being injured.
Strategy: Combat Doctrine
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ASTARTES STRIKE TEAM operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
- Devastator Doctrine: Shooting an operative more than 6" from it.
- Tactical Doctrine: Shooting an operative within 6" of it.
- Assault Doctrine: Fighting or retaliating.
Balanced: Can re-roll one Attack die.
Strategy: Guerrila Warfare
Friendly PHOBOS operatives can perform the following unique action:
Guerrila Warfare (1 AP): Change this operative’s order.
An operative cannot perform this action while within control range of an enemy operative.
Strategy: Indomitus
Whenever an operative is shooting a friendly ASTARTES STRIKE TEAM operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
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 Dominate tokens.
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.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Chapter Reliquaries:
You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly operative has an Engage order.
Combat Blades:
Friendly ASTARTES STRIKE TEAM operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Blade | 5 | 3+ | 3/4 |
Purity Seals:
Once per turning point, when a friendly ASTARTES 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.
Melta Bomb:
| Name | ATK | HIT | DMG | WR |
|--------|--------|--------|--------|--------|
| Melta Bomb | 4 | 3+ | 5/3 | Rng 3", Dev3, Hvy(Repos), Lim1, Prc2 |
Auspex:
Once per turning point, when a friendly ASTARTES STRIKE TEAM operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.
Tilting Shields:
Once per turning point, when a friendly ASTARTES STRIKE TEAM operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
Ploys
Firefight - Adjust Doctrine:
Use this firefight ploy during a friendly ASTARTES STRIKE TEAM operative's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this turning point, change the COMBAT DOCTRINE you selected.
Firefight - Shock Assault:
Use this firefight ploy when a friendly ASTARTES STRIKE TEAM operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:
Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly ASTARTES STRIKE TEAM operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Wrath Of Vengeance:
Use this firefight ploy when a friendly ASTARTES STRIKE TEAM operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.
Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly ASTARTES STRIKE TEAM operatives from being injured.
Strategic - Combat Doctrine:
Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ASTARTES STRIKE TEAM operative is x, its weapons have the Balanced weapon rule. X is the COMBAT DOCTRINE you selected.
- Devastator Doctrine: Shooting an operative more than 6" from it.
- Tactical Doctrine: Shooting an operative within 6" of it.
- Assault Doctrine: Fighting or retaliating.
Balanced: Can re-roll one Attack die.
Strategic - Guerrila Warfare:
Friendly PHOBOS operatives can perform the following unique action:
Guerrila Warfare (1 AP): Change this operative’s order.
An operative cannot perform this action while within control range of an enemy operative.
Strategic - Indomitus:
Whenever an operative is shooting a friendly ASTARTES STRIKE TEAM operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
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 Dominate tokens.
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.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.