Infernal Phantoms
Common Abilities and Options
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:
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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.
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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.
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A friendly operative that is not within 9 inches of another friendly operative at the end of the turning point.
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A friendly operative that is not incapacitated and not set up in the killzone at the end of the battle.
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.
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.
*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.
Operatives
1. Cassius Acastian
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
Death SpasmGrim SpectreDamned AstartesFerry Of The Dead2. Amasios
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 Weapon (Psychic, Lethal 5+, Shock, *Blaze) | 4 | 3+ | 3/6 |
Abilities
Warply Insane0AP: MaterializeDamned AstartesDeath Spasm*Blaze3. Agnathio
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Saturate, Tor 2") | 4 | 2+ | 3/3 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Death SpasmDamned Astartes1AP: Materialize4. Icardian
A 3
M 4"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Multi-Melta (Hvy(Dash), Prc2, Dev4) | 4 | 4+ | 6/3 |
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Damned Astartes1AP: MaterializeDeath Spasm5. Abrariel
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
Damned Astartes1AP: MaterializeEngulfed ShieldDeath Spasm*Blaze6. Daellas
A 3
M 5"
S 3+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Tainted Chainsword (Rending) | 4 | 3+ | 3/4 |
Abilities
1AP: MaterializeDamned AstartesHighway To Hell*BlazeDeath SpasmEquipment
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
HELLISH ONSLAUGHT
Firefight PloyUse 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.
BLAZING GLORY
Firefight PloyUse 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).
VENGEFUL SPIRIT
Firefight PloyUse 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.
INFERNAL ENDING
Firefight PloyUse 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).
PHANTASMAL SPECTRES
Strategy PloyFriendly 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.
NEVER TOO LATE, NEVER TOO EARLY
Strategy PloyYou 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.
RETRIBUTION MANIFEST
Strategy PloyWhenever 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.
AURA OF FEAR
Strategy PloyWhenever 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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.