Phantasm

*"Drastic situations require drastic countermeasures."*

*Phantasms Operators* are the secret agents, infiltrators and assassins of the **Genesis Interex**. Alongside Taskforce: Prophet, Phantasms are the iconic soldiers of the Interex.

## The Agency

The institution that creates and organizes the Phantasms is called the Agency, a branch of the army that carries out secret operations and handles the intelligence.

Specifically, Phantasms are high-ranking members of The Agency, one of the only that has the Pythagoras-level authority - second only to the heads of state and the Premiere.

At the head of the Agency is, however, the Seneschal and he is the one that marks the death of the Coalition's opponents.

## Training

### The XAR Agent

The process of becoming a Phantasm is long and starts from youth: individuals selected by the Coalition undergo intense physical training to prepare their body for the Serum labeled as XAR. During the selection, only a few ever manage to pass the requirements to take the first dosage, and even fewer survive. Training continues afterwards, and XAR injections become a routine to shape the ultrahuman assassins.

### The Bootcamp

Following the first injection, training intensifies, as the subject's physique is enhanced. There is no going back beyond this point, and aside straining physical exercise and lessons, every trainee Phantasm is divided into group of threes, each supervised by an elder Phantasm, who makes sure their training is peerless.

The elder Phantasm will eventually take his apprentices out on the field, training and testing their capacity. It is also an opportunity for the student to test their equipment and their training, and adjust themselves to remedy weak points.

### First Kill

At the end of five years of tutorage, the Phantasm training is over, and they become full fledged agents. Deployed in pairs, while it may seem primitive, Phantasms value the first Kill greatly - sometimes keeping a trophy: the bullet that killed the target or something worn by the victim.

## Abilites

A Phantasm's rigid training allowed one to unlock their true potential. Combined with the XAR agent, the Phantasm's movement and agility is compared to blurs to normal humans. However, a Phantasm's place is not close up with their quarrel: discretion is fundamental for their trade, and thus they prefer engaging their enemies from afar with the legendary Javelin anti-matter rifle.

## Wargear

> Phantasm's wargear reflects their deadly role as assassins - killing their foe from a distance, even though they are not afraid of getting close.
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* HR-RAVAGER - While discretion is advised, lately more and more Phantasms agents have been deployed in deep, hostile territory. The Ravager offers a greater protection, reinforcing the Banshee with plates of Neutronium in critical points. The bracers feature an additional layer that is capable of deflecting incoming lasers, but all this comes at the expense of the Phantasm's superior agility and a much weaker stealth field generator.

## Primary

> Long ranged weapons of huge caliber, difficult to bring to bear and that require concentration. Phantasm's primary weapons are virtually unstoppable and effective against everything, provided the Phantasm can fire it.
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* AR-Javelin - The Phantasm's tool of the trade, the Javelin long ranged anti-matter rifle is actually a miniature railgun, magnetically accelerating hypersolid slugs. The barreling gives the piece of hardened Solasteel additional power, so that nothing can survive it, at the price of a rather slow fire rate.
* AR-TORQUE - The Torque is a quite odd weapon: effectively a bow, the Torque generates a magnetic Accelerator array that can be adjusted when the string is drawn. The oxidite arrow is then flung at hyperspeed towards the direction, ignoring any sort of armor. The magnetic field can either accelerate the projectile so that it reaches its target, or be adjusted so that it arcs behind cover. Unlike the Javelin, the Torque doesn't have reload issues - but it takes time and training to exploit this weapon to its full potential.
* AR-TYPHOON - The Typhoon assault rifle is a flexible weapon used by Phantasms that believe they will be caught in crossfires: the rifle can alternate between a semi-automatic mode to a rapid fire mode. The first one exploits the vortex rifling found in Javelins, shooting projectiles at incredible speeds for maximum penetration. The rapid fire version trades firepower by overriding the rifling and firing plain bullets with an energy core. While tactically flexible and easy to use, the Typhoon isn't as rewarding as the other two weapons and has a shorter range than any Phantasm weapon.

## Secondary

> Phantasm secondary weapons mix their flexibility and agility with deadliness.
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* SR-VIPER - Taken in pair, rapid firing Viper pistols fill their victim with a hail of hollow bullets, making them lethal in close range, but rather ineffective at range.

* SR-MAGNUM - The Magnum hand Cannon demands from the Phantasm precision, as its small magazine makes every bullet count. The power of this Pistol, however, is rewarding enough as it can punch through the thickest armors.

* SR-STAR - The Star is an unorthodox weapon: a tri-bladed disc, the Star can be thrown as a deadly sharp weapon that can sever off limb or even used in melee like a sword.