Assassin Execution Force

Homebrew (Unpublished) by shadowdabest
Composition
Common Abilities and Options

From The Shadows:
Whenever a friendly ASSASSIN EXECUTION FORCE ASSASSIN operative is the target of a shooting attack, for that sequence, ignore the Piercing and Saturate weapon rules.

Whenever an ASSASSIN EXECUTION FORCE ASSASSIN operative counteracts, you can change its order, and it can perform a free Dash or Fall Back action (to a maximum of 3 inches)(this takes precedence over any other rule).

Inhuman Speed (1AP):
Perform a free Fall Back action. This operative can perform this action in the same activation in which it performed a Reposition or Charge action.

(STEALTH AND EVASION) Whenever this operative is the target of a shooting attack, if you are in cover you auto retain 1 save

(UNTRACEABLE) Whenever this operative is with a Conceal order, in cover and did not move during its activation and/or counteraction, it cannot be selected as a valid target, taking precedence over all other rules

VINDICARE
A 3
M 7"
S 3+
W 22
Weapons
ATK
HIT
DMG
Exitus Rifle (Hvy, Dev3, Lethal 5+, Silent, saturate, seek light)
4
2+
4/4
Exitus Pistol (Rng 10", Prc2, Dev1, saturate, seek light)
4
2+
3/4
Vindicare Blade (Balanced)
4
2+
3/4
Abilities
1AP: DEADLY AIM DISCIPLINEFrom The Shadows1AP: Inhuman Speed

DEADLY AIM DISCIPLINE (1AP): Once per battle. Select an enemy operative to have one of your Dead Aim Tokens.

Place a Dead Aim Marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Whenever a Dead Aim Marker is within 2 inches of an enemy operative that has one of your Dead Aim Tokens, this operative can immediately interrupt that operative and do a shooting action against it. In the Roll Attack Dice step, roll 1 Atk die only. In the Roll Defense Dice step, that operative cannot roll any defense die. In the Resolve Attack Dice step, add 1D3+1 damage to the damage inflicted. If that enemy operative is incapacitated, remove the Dead Aim Marker from the killzone.

32
CALLIDUS
A 3
M 7"
S 3+
W 23
Weapons
ATK
HIT
DMG
Neural Shredder (Rng 8", Tor 3)
4
3+
4/4
Phase Sword (Relentless, *Reap)
4
3+
4/6
Abilities
From The Shadows1AP: POLYMORPHINEVEIL OF SHADOWS

POLYMORPHINE (1AP): Once per battle, until the start of this operative’s next activation, remove its model from the killzone and set up the last enemy operative’s model it has incapacitated as centered as possible on where this operative's base was (use a base as a reference) and in a location where it can be placed. Once placed, it cannot be a valid target for enemy operatives

(REIGN OF CONFUSION) Whenever an enemy operative is activated within 6 inches of a CALLIDUS operative during this turning point and performs any action other than Reposition and Dash, roll a 1D6: on 5+, that action cannot be performed (any AP spent is not refunded).

VEIL OF SHADOWS: once per battle, you can remove this operative from the killzone. Then, place it anywhere in the killzone, but it must be more than 6 inches away from the closest enemy operative.

32
EVERSOR
A 3
M 7"
S 3+
W 23
Weapons
ATK
HIT
DMG
Execution Pistol (Rng 6", Dev1, Bal)
5
3+
3/4
Neuro-Gauntlet (Relentless, *Neurotoxins)
4
4+
1/1
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
DRUG--FUELED FURYFrom The Shadows1AP: KILLING RAMPAGE

DRUG--FUELED FURY: if this operative isn’t incapacitated. Roll a 1D6, if the result is:

A) 1 or 2: inflict 1D3 damage on this operative equal to the result.

B) 3 to 5: add 2 inches to the Move stat of this operative until the end of the turning point.

C) 6: This operative regains 1D3 lost wounds, If the result exceeds the Wound stat of this operative, add the excess to that stat until the end of the turning point.

KILLING RAMPAGE (1AP): Select one enemy operative that is visible to this operative. Until the end of the turning point, each time this operative fights or retaliates against that enemy operative, add 1D3 to the number of your attack dice for that combat. If the enemy operative is incapacitated as a result of that combat, this combat modifier is kept and this action can’t be used again until the end of the battle.

(BIO-MELTDOWN) If this operative is incapacitated, roll a 1D6 for each operative within 2 inches of this operative. On 3+, that operative suffers 2D3 damage.

(Neurotoxins) Each time a friendly operative fights with this weapon, in the Roll Attack Dice step of that combat, for each critical success retained, roll a number of D6 equal to the number of wounds the target has. On each 5+, inflict 1 wound on the enemy operative.

32
CULEXUS
A 3
M 7"
S 3+
W 22
Weapons
ATK
HIT
DMG
Animus Speculum (Prc1, Blast 2", Dev1, Stun)
5
3+
2/2
Fists
4
3+
3/4
Abilities
From The Shadows1AP: Inhuman Speed1AP: SOUL HORROR

SOUL HORROR (1AP): Whenever an operative is within 6 inches of this operative, subtract 1 from its APL stat and it is not able to perform Unique or Mission actions until the end of the turning point. This operative cannot perform this action while within control range of an enemy operative.

32
Vanus
A 3
M 6"
S 3+
W 22
Weapons
ATK
HIT
DMG
Noospheric Discharger (Rng 8", MW2)
4
3+
4/5
Data-Goad (Stun)
3
3
3/4
Abilities
Clade Datascribe1AP: Noospheric Interference1AP: Target Overheat

Clade Datascribe: Each time a friendly Assassin operative within 8" of the Infocyte makes a shooting or melee attack, you may re-roll one attack die.

Noospheric Interference (1AP): Select one enemy operative within 12" that has not yet activated this Turning Point. Until the end of the Turning Point, that operative suffers a -1 modifier to their APL and cannot perform mission actions.

Target Overheat (1AP): Select one visible enemy operative within 8" and give all their Ranged weapons the Hot Key Word

32
Equipment
Ploys

Firefight - Dead Eye Focus:
Until the end of the turning point, each time a friendly Vindicare Assassin performs a Shoot action, you can ignore the Obscuring rule and any cover rules provided by terrain for the target


Firefight - Frenzied Overload:
Effect: Use this ploy when a friendly Eversor Assassin is activated. Until the end of its activation, add 2 inches to its Movement characteristic and allow it to reroll any or all attack dice when fighting in melee. At the end of that activation, the operative suffers 2 mortal wounds.


Firefight - Poisoned Blade Execution:
Use this tactical ploy when a friendly Callidus Assassin is activated. Until the end of her activation, each time she fights in melee, you can retain one normal hit as a critical hit, and the target operative suffers the Stunned rule for the remainder of the turning point (subtracting 1 from its Attack stat).


Firefight - Aether-Shock Gaze:
Effect: Use this tactical ploy when a friendly Culexus Assassin is activated. Select one enemy operative visible to it within $6$ inches. That enemy operative suffers $D3$ mortal wounds, and until the end of the turning point, it cannot perform a Dash or Charge action.


Firefight - Data-Interception Matrix:
Effect: Use this tactical ploy when a friendly Vanus Assassin is activated. Select one enemy operative anywhere on the battlefield. Until the end of the turning point, that enemy operative cannot be selected to perform a Mission Action, and if it is within line of sight of the Vanus Assassin, you may immediately view its held ploys or covert orders.


TacOps