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Games Workshop Kill Team: Phobos Strike Team

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As always, these Shadow Operations missions can be stitched together into an atmospheric campaign to determine the fate of Moroch – and with it, that of the Imperium Nihilus itself. If you’re up against a Kill Team that relies heavily on Cover and being Obscured (if, for example, it has bad Save characteristics), the Incursors are really great for effectively removing Cover as a tool from your opponent’s tool box. Incursor Warrior (5 per Kill Team) For any exposed skin areas, use a flesh-tone paint like Cadian Fleshtone. Apply thin layers to achieve a realistic skin tone. Allow it to dry completely. Saboteurs for 1AP you can remove a Saboteur token. This is a mission action confusingly placed nowhere near the Tactical Op that uses it. I had to re-read it and the operative datasheets half a dozen times to figure out who it was supposed to go on. More or less the reverse of the above: If you haven’t performed any Shoot actions in an activation, you can Fight twice. Great for Reivers (and Incursors). Vanguard

Bolter Discipline is the Shoot twice with bolters ploy common to most marine teams, and more efficient in this team because everyone has bolters, including the sniper. As normal, you cannot double Shoot and Fight. This is where things get complicated. The Saboteur has one shot remote explosives, and these are a plant and run explosive where you place a marker within an inch, and when they go off affect everything within 3 inches. This can be fairly devastating, but you’ve got to get your operative in there, plant the explosives, get them out of there, and then detonate before the enemy move away. You can’t detonate as an Overwatch action, so this is where you Move, plant, dash and then the Commsman gets you to detonate as the 1AP action using their Comms Array action, or you do plant as the last activation of your turn next to a juicy already activated target, and then use Omni-Scrambler to prevent the target activating and moving away before you can detonate. One Step Ahead (1 CP) is used at the end of the Select a Kill Team step of the mission sequence after you reveal your teams. You can remove one of your operatives and swap them out for a different one on your Kill Team. This sounds great, but then think about what the alternative selections you have actually are and you aren’t likely to use it often.

Rare Equipment

Despite how frightening he sounds all on his own, the Incursor Marksman is one of a group of thoroughly deadly specialists. The Phobos Strike Team can include a range of Infiltrators, Incursors, and even throw in some Reivers – bringing medical gauntlets, remote explosives, and other gadgets to deal with any kind of enemy. Kill Team: Moroch comes with a lot of terrain – the carefully-designed Battlezone: Fronteris set , in fact – and with it, lots of mischief for your frontier-bound operatives. A number of the Fronteris terrain pieces include specific control areas, allowing your special agents to send an Emergency Transmission with the Vox-antenna, Outrun the Storm by sheltering in STC Hab-hunkers, and sneak in to Infiltrate The Landing Pad . First seen in the Kill Team: Rogue Trader boxed set, the Elucidian Starstiders are available separately for the first time. The set comprises a Rogue Trader, a Death Cult Executioner, a Rejuvenant Adept, a Lectro-Maester, a Voidmaster, four Voidsmen, and Canid. The Death Cult Executioner is more than a match for any other operative in melee, while you can lay down covering fire with your rotor cannon and Elucia Vhane’s esoteric weaponry. Gellerpox Infected

It includes Harbinger of Dread rules to strike fear into your foes, the new Warp Storm psychic disciple, 32 unique stratagems, special rules for six especially unpleasant Dread Houses, a suite of Crusade rules in which your own house follows the Eightfold Path of Damnation, and 10 datasheets to field a range of these big, angry mechs. This is the standard area damage frag grenade, like those available to many other kill teams. Good for hitting multiple low wound enemy operatives. Krak Grenade This versatile kit allows you to build miniatures that can be used as Phobos Strike Team operatives in games of Kill Team or fielded in games of Warhammer 40,000 as either Incursors or Infiltrators. The kit also includes a massive assortment of weapons, heads, and accessories to build specialists like the Voxbreaker, Saboteur, Helix Adept, and Marksman.For sale: one incredibly spacious Thatos Pattern Extended Hab Module, perfect for a young Necromundan family looking to upsize out in the fresh air and open skies of the ash wastes. This Extended Hab Module is larger than the ones found in the Necromunda: Ash Wastes set, but it’s fully modular and mixes perfectly with the other kit, giving your gangs more places to hide from inclement weather. Thatos Pattern Hab Module This is just a change in name, not function. Errata: Bypassing the Navis Endurant’s Breachwall Ability requires enemies on a vantage point to be more than 2” higher up During that activation, a friendly NOVITIATE operative with the Staunch specialism performed a mission action.

Elite Reconnaissance (1 CP) lets you redeploy two operatives and resolve an additional scouting choice (you can’t duplicate these). This lets you refuse flanks, and see your opponent’s deployment before changing how you want to set up. Not a really good option and you’ll need CP to spend elsewhere.This is also exclusive to Reivers, and it allows the wearer to move a free 2 circle/4 inches after deployment as if it can fly, and when it moves off a Vantage Point in the game, it can fly as long it lands at the same height or lower than the Vantage Point. Excellent Batman stuff. Smoke Grenade This scores you Victory Points when you control an objective that was previously controlled by the opponent. Great for Reiver teams! Saboteurs This is just the beginning of a new season of Kill Team – there’s loads more to come in the short and medium term. Elucidian Starstriders One of the unique things about the Phobos teams is that their operatives share a nubmer of actions and abilities they can do every turn. Some of these are specific to a squad type, i.e. Terror only shows up on Reivers, while others may show up on multiple operative types. Frag and Krak Grenades [2 / 3 EP] are the same as always, and Krak grenades give you availability of some much needed AP.

Strategise (1 AP) isn’t listed in the Abilities section but it shows up on each of the Leader operatives. You can use this as long as you aren’t within ■ of an enemy operative and you gain 1 CP. This is an incredibly good ability with a ton of utility. Among the Leader options for the Phobos Strike Team, the Infiltrator is definitely the “lead from the rear” type, with no real melee capability to speak of, but if you want to make the most of Omni-Scrambler for board control, bring this guy and 5 other Infiltrators. Infiltrator Warrior (5 per Kill Team) This is the standard single target damage armour-piercing krak grenade available to many other kill teams. Throwing Knife And if you’ve still got time for more Warhammer Hobby, we have three two-hour editions of Hang Out and Hobby coming to the Warhammer Twitch Channel. In addition to this already good profile, the Sergeant has the standard fare 3 Action Point Limit of all Space Marines, a 3+ Save and the Strategise Unique Action that allows him to spend and Action Point to gain a Command Point.

Wyrmblade

Killzone: Gallowdark, Terrain Rules – Wall trait – Change the 4th bullet point to read: ‘Distance cannot be measured over or through Wall terrain; you must measure around it using the shortest possible route (as shown in the diagram below). However, measure distances to areas of the killzone through walls (e.g. the centre of the killzone or drop zones, but not objective markers or tokens).’ The second piece here is also a nerf but at the same time, something that’s really just common-sense and needed to be implemented. Modifying dice after a re-roll is just an insane number of chances to get a result you want and it’s not fun for anyone. The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

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