Sneaky Scotties

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.

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

Operatives

1. Drumoec Cogdagger
Infiltrator Veteran
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Custom Bolt Carbine (*Custom)
4
3+
3/4
Fists
4
3+
3/4
Abilities
Astartes*CustomOmni-Scrambler

*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
PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VETERAN
2. Mariuvus Androssius
Reiver Sergeant
A 3
M 7"
S 3+
W 13/13
Weapons
ATK
HIT
DMG
Special Issue Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Combat Knife
5
3+
4/5
Abilities
AstartesGrav-Chute and Grapnel LauncherTactical AdvantageTerror

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.

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.

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.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, LEADER, REIVER, SERGEANT
3. Rammiutinos Avimedes
Infiltrator Commsman
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesComms ArrayOmni-ScramblerStrategic Oversight

Comms Array: 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 have used this turning point (it does not cost you any CP to do so).

Strategic Oversight: 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.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, COMMSMAN
4. Lazelial Vibantor
Incursor Marksman
A 3
M 7"
S 3+
W 12/12
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

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.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MARKSMAN
5. Leoderex Ventakios
Infiltrator Helix Adept
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesMedic!Omni-Scrambler1AP: Helix Gauntlet

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.

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.

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, MEDIC, INFILTRATOR, HELIX ADEPT
6. Ophaniel Lurex
Incursor Minelayer
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Occulus Bolt Carbine (Sat)
4
3+
3/4
Fists
4
3+
3/4
Abilities
AstartesHaywire MineMulti-Spectrum ArrayProximity Mine

Haywire Mine: 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 is removed with this operative).

Proximity Mine: 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 is not 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).

PHOBOS STRIKE TEAM, IMPERIUM, ADEPTUS ASTARTES, INCURSOR, MINELAYER

Equipment

Purity Seals

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.

Additional Utility Grenades

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).

Combat Blades

Friendly PHOBOS STRIKE TEAM operatives have the following melee weapon:

NameATKHITDMG
Combat Blade53+3/4
Special Issue Ammunition

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.

Ploys

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly PHOBOS STRIKE TEAM operatives from being injured (including their weapons' stats).

Deadly Shots
Strategy Ploy

Whenever a friendly PHOBOS STRIKE TEAM operative is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, or against an operative that is not 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 is not restricted from performing those actions after shooting.
Balanced: Can re-roll one Attack die.

Guerrila Warfare
Strategy Ploy

Friendly PHOBOS STRIKE TEAM 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.

Lethal Assaults
Strategy Ploy

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.
Balanced: Can re-roll one Attack die.

Critical Shot
Firefight Ploy

Use this firefight ploy when you resolve a critical success for a friendly PHOBOS STRIKE TEAM operative that is shooting with a bolt weapon. Inflict D3 additional damage.

Patient Ambush
Firefight Ploy

Use this firefight ploy when it is your turn to activate a friendly operative. You can skip that activation.

Stealth Assault
Firefight Ploy

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).

Transhuman Physiology
Firefight 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.

Tac Ops

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.