Infernal Phantoms

Homebrew by Aionexron1441

The Legion of the Damned is an army of vengeance and of flame, a brotherhood of warriors who appear at first glance to be Space Marines but quickly prove to be more lethal than even those most formidable of transhuman warriors. These warriors are variously said to dwell in the spaces between reality and the realm of the Warp, in the hopes and dreams of desperate men, and in a pocket of reality eternally lit by the fires of hatred.

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Composition

An INFERNAL PHANTOMS KillTeam is composed of:

  • 1 PHANTOM operative selected from the following list:

    • MMOLATED SERGEANT
    • WARP-TWISTED CHAPLAIN
  • 5 PHANTOM operatives selected from the following list:

    • TORCHED ONE equipped with one of the following options:
      • Infernal Force Stave
      • Infernal Force Weapon
    • GUNNER equipped with one of the following options:
      • Plasma Gun
      • Meltagun
      • Flamer
      • Boltgun
    • HEAVY GUNNER equipped with one of the following options:
      • Heavy Flamer
      • Multi-Melta
    • INFERNAL ICON equipped with one of the following options:
      • Infernal Sword
      • Tainted Chainsword
    • GATEKEEPER
    • BRAZEN IRE equipped with one of the following options:
      • Infernal Sword
      • Tainted Chainsword

Other than the BRAZEN IRE operative, your kill team can only include each operative on this list once.

Common Abilities and Options

Damned Astartes:
During each friendly PHANTOM operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a Bolt weapon must be selected for at least one of them.

A friendly PHANTOM operative cannot be targeted by Psychic weapons and actions. You can ignore the Stun, Shock and any rule that may change its APL stat. You can ignore any changes to its stats from being injured. A success with 2 or less Dmg stat cannot inflict damage on it.

You must spend 1 additonal AP whenever that friendly operative performs a Mission action (except Operate Hatch).

Each friendly PHANTOM operative can counteract regardless of its order.

Death Spasm:
Friendly PHANTOM operatives' Wound stats cannot be added to or subtracted from (this takes precedence over any stat rules). For the purpose of kill and tac ops, treat each friendly operative as always having 14 wounds and being injured. A friendly operative can be incapacitated when one of the following is met:

  • An enemy operative is fighting or retaliating against it and your opponent strikes with two critical successes during the same turning point. Note this can be strikes from two different Fight actions.

  • An operative is shooting it and two critical successes inflicted damage on it during the same turning point. Note this can be successes from two different Shoot actions.

  • A friendly operative that is not within 9 inches of another friendly operative at the end of the turning point.

  • A friendly operative that is not incapacitated and not set up in the killzone at the end of the battle.

*Blaze:
If you retained any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it does not already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.

Materialize (0AP):
Set up this operative in the killzone, wholly within your territory, more than 8 inches of enemy operatives and in a location it can be placed. Treat this action as a Reposition action. This operative cannot perform this action if it has a Conceal order and/or if it is in the killzone. This action cannot be performed more than once per battle.

IMMOLATED SERGEANT
A 3
M 4"
S 3+
W 1
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 6", Prc1)
4
3+
4/6
Supercharge (Rng 6", Prc2, Lethal 5+)
4
3+
5/6
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Damned AstartesDeath SpasmFerry Of The DeadGrim Spectre

Ferry Of The Dead: STRATEGIC GAMBIT if this operative is in the killzone. Select one other friendly PHANTOM operative within 6 inches of this operative and not within control range of enemy operatives to use this rule for. If you do so, remove that friendly operative from the killzone and set it up outside of it to one side instead.

Grim Spectre: Once per turning point, you can use a firefight ploy for 0 CP if this is the specified PHANTOM operative (excluding COMMAND RE-ROLL), or the VENGEFUL SPIRIT firefight ploy for 0 CP if this operative is in the killzone and not within control range of enemy operatives.

INFERNAL PHANTOMS, IMPERIUM, ADEPTUS ASTARTES, DAEMON, PHANTOM, LEADER, IMMOLATED SERGEANT; 32
WARP-TWISTED CHAPLAIN
A 3
M 4"
S 3+
W 1
Weapons
ATK
HIT
DMG
Infernal Absolver Bolt Pistol (Rng 12", *Blaze)
4
3+
3/5
Twisted Crozius Arcanum (Psychic, Brutal, Shock)
5
3+
4/5
Abilities
*BlazeAnimus MortueDamned AstartesDeath SpasmWarp Covenant

Animus Mortue: Once per turning point; whenever an enemy operative within 3 inches of this operative and with the ASTARTES keyword is to be incapacitated, you can discard any attack dice remaining then roll a 1D6. If the result is higher than that enemy operative’s APL stat, it is not to be incapacitated. Instead, that enemy operative is a friendly PHANTOM operative (apply the DEATH SPASM and DAMNED ASTARTES faction rules for it) and benefits from your ploys and equipment. It counts as incapacitated for the purpose of your kill grade but it cannot be used for the purposes of your tac-op or your opponent’s kill-grade or tac-op. In the Ready step of the next strategy phase, remove that operative from the killzone.

Warp Covenant: Whenever an operative is shooting this operative, improve this operative’s Save stat by 1 and worsen the x of Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

INFERNAL PHANTOMS, IMPERIUM, ADEPTUS ASTARTES, DAEMON, PHANTOM, LEADER, WARP-TWISTED CHAPLAIN; 32
TORCHED ONE
A 3
M 4"
S 3+
W 1
Weapons
ATK
HIT
DMG
Warpflame Pistol (Rng 6", PrcCrits1, Tor 1")
4
2+
3/3
Smite
Witchfire (Psychic, Rng 8", Saturate, 1" Dev1, Tor 2")
5
4+
3/3
Focused Witchfire (Psychic, Rng 8", Saturate, Seek Light, Dev3, Stun)
4
3+
4/4
Inferno Storm (Psychic, Rng 6", Saturate, Blast 2", *Blaze)
5
4+
2/3
Infernal Force Stave (Psychic, Shock, *Blaze)
4
3+
4/5
Infernal Force Weapon (Psychic, Lethal 5+, Shock, *Blaze)
4
3+
3/6
Abilities
*BlazeDamned AstartesDeath Spasm0AP: MaterializeWarply Insane

Warply Insane: - STRATEGIC GAMBIT. Once per battle if this operative is in the killzone. If it is not within the control range of an enemy operative, you can remove this operative from the killzone and set it up outside of it to one side instead.

  • Whenever this operative performs a Psychic action, roll a 1D3. On 1, subtract 1 from its APL stat until the end of its next activation. This operative can perform the following Unique actions each once per turning point:

    • TWISTED VISIONS (1 AP): PSYCHIC. Select an enemy operative visible to and within 10 inches of this operative. That enemy operative cannot use the Seek or Seek Light weapon rules and its targets are obsecured until the end of the turning point. This operative cannot perform this action while within control range of an enemy operative.

    • DAYS OF THE FUTURE PAST (2 AP): PSYCHIC. Select a ready friendly PHANTOM operative visible to and within 6 inches of this operative to gain one of your Warp Seal Tokens. Whenever a friendly operative has one of your Warp Seal Tokens is to be incapacitated during a sequance, that sequance must be repeated once as if it did not happen yet. Remove that token at the end of that repeated sequance. This operative cannot perform this action while within control range of an enemy operative.

INFERNAL PHANTOMS, IMPERIUM, ADEPTUS ASTARTES, DAEMON, PHANTOM, LIBRARIAN, TORCHED ONE; 32
GUNNER
A 3
M 4"
S 3+
W 1
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Prc1, Lethal 5+)
4
3+
5/6
Meltagun (Rng 6", Prc2, Dev4)
4
3+
6/3
Flamer (Rng 8", Saturate, Tor 2")
4
2+
3/3
Boltgun
4
3+
3/4
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Damned AstartesDeath Spasm1AP: Materialize
INFERNAL PHANTOMS, IMPERIUM, ADEPTUS ASTARTES, DAEMON, PHANTOM, GUNNER; 32
HEAVY GUNNER
A 3
M 4"
S 3+
W 1
Weapons
ATK
HIT
DMG
Multi-Melta (Hvy(Dash), Prc2, Dev4)
4
4+
6/3
Heavy Flamer (Rng 6, Hvy(Dash), Saturate, Tor 2")
6
2+
2/2
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
Damned AstartesDeath Spasm1AP: Materialize
INFERNAL PHANTOMS, IMPERIUM, ADEPTUS ASTARTES, DAEMON, PHANTOM, HEAVY GUNNER; 32
INFERNAL ICON
A 3
M 4"
S 3+
W 1
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Infernal Sword (Severe, *Blaze)
4
3+
3/5
Tainted Chainsword (Rending)
4
3+
4/5
Abilities
*BlazeDamned AstartesDeath SpasmIcon Of Vengeance1AP: Materialize

Icon Of Vengeance: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this. Whenever an enemy operative is within 3 inches of this operative:

  • Your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and Mission actions.

  • Roll a 1D6; on 4+, that enemy operative gains one of your Blaze Tokens (if it does not have one already).

INFERNAL PHANTOMS, IMPERIUM, ADEPTUS ASTARTES, DAEMON, PHANTOM, INFERNAL ICON; 32
GATEKEEPER
A 3
M 4"
S 3+
W 1
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Infernal Sword and Shield (Severe, *Blaze)
4
3+
4/6
Abilities
*BlazeDamned AstartesDeath SpasmEngulfed Shield1AP: Materialize

Engulfed Shield: This operative is equipped with a Storm Shield. It ignores the Piercing weapon rule. Whenever this operative is fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one). If this operative did not move during its activation, improve its Save stat by 1 until the start of its next activation.

This operative can perform the unique action; Shield Bash action.

SHIELD BASH (1 AP): Select an enemy operative within control range of this operative. Inflict 1D3 damage on that enemy operative and it cannot perform a Fall Back action until the end of the turning point. This operative cannot perform this action if it has a Conceal order or if there is no enemy operative within its control range.

INFERNAL PHANTOMS, IMPERIUM, ADEPTUS ASTARTES, DAEMON, PHANTOM, GATEKEEPER; 32
BRAZEN IRE
A 3
M 5"
S 3+
W 1
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Infernal Sword (Severe, *Blaze)
4
3+
3/4
Tainted Chainsword (Rending)
4
3+
3/4
Abilities
*BlazeDamned AstartesDeath SpasmHighway To Hell1AP: Materialize

Highway To Hell: Once per turning point, whenever this operative is activated, it can immediately performa a free Charge action (up to a maximum of 3 inches), doing so does not prevent it from doing the Charge action during that activation again (this takes precedence over action restrictions) but it cannot perform that action during its counteraction.

INFERNAL PHANTOMS, IMPERIUM, ADEPTUS ASTARTES, DAEMON, PHANTOM, BRAZEN IRE; 32
Equipment

FLAMING PROJECTILES:
Once per turning point, when a friendly PHANTOM operative is shooting against an enemy operative and you selected a Boltgun or Bolt Pistol as its ranged weapon for that sequance. That ranged weapon has the Torrent 1” and Blaze* weapon rules.


DAEMONIC ARMOUR:
Once per turning point, when an operative is shooting a friendly PHANTOM operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


IRON HALO:
Once per turning point, when an enemy operative is shooting or fighting a friendly PHANTOM operative, your opponent cannot retain the attack dice results of less than 6 as critical successes (e.g. as a result of Lethal, Rending or Severe weapon rules).


ETHEREAL BOLTS:
Once per turning point, when a friendly PHANTOM operative is shooting against an enemy operative, and you selected a Boltgun or Bolt Pistol as its ranged weapon for that sequance. That ranged weapon has the Devastating 2 weapon rule.


Ploys

Firefight - HELLISH ONSLAUGHT:
Use this firefight ploy when a friendly PHANTOM operative is performing the Fight action during an activation in which it has performed the Charge action, its melee weapon has the Shock and Soul Burn* weapon rules.

*Soul Burn: Whenever this weapon inflicts normal damage, add 1 to that inflicted damage. Whenever this weapon inflicts critical damage, add 1 to that inflicted damage and subtract 1 from the enemy operative’s APL stat for the battle.


Firefight - BLAZING GLORY:
Use this firefight ploy when a friendly PHANTOM operative performs a Charge action, it can move within control range of enemy operatives. After that action ends, roll a 1D6 for each enemy operative it moved within control range of (in the order it moved within control range of them). On 4+, that enemy operative gains one of your Blaze Tokens (if it does not have one already).


Firefight - VENGEFUL SPIRIT:
Use this firefight ploy when a friendly PHANTOM operative is counteracting. It can perform an additional 1 AP action for free during that counteraction, but both actions must be different.


Firefight - INFERNAL ENDING:
Use this firefight ploy when a friendly PHANTOM operative is incapacitated while fighting or retaliating, roll a 1D6 for each enemy operative within the control range of that friendly operative. On 4+, inflict 1 damage on that enemy operative and it has one of your Blaze Tokens (if it does not have one already).


Strategic - PHANTASMAL SPECTRES:
Friendly PHANTOM operatives can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed. This ploy costs 1 additional CP for each previous time it was used in.


Strategic - NEVER TOO LATE, NEVER TOO EARLY:
You can set up any or all friendly PHANTOM operatives that have Engage orders, are not incapacitated and are not in the killzone within 6 inches of your drop zone, more than 7 inches of enemy operatives, and in a location for each to be placed.


Strategic - RETRIBUTION MANIFEST:
Whenever a friendly PHANTOM operative is shooting or fighting an enemy operative that incapacitated another friendly operative during the turning point, that friendly operative’s weapons have the Ceaseless weapon rule.


Strategic - AURA OF FEAR:
Whenever an enemy operative within the control range of a friendly PHANTOM operative is performing a Fall Back action, roll a 1D6, if the result is higher than the APL stat of that enemy operative, Your opponent has to spend an additional 1 AP to perform that action.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.