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Phobos

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0% found this document useful (0 votes)
16 views

Phobos

Uploaded by

synzugames
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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30/10/24, 14:58 Phobos - Print Roster | KTDash.

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PHOBOS (PHOBOS STRIKE TEAM)


https://ktdash.app/roster.php?rid=pZpMU7Ng

RALDINDAL HELLSHIELD Infiltrator Sergeant


⊕Marksman Bolt Carbine, ⚔Fists

ONAFIEL PELLANTOS Infiltrator Veteran


⊕Custom Bolt Carbine, ⚔Fists
Custom - Lethal 5+, Custom - Piercing Crits 1

PHODRAKK TARUIL Infiltrator Helix Adept


⊕Marksman Bolt Carbine, ⚔Fists

LAZASTON TRISMECTUS Infiltrator Commsman


⊕Marksman Bolt Carbine, ⚔Fists

CASSIOSIAS SICAKUS Infiltrator Saboteur


⊕Marksman Bolt Carbine, ⊕Remote Detonator, ⚔Fists

STADIEL FENNIAPHIS Infiltrator Voxbreaker


⊕Marksman Bolt Carbine, ⚔Fists

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RALDINDAL HELLSHIELD Infiltrator Sergeant PHODRAKK TARUIL Infiltrator Helix Adept

W: W:
PHOBOS STRIKE TEAM , IMPERIUM, ADEPTUS ASTARTES, LEADER, INFILTRATOR, SERGEANT PHOBOS STRIKE TEAM , IMPERIUM, ADEPTUS ASTARTES, MEDIC, INFILTRATOR, HELIX ADEPT
MOV APL SAV WND MOV APL SAV WND
7" 3 3+ 13 7" 3 3+ 12

WEAPONS ATK HIT DMG WEAPONS ATK HIT DMG

⊕Marksman Bolt Carbine (Lethal 5+) 4 3+ 3/4 ⊕Marksman Bolt Carbine (Lethal 5+) 4 3+ 3/4
⚔Fists 4 3+ 3/4 ⚔Fists 4 3+ 3/4
ABILITIES ABILITIES

Astartes: During each friendly PHOBOS STRIKE TEAM Your opponent has activated a number of enemy Astartes: During each friendly PHOBOS STRIKE TEAM operative visible to a friendly INFILTRATOR operative, or
operative's activation, it can perform either two Shoot actions operatives equal to the number of friendly INFILTRATOR operative's activation, it can perform either two Shoot actions within 6" of a friendly VOXBREAKER operative. In the
or two Fight actions. If it is two Shoot actions, a bolt weapon operatives in the killzone when this STRATEGIC or two Fight actions. If it is two Shoot actions, a bolt weapon following Firefight phase, that enemy operative cannot be
must be selected for at least one of them. A bolt weapon is GAMBIT was used. must be selected for at least one of them. A bolt weapon is activated or perform actions until one of the following is
any ranged weapon that includes 'bolt' in its name, e.g. It is the last enemy operative to be activated. any ranged weapon that includes 'bolt' in its name, e.g. true:
marksman bolt carbine, special issue bolt pistol, etc. Tactical Advantage: You can do each of the following marksman bolt carbine, special issue bolt pistol, etc. Your opponent has activated a number of enemy
Each friendly PHOBOS STRIKE TEAM operative can once per battle: Each friendly PHOBOS STRIKE TEAM operative can operatives equal to the number of friendly INFILTRATOR
counteract regardless of its order. When rolling-off to decide initiative, if this operative is counteract regardless of its order. operatives in the killzone when this STRATEGIC
Omni-Scrambler: STRATEGIC GAMBIT if a friendly in the killzone, you can re-roll your dice. Medic!: (See Abilities below) GAMBIT was used.
INFILTRATOR operative is in the killzone. Select one enemy You can use a firefight ploy for 0CP if this is the Omni-Scrambler: STRATEGIC GAMBIT if a friendly It is the last enemy operative to be activated.
operative visible to a friendly INFILTRATOR operative, or specified PHOBOS STRIKE TEAM operative (including INFILTRATOR operative is in the killzone. Select one enemy
within 6" of a friendly VOXBREAKER operative. In the Command Re-roll if the attack or defence dice was UNIQUE ACTIONS
following Firefight phase, that enemy operative cannot be rolled for this operative), or the Patient Ambush Helix Gauntlet (1 AP): Select one friendly PHOBOS STRIKE TEAM operative within this operative's control range to regain
activated or perform actions until one of the following is firefight ploy for 0CP if this operative is ready and not up to 1D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
true: within control range of enemy operatives. This operative cannot perform this action while within control range of an enemy operative.

ONAFIEL PELLANTOS Infiltrator Veteran LAZASTON TRISMECTUS Infiltrator Commsman

W:
W:
PHOBOS STRIKE TEAM , IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, COMMSMAN
PHOBOS STRIKE TEAM , IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VETERAN
MOV APL SAV WND
MOV APL SAV WND
7" 3 3+ 12
7" 3 3+ 12

WEAPONS ATK HIT DMG


WEAPONS ATK HIT DMG
⊕Marksman Bolt Carbine (Lethal 5+) 4 3+ 3/4
⊕Custom Bolt Carbine (*Custom) 4 3+ 3/4
⚔Fists 4 3+ 3/4
⚔Fists 4 3+ 3/4
ABILITIES
ABILITIES
Astartes: During each friendly PHOBOS STRIKE TEAM operative visible to a friendly INFILTRATOR operative, or
Astartes: During each friendly PHOBOS STRIKE TEAM Rending
operative's activation, it can perform either two Shoot actions within 6" of a friendly VOXBREAKER operative. In the
operative's activation, it can perform either two Shoot actions Saturate
or two Fight actions. If it is two Shoot actions, a bolt weapon following Firefight phase, that enemy operative cannot be
or two Fight actions. If it is two Shoot actions, a bolt weapon Omni-Scrambler: STRATEGIC GAMBIT if a friendly
must be selected for at least one of them. A bolt weapon is activated or perform actions until one of the following is
must be selected for at least one of them. A bolt weapon is INFILTRATOR operative is in the killzone. Select one enemy
any ranged weapon that includes 'bolt' in its name, e.g. true:
any ranged weapon that includes 'bolt' in its name, e.g. operative visible to a friendly INFILTRATOR operative, or
marksman bolt carbine, special issue bolt pistol, etc. Your opponent has activated a number of enemy
marksman bolt carbine, special issue bolt pistol, etc. within 6" of a friendly VOXBREAKER operative. In the
Each friendly PHOBOS STRIKE TEAM operative can operatives equal to the number of friendly INFILTRATOR
Each friendly PHOBOS STRIKE TEAM operative can following Firefight phase, that enemy operative cannot be
counteract regardless of its order. operatives in the killzone when this STRATEGIC
counteract regardless of its order. activated or perform actions until one of the following is
Comms Array: Once per turning point, during a friendly GAMBIT was used.
*Custom: At the end of the Select Operatives step, if this true:
PHOBOS STRIKE TEAM operative's activation or It is the last enemy operative to be activated.
operative is selected for deployment, select up to two of the Your opponent has activated a number of enemy
counteraction, before or after it performs an action, if this Strategic Oversight: In the Ready step of each Strategy
following weapon rules for this weapon to have for the operatives equal to the number of friendly INFILTRATOR
operative is in the killzone, you can change one strategy ploy phase, when you gain CP, if this operative is in the killzone
battle: operatives in the killzone when this STRATEGIC
you have used this turning point (it does not cost you any CP and not within control range of enemy operatives, you can use
Balanced GAMBIT was used.
to do so). this rule. If you do, roll one D6: on a 4+, you gain one
Lethal 5+ It is the last enemy operative to be activated.
Omni-Scrambler: STRATEGIC GAMBIT if a friendly additional CP.
Piercing Crits 1
INFILTRATOR operative is in the killzone. Select one enemy
EQUIPMENT

Custom - Lethal 5+ : Infiltrator Veteran Custom - Piercing Crits 1 : Infiltrator Veteran


Custom Bolt Carbine gains the Lethal 5+ weapon rule. Custom Bolt Carbine gains the Piercing Crits 1 weapon rule.

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CASSIOSIAS SICAKUS Infiltrator Saboteur STADIEL FENNIAPHIS Infiltrator Voxbreaker

W: W:
PHOBOS STRIKE TEAM , IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, SABOTEUR PHOBOS STRIKE TEAM , IMPERIUM, ADEPTUS ASTARTES, INFILTRATOR, VOXBREAKER
MOV APL SAV WND MOV APL SAV WND
7" 3 3+ 12 7" 3 3+ 12

WEAPONS ATK HIT DMG WEAPONS ATK HIT DMG

⊕Marksman Bolt Carbine (Lethal 5+) 4 3+ 3/4 ⊕Marksman Bolt Carbine (Lethal 5+) 4 3+ 3/4
⊕Remote Detonator (Hvy (DashOnly), Lim1, Prc1, Sil, *Detonate) 4 2+ 5/6 ⚔Fists 4 3+ 3/4
⚔Fists 4 3+ 3/4 ABILITIES
ABILITIES Astartes: During each friendly PHOBOS STRIKE TEAM following Firefight phase, that enemy operative cannot be
Astartes: During each friendly PHOBOS STRIKE TEAM Omni-Scrambler: STRATEGIC GAMBIT if a friendly operative's activation, it can perform either two Shoot actions activated or perform actions until one of the following is
operative's activation, it can perform either two Shoot actions INFILTRATOR operative is in the killzone. Select one enemy or two Fight actions. If it is two Shoot actions, a bolt weapon true:
or two Fight actions. If it is two Shoot actions, a bolt weapon operative visible to a friendly INFILTRATOR operative, or must be selected for at least one of them. A bolt weapon is Your opponent has activated a number of enemy
must be selected for at least one of them. A bolt weapon is within 6" of a friendly VOXBREAKER operative. In the any ranged weapon that includes 'bolt' in its name, e.g. operatives equal to the number of friendly INFILTRATOR
any ranged weapon that includes 'bolt' in its name, e.g. following Firefight phase, that enemy operative cannot be marksman bolt carbine, special issue bolt pistol, etc. operatives in the killzone when this STRATEGIC
marksman bolt carbine, special issue bolt pistol, etc. activated or perform actions until one of the following is Each friendly PHOBOS STRIKE TEAM operative can GAMBIT was used.
Each friendly PHOBOS STRIKE TEAM operative can true: counteract regardless of its order. It is the last enemy operative to be activated.
counteract regardless of its order. Your opponent has activated a number of enemy Omni-Scrambler: STRATEGIC GAMBIT if a friendly Voxbreak: Whenever an enemy operative is within 6" of
*Detonate: Don’t select a valid target. Instead, shoot operatives equal to the number of friendly INFILTRATOR INFILTRATOR operative is in the killzone. Select one enemy this operative, your opponent cannot re-roll their attack or
against each operative within 2" of your Explosives marker, operatives in the killzone when this STRATEGIC operative visible to a friendly INFILTRATOR operative, or defence dice for that operative.
unless Heavy terrain is wholly intervening between that GAMBIT was used. within 6" of a friendly VOXBREAKER operative. In the
operative and that marker. Each of those operatives cannot be It is the last enemy operative to be activated. UNIQUE ACTIONS
in cover or obscured. Roll each sequence separately in an Auspex Scan (1 AP): (See Unique Actions below)
Plant Explosives: This operative is carrying your
order of your choice. This weapon cannot be selected if your
Explosives marker is not in the killzone. At the end of the Explosives marker. It can perform the Pick Up Marker action
action, remove your Explosives marker from the killzone. on that marker, and whenever it performs the Place Marker
action on that marker, it can immediately perform a free Dash
action.

ABILITIES
MEDIC!: That friendly operative can then 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
The first time during each turning point that another friendly PHOBOS STRIKE TEAM operative would be removed from the killzone
during that friendly operative’s activation, that activation ends.
as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is
You cannot use this rule if this operative is incapacitated.
within control range of an enemy operative. If you do, that friendly operative is not incapacitated and has 1D3 wounds remaining.

UNIQUE ACTIONS
AUSPEX SCAN (1 AP):
Until the start of this operative's next activation or until it is incapacitated (whichever comes first), whenever a friendly PHOBOS
STRIKE TEAM operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured; if that
friendly operative is an INCURSOR, its ranged weapons also have the Seek Light weapon rule.
This operative cannot perform this action while within control range of an enemy operative.

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STRATEGY PLOYS FIREFIGHT PLOYS


AND THEY SHALL KNOW NO FEAR (1 CP): CRITICAL SHOT (1 CP):
You can ignore any changes to the stats of friendly PHOBOS STRIKE TEAM operatives from being injured (including their weapons' Use this firefight ploy when you resolve a critical success for a friendly PHOBOS STRIKE TEAM operative that is shooting with a bolt
stats). weapon. Inflict D3 additional damage.

DEADLY SHOTS (1 CP): PATIENT AMBUSH (1 CP):


Whenever a friendly PHOBOS STRIKE TEAM operative is shooting during an activation in which it has not performed the Charge, Fall Use this firefight ploy when it is your turn to activate a friendly operative. You can skip that activation.
Back or Reposition action, or against an operative that is not in cover, that friendly operative's ranged weapons have the Balanced
weapon rule.
STEALTH ASSAULT (1 CP):
Note that for the first requirement, that operative is not restricted from performing those actions after shooting.
Balanced: Can re-roll one Attack die. 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
GUERRILA WARFARE (1 CP): actions during this activation (but can do so after resolving this ploy).
Friendly PHOBOS STRIKE TEAM operatives can perform the following unique action:
Guerrila Warfare (1 AP): Change this operative’s order.
TRANSHUMAN PHYSIOLOGY (1 CP):
An operative cannot perform this action while within control range of an enemy operative.
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.
LETHAL ASSAULTS (1 CP):
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.

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