Captain in Phobos Armour

(Unit)
Type:

model

Category:

Character

Categories:

Character, Infantry, Imperium, Captain, Phobos, Faction: Adeptus Astartes, Leader, Explosives

EntryId:

a976-7cd5-9657-d91a

Costs: 75 pts

Constraints:

max(self): 6
max(self): 0
max(force): 3
Options (3)
Enhancements:
Assault Brethren Enhancements:
Champions of Fenris Enhancements:
Devastator Brethren Enhancements:
Encarmine Speartip Enhancements:
Fist of the God-Emperor Enhancements:
Gauntlet Task Force Enhancements:
Gravis Linebreaker Force Enhancements:
Gravis Siege Force Enhancements:
Inner Circle Task Force Enhancements:
Phobos Shadow Force Enhancements:
Phobos Shock Force Enhancements:
Saga of the Beastslayer Enhancements:
Tactical Brethren Enhancements:
Tacticus Attack Force Enhancements:
Tacticus Firestorm Force Enhancements:
Terminator Storm Force Enhancements:
Wrath of the Doomed Enhancements:
Rules (8)
Leader
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Infiltrators
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
Stealth
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the **benefit of cover** against that attack (13.08).
Combat Doctrines
At the start of your Command phase, you can select one Combat Doctrine listed below. If you do, that Combat Doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command Phase


Assault Doctrine
When this unit is selected to make an Advance move, that Advance move does not prevent this unit from being eligible to declare a charge. 


Devastator Doctrine
This unit's ranged attacks have [ASSAULT]


Tactical Doctrine
When this unit is selected to make a Fall-back move, that Fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge. 


Unless otherwise stated. 
- You can only select each Combat Doctrine once per battle
- Only one Combat Doctrine can be active for each unit. If a rule make a Combat Doctrine active for a unit, any Combat Doctrine previously active for that unit is no longer active for that unit. 

Templar Vows
If your Army Faction is **^^Adeptus Astartes^^**, at the start of the first battle round, select one of the following Vows to be active for **^^Adeptus Astartes^^** units from your army. While a Vow is active for your army, that unit has the associated ability below. 

**Abhor the Witch, Destroy the Witch**
■ Each time this unit declares a charge, if one or more targets of that charge have the **^^Psyker^^** keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the **[PRECISION]** ability while targeting **^^Psyker^^** units. 

**Accept Any Challenge, No Matter the Odds**
■ Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the wound roll

**Suffer Not the Unclean to Live**
■ This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the nearest enemy unit. 

**Uphold the Honour of the Emperor**
If this unit has the **^^Infantry^^** keyword:
■ At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's level of control over that objective marker is greater than yours at the end of the phase. 
■ If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.
Transhuman Strategist
At the start of the battle round, if a model with this ability is your WARLORD, gain 1 CP
Deep Strike
Each time this unit makes an **ingress move** (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
Scouts 6"
This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: 
- If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone. 
- If that unit is wholly within your deployment zone, it can make a **scout move**. 
- If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** can make a **scout move**.

Profiles:

Abilities
Tactical Fluidity:

(Once per battle round, per unit):  ▪ In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6".  ▪ Or: At the end of your opponent's Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6".

Leader:

This model can be attached to the following units: ELIMINATOR SQUAD, INCURSOR SQUAD, INFILTRATOR SQUAD, REIVER SQUAD, SCOUT SQUAD, SPECTRUS KILL TEAM, WOLF SCOUTS

Strategic Acumen:

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase.

Unit MTSvWLDOCInSvBase
Captain in Phobos Armour

8"

5

3+

5

6+

1

4+

40mm

Modifiers:

append name (Battle-hardened)
and
16+ selections of Experience Points in self (recursive)
30- selections of Experience Points in self (recursive)
append name (Battle-ready)
and
5- selections of Experience Points in self (recursive)
1+ forces of Crusade Force in roster (recursive)
append name (Blooded)
and
6+ selections of Experience Points in self (recursive)
15- selections of Experience Points in self (recursive)
append name (Heroic)
and
31+ selections of Experience Points in self (recursive)
50- selections of Experience Points in self (recursive)
append name (Legendary)
51+ selections of Experience Points in self (recursive)
increment max Crusade: Battle Honours(self) 1
1+ selections of Warrior of Legend in self (recursive)
increment max Crusade: Weapon Modifications(self) 2
repeat for every 1 selections of Weapon Modifications in self (recursive)
increment min Crusade: Weapon Modifications(self) 2
repeat for every 1 selections of Weapon Modifications in self (recursive)
set max(force) 2
1+ selections of 1. Incursion (1000 Point limit) in force (recursive)
Used By (1)

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