Twin Companies of Phoenix
Common Abilities and Options
Astartes:
During this operative's activation, it can perform either 2 shoot actions or 2 fight actions.
If it is 2 shoot actions, an Astartes Shotgun, Bolt Pistol, or Boltgun must be selected for at least one of them.
This operative can counteract regardless of its order.
Forward Scouting:
At the end of the Set Up Operatives step, you can select and resolve up to six Forward Scouting options.
Each option has a number in brackets which is the maximum number of times you can select and resolve it for the battle.
For example, your five selections could be Reposition (2), Trip Alarm (1), Booby Trap (1) and Diversion (1).
If both players have this rule, alternate resolving selection by selection, starting with the player that has initiative.
BOOBY TRAP (1):
Place one of your Booby Trap markers more than 6" from your opponent's drop zone and more than 2" from other markers, access points, and Accessible terrain. The first time your Booby Trap marker is within an enemy operative's control range, remove that marker and inflict 2D3 damage on that operative. If it is not incapacitated, end its action (if any), even if that action's effects are not fulfilled. If it cannot be placed, move it the minimum amount to do so.
DESIGNATE TARGET (1):
Select one enemy operative to gain one of your Target tokens. Whenever a friendly SCOUT SQUAD operative is shooting against, fighting against, or retaliating against an enemy operative that has one of your Target tokens, you can re-roll once of your attack dice.
DEVISE PLAN (1):
You gain 1CP.
DIVERSION (1):
Once per battle STRATEGIC GAMBIT. Select one enemy operative within 6" of a killzone edge. Until the end of that operative's next activation, subtract 1 from its APL stat.
REDEPLOY (1):
Change the set up of one third of your operatives (Rounding up).
REPOSITION (2):
Perform a free reposition action with one friendly operative that is wholly within your drop zone. It must end that move wholly within 3" of your drop zone.
SPY (1):
APPROVED OPS ONLY. Your opponent must reveal their selected tac op.
TRIP ALARM (2):
Place one of your Trip Alarm markers more than 6" from your opponent's drop zone. During the first and second turning point, whenever a friendly Scout Squad operative is shooting an enemy that is within 2" of that marker, its range weapons have the Seek Weapon rule. In the ready step of the third Strategy phase, remove that marker.
TACTICAL MANOEUVRE (1):
Twice per battle STRATEGIC GAMBIT. Select one friendly operative. Until the end of that operative’s next activation, add 1 to its APL stat.
Guidance And Experience:
Once during each of this operative's activations, you can select one other friendly SCOUT SQUAD operative visible to it.
Until the end of that operative's next activation, add 1 to its APL stat.
Grapnel Assault:
Whenever this operative performs the Charge action during its activation, if it climbs, drops, jumps, or its base moves underneath Vantage terrain during that action, its melee weapons have the Lethal 3+ weapon rule until the end of that activation.
Grapnel Launcher:
Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative moves vertically).
Adaptive Equipment:
You can do one of each of the following once per turning point.
- One friendly SCOUT SQUAD WARRIOR can perform the Smoke Grenade action.
- One friendly SCOUT SQUAD WARRIOR can perform the Stun Grenade action.
The rules for these actions are found in universal equipment. Performing these actions using this rule does not count towards their action limits (i.e, if you select those grenades from equipment).
Operatives
1. Starlight Sergeant
A 3
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Boltgun | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
AstartesForward ScoutingGuidance And ExperienceNotes
As the primary Sergeant of the Kill Team, and the Sergeant representative of the Raven Guard successor in the lore, the model is lightly armoured and carries with them the colours of their Chapter.
The model is equipped with both a Boltgun, and Pistol/Sword combination both by having the Boltgun be slung over their shoulder. If built like this, declare which loadout you use before starting the match, and stick to it.
On the pictured model, the chainsword has been replaced with an actual sword to represent the lore better - but no changes to stats.
2. Sunlight Hunter
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Combat Blade | 4 | 3+ | 4/5 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
Grapnel AssaultGrapnel LauncherNotes
This particular model comes without a grappling hook. In order to match the rules of the Hunter, however, it was made to appear as an already-climbing knife maniac whose spear sticks out so aggressively it may be their chosen weapon - still on their back - when they dive to charge an enemy below them.
This is to signify the Hunter's "+3 Lethal" weapon rule upon a charge featuring acrobatics.
3. Starlight Sniper
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Sniper Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Hvy(Dash), Dev 3, Silent) | 4 | 2+ | 3/3 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
Camo Cloak1AP: OpticsNotes
A unit heavily fitting the lore and vibes of the Raven Guard. To signify the Sniper being a Sniper, more scopes were added, and a woodland camo for a woodland base adorns their otherwise dark suit, chosen black in honor of the chapter that was as this unit possibly exemplifies the Raven best.
4. Starlight Scout
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
1AP: Auspex Scan1AP: Track EnemyNotes
The 'Scout', Scout of Scouts, was modified to match the Scout class of Long War. This includes the Bolt Gun in question being a modified Eliminator weapon, trimmed to have the profile of a potential Marksman's Rifle, a middle ground between Assault Rifle and Sniper Rifle.
This is to bring in the fantasy of Long War's own Scout, a class born from a more mobile and aggressive Sniper. Believe it or not, the Scout in Long War is likely the most stealthiest of them all - yet keeping your Scout hidden is folly. Their ability to evade Overwatch fire is paramount, you want the enemy to see them run by.
The Auspex is added to the gun itself, integrated into its design. The camo of the Scout pictured is that of a paved road with yellow markings, to prove that many kinds of camo exists. Even ones suited for unorthodox urban warfare.
No changes in the rules despite using a 'different' weapon model.
5. Sunlight Gunner
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Heavy Bolter | |||
| Focused (Hvy(Dash), PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping (Hvy(Dash), PrcCrit1, Tor 1") | 4 | 3+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Notes
Akin to how the Raven Guard's Starlight half is better with subterfuge and stealth, the Salamander Sunlight half excels in shock and awe, fire and bullets. The Sabotaging half of a Scout's mission. Thus, the Heavy Gunner in both forms with their weapons match them well.
The Gunner of the Heavy focuses on his heavy bolter much akin to the Gunner of the Long War, who themselves originated from the vanilla Heavy class - back then wielding both LMG and Rocket Launcher. Uniquely, the Gunner of Long War wields no pistol, unlike the Kill Team equivalent.
Slow, heavy, lots of bullets. The Gunner in the picture has been given a Salamander-like dark Green in honor of the chapter that was, as this unit possibly best represents the Dragon that was. Notably, a silver sheen on metal pieces was added for visual player interest.
6. Sunlight Rocketeer
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Missile Launcher | |||
| Frag (Hvy(Dash), Blast 2") | 4 | 3+ | 3/5 |
| Krak (Hvy(Dash), Prc1) | 4 | 3+ | 5/7 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Notes
The Rocketeer carries a big gun and little else; while the bright orange with stylish silver is optional for recreations intended to lean on stealth, it does add a layer of flair and 'danger' to the Rocketeer.
The Rocketeer exists in Long War as one half of the split Heavy class, where the XCOM Rocketeer half can notably equip rifles - this is not an option in Kill Team, and so the Rocketeer here only has a Pistol and their Fists in order to respect the game's rules.
7. Starlight Engineer
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
Adaptive EquipmentNotes
Whilst the Scout Kill Team has no dedicated utility item expert, it's still fun to make one that looks like them. It has been a recurring element that the Engineer, above all Warriors whether by circumstance or convenience, has most often been the one to throw grenades during play. In Long War, the Engineer is the class specialised in all utility items; most relevant to most player being grenades, both offensive and defensive grenades. And while everyone can bring a grenade in that game, only the Engineer can bring three and make them all dance.
The Engineer leans on the Adaptive Equipment element of the Warriors, but changes no rules despite their lore.
8. Sunlight Assault
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
Adaptive EquipmentNotes
Modelled after the idea of the Assault of Long War as well as vanilla Enemy Unknown. The Assault prefers a Shotgun, the skills to make it useful, and the courage to run into its range of use, though it can be made to hold a rifle for those so inclined. There is not much more to say, for all else is deafened by the blast of such a weapon. Ideally at close range, where in Long War its crit chance increases with proximity.
9. Sunlight Medic
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Combat Blade | 4 | 3+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
Adaptive EquipmentNotes
There is no actual "medic" in a Scout Squad's Kill Team; all wounds lost are permanently lost. But the idea of one is still one that completes the circle and adds in a final Long War class to the team. In that sense, the model pictured is the black sheep of the family. The one class that cannot translate well. But that is fine.
The Medic was given a shotgun slung over its back and a pistol/blade combination in its hands. Neither of these weapons are ideal for the XCOM Medic, but they are highly prized for Scout Warriors. The choice made should be declared before the match begins. The pistol on the pictured model is specifically an Apothecary Biologis', chosen due to the emblem. No changes in the rules should be made to adapt this additional lore and change in the model.
But it could be fun for a more homebrew, narrative and unofficial game to have a Medic Scout.
10. Starlight Trooper
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
| Boltgun | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
Adaptive EquipmentNotes
The Trooper carries both a Shotgun and a Boltgun, but can only use one during the match, declared before it starts. Given both to signify the Trooper class' roots in the Assault of Enemy Unknown; both weapons can be used with good proficiency. Although the Rifle may be a better choice in Long War. Native to the Long War Trooper is the ability to shoot twice if you do not move; this is reflected in the Astartes Training Firefight Ploy, and has been further reflected on the model by giving them Primaris arms and bolter, rather than a Scout's.
11. Sunlight Sergeant
A 3
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
| Boltgun | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
AstartesForward ScoutingGuidance And ExperienceNotes
While the shotgun is in his hands, the boltgun is slung on the shoulder. This is to allow for both loadouts to be a viable pick, should this be desired. Can be run together with the other Sergeant IF you turn one of them into a mere Warrior with equivalent gear.
The character is painted more ostentatious and 'cleanly' than the Hunter in order to signify them as a higher rank.
12. Starlight Hunter
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Combat Blade | 4 | 3+ | 4/5 |
| Eq: Combat Blade | 3 | 3+ | 4/5 |
Abilities
Grapnel AssaultGrapnel LauncherNotes
While the other Hunter isn't nearly as bloody and mad as the original one, a knife throwing arm still signifies the intent of ... unorthodox combat. The model is equipped with a bolt pistol in a holster, but the model also has no less than seven knives; five holstered around the model, two in each hand. It is entirely possible the true ranged attacks, while following a Bolt Pistol's profile, is actually just knife throws.
This little twinge of madness is what marks them as a Hunter, and the slightly less ostentatious painting marks them as a lower rank compared to the Sergeant of the same scheme.
Equipment
Camo Cloak
Whenever an operative is shooting a friendly SCOUT SQUAD operative (excluding SNIPER), if you can retain any cover saves, you can retain one additional cover save.
This is not cumulative with improved cover saves from vantage terrain.
Combat Blades
Friendly SCOUT SQUAD operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version.
|Name|ATK|HIT|DMG| |Combat Blade|3|3+|4/5|
Heavy Weapon Bipod
Whenever a friendly SCOUT SQUAD HEAVY GUNNER operative is shooting with a heavy bolter or missile launcher, if it has not moved during the activation, or if it is a counteraction, that weapon has the Ceaseless rule; if the weapon already has that weapon rule it has the Relentless weapon rule. Note that operative is not restricted from moving after shooting.<hr/> Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Relentless: Can re-roll any or all Attack dice
Targeting Oculars
Up to twice per turning point, when a friendly SCOUT SQUAD operative is performing the Shoot action and you are selecting a valid target, you can use this rule. If you do, until the end of that action, its ranged weapons have the Lethal 5+ and Saturate weapon rules.<hr/> Saturate: The defender cannot retain Cover saves.
Ploys
Adaptable Training
Strategy PloyYou can change the order of up to D3 friendly SCOUT SQUAD operatives that are more than 4" from enemy operatives.
Ambush
Strategy PloyWhenever a friendly SCOUT SQUAD operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it was not visible to enemy operatives at the start of that activation:
- Its weapons have the Balanced weapon rule.
- If the target is expended, its weapons have the Ceaseless weapon rule instead.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Balanced: Can re-roll one Attack die.
Guerilla Engagement
Strategy PloyWhenever an enemy operative is shooting a friendly SCOUT SQUAD operative, if that friendly operative is in cover and more than 6" from enemy operatives it is visible to, you can re- roll one of your defence dice.
Stealth Relocation
Strategy PloyUp to D3 friendly SCOUT SQUAD operatives that have a Conceal order and are more than 4" from enemy operatives can immediately perform a free Dash action. You cannot use this ploy during the first turning point.
Astartes Training
Firefight PloyUse this firefight ploy during a friendly SCOUT SQUAD operative’s activation. Until the end of that activation, that operative can do one of the following:
- Perform two Fight actions.
- Perform two Shoot actions if an Astartes shotgun, bolt pistol or boltgun is selected for at least one of them.
- Perform two Shoot actions with a heavy bolter, missile launcher or sniper rifle, but 1 additional AP must be spent for the second action.
Covert Position
Firefight PloyUse this firefight ploy during a friendly SCOUT SQUAD operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Emboldened Aspirant
Firefight PloyUse this firefight ploy when a friendly SCOUT SQUAD operative performs the Fight or Shoot action. If it is the first friendly operative to perform either of those actions during this turning point, or if the enemy operative in that action (Primary target, if relevant) has a higher Wounds stat than that friendly Scout Squad operative, you can retain one of your normal successes as a critical success instead.
Raw Physiology
Firefight PloyUse this firefight ploy during a friendly SCOUT SQUAD operative's activation. Until the start of its next activation, add 1" to its Move stat and you can ignore any changes to that operative's stats from being injured (including its weapons' stats).
Tac Ops
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.